- Apr 27, 2017
- 3,019
- 13,674
Thank you for your feedback, I think your correct about the amount of clicking becoming tiresome.It does not matter if there are other random events.
the way you are handling travel right now is terrible. And you just made things WAY WORSE in the latest update.
Look, just try to travel from your home to to ves camp to talk to her. (lets not even get into the herculian task of coming back)
It used to be that to travel to ves I needed to do:
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on globe
8. click on ves' camp
9. click to enter her tent
which was already fucking obnoxious.
Now it is (using the shortest path):
1. exit home
2. go down.
3. go left.
4. go down to exit city.
5. click on globe
6. click on valley of death
7. click on step on route.
8. click enter.
9. do a fight
10. click on destination.
11. click enter. (I am now at equivalent of step 6 before)
12. click on globe. (equivalent to old step 7).
13. click on ves' camp
14. click on path.
15. click enter
16. do a fight
17. click on destination.
18. click enter. (equivalent to step 8).
19. click to enter her tent
This had a minimum of 2 fights. which each take many more clicks.
I used the shortest possible path. It can be way longer.
There is absolutely no reason it has to be this way.
In a standard RPG the way it would actually work is:
1. click on globe icon when there is no block on leaving the city. (ex: if at home and fasttravel_unlocked_city variable is true)
2. click on target (ex: ves' camp)
The game then rolls X random encounters based on the distance traveled and possibly settings (where you can disable random encounters or lower their frequency).
My immediate thoughts to help mitigate the issue:
>Implement a button that allows a player to immediately exit any city to it's 'outskirts' regardless of where they are. (Excluding story/gameplay relevant moments where it would be briefly disabled).
>Implement an 'auto route' select, allowing the player should they wish to sit back and let the game choose the travel route for them.
I was considering a limited amount of expensive teleporations between the cities/select locations - though undecided on this.There can be enemies on the path between bw 2 points but devs usually implement shortcuts like teleports or just some mechanics like for example wear a goblin suit to pass through goblin hordes undetected. But yeah, having to do fights each time you go through a point can be grindy.
I decided against the idea of random events just playing at once as you move between locations as it I feel removes player agency too much, the idea is that a player will strategically pick which routes they take, "Do I go left and just deal with the brute force fighting? Or do I go right and risk whatever unknown awaits?" and hopefully, this will give the world a much greater feel of breadth.