[Poll] Transportation & Transit Times

Post » Wed Aug 05, 2009 1:50 pm

How far can you travel "out-of-the-world" before it becomes a stretch?


hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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Christine Pane
 
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Post » Wed Aug 05, 2009 6:48 pm

Keeping it in context for Fallout here...

I used to play Everquest, so bear with me. When porting with a magician or wizard, yeah, it makes sense to be able to travel between continents and dimensional planes.

But for Fallout?
Unless some lucky player manages to rebuild a car, which would still be difficult to repair and maintain...
Unless the Brotherhood of Steel somehow constructs another Dirigible...

I think you should have to walk to any location you wish to go to.
Traveling in games like WoW is all cute, quaint, and convenient. It's practically a sight-seeing tour when flying between two places.

But in Fallout, traveling between any two points means there's a risk of death involved. You can't remove that aspect from the game.
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Bad News Rogers
 
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Post » Wed Aug 05, 2009 6:10 pm

On average a person who is not carry much walks 3 to 3.5 miles an hour (4.8 K to 5.7 K)

Some individuals who are normally fast walkers or trained to walk 'fast' cover 4 to 4.25 miles an hour

10 miles is a long walk for most even if they are walkers (or in great shape) before needing a break (or walking for 2.5 to 3 hours non stop

Now with Fallout type game in mind I would say that doing a 10 mile stretch in a short (out of world) time would not be too bad.

Basically, the game checks for an encounter or such every 10 miles and each 10 miles of no encouter takes X amount of time.

5 mins might be a bit long for most gamers attention span using this kind of system, 1 min wouldn't be to bad (cause you would have to continue, react to the encounter or avoid the encounter and then continue.

IF
you are traveling with an established Caravan (like many of the Fallout games have) you could cover the entire trip to their next stop in the same amount of time as the long walk.

Make a slight less chance for an encounter while traveling with an estabilshed caravan. And only check for an encounter every 20 miles.

Note: I did not vote.

Dave Chase
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Travis
 
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Post » Wed Aug 05, 2009 1:26 pm

At least 100, but 200 milles should be better.

Keep in mind you always have huge clan in a MMO and the game have an other dimension with a geo-political context. The clans create alliances, and fight with others.
That's why you really need to travel (not just teleport or walk 10-5 minutes) to reach the ennemies positions. It's funnier and the game become more strategic / immersive.


note1: Please, apologize my english isn't perfect (not at all) but I really want to help your project.
note2: Darkfall Online is a good example of a geo-political game.
note3: The instances are evil. instances =! mmo ;)
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Elina
 
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Post » Wed Aug 05, 2009 2:32 pm

I cant seem to choose which one to vote. lol Fallout has always had this small since of realism with the game. I feel that travel has always seamed real in the original games. I agree transport should be determent by mode of transportation. Another thing to consider with transit is topology. >_< It makes no sense to be heading the same speed climbing up a slope as you do running on flat ground. But that's just my opinion. Image
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Sunny Under
 
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Post » Wed Aug 05, 2009 6:22 am

i don't think either of those is what is being asked ( not that i really responded on topic )

just to keep it in terms we all can relate to: you get on the tanker and set sail for the enclaves oil rig. during the journey you have to sit around in real time as the ship is in transit. no loading screen, no zippy cut screen just you and whoever else got on it with you sitting around picking your asses.

the trip takes 5 minutes ( real time ) how far away should the rig be for it to feel "right" for the time spent waiting to get there.

chriss ... forgive me if I'm wrong and correct me if i am. hay, "OC" ..... i got something for ya right here! _|_ (^.^) _|_

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Ryan Lutz
 
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Post » Wed Aug 05, 2009 3:29 pm

much like the travel in FFXI which I think has a decent travel system when you compare the ship and airship waiting times. I personally don't mind these things because they give me time to go do other things while the game is traveling, but that still doesnt address the problem of how far one is willing to travel like that. in which case I would have to say 50~100 miles. :S Image
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Jamie Moysey
 
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Post » Wed Aug 05, 2009 10:06 am



You're not wrong. That's what we're discussing. How far away does "travel-by-cut-scene" make sense before it blows up your suspicion of disbelief.

pax,
-Chris
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Kelly Upshall
 
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Post » Wed Aug 05, 2009 4:49 pm

How far can you travel "out-of-the-world" before it becomes a stretch?


Re: [Poll] Transportation & Transit Times

Postby n1ss » Sun Aug 09, 2009 3:31 pm

2 minutes of travel, not more. 20 sec of waiting.

MMOs consume lots of time. World travel is something player wishes to few times only, then it becomes boring. Classic WoW (BC and WotLK are small) travel system is an example of "how travel system can make you sick".

Imo original Falout traveling is perfect. But there should be something for roleplayers. Thinking of that tanker:

Talking to travel NPC (or whatever will triger traveling) should give us two options:

- Real time traveling, which will show us all the way to the oil rig
- Instant travel. Just moves you to the rig spawn point.

Or you could somehow get yourself a boat and travel there with worldmap in fallout style =)
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Tom Flanagan
 
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Post » Wed Aug 05, 2009 8:29 pm

Well I picked 500 miles the limit for one trip. Just because I wont the world be huge and immersive and there would be places that I will never go and possible wont see some of the players. And yes the world could be larger than this... But I quess on this kind of trip I would take the plane since it would be much faster than the car or train.

So yeah the type of transportation would make a difference with the travel time for sure with higher tickets on the faster transportation of course.

And how long would this trip take? Well thats a bit tricky. 15 to 30 mins on this trip of 500 miles all together with stops. Maybe even that 30 minutes would be good.

Don't know if I went too far on this one and should have pick the 100 miles. I just like to see a huge world out there. ;)

-Askenas

ps. sorry about grammar and such :)
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Honey Suckle
 
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Post » Wed Aug 05, 2009 2:22 pm

This isn't a huge issue for me, it depends heavily on other game mechanics I guess. Things like calling for backup to a PvP area and such, a surprise attack somewhere could be harder to counter if people couldn't instantly teleport anywhere in the world.

On the other hand, I've always thought it would be fun to make a video of an average players time spent on gryphons in WoW from level 1-60 (or whatever max level is now) and then filing a class action lawsuit against blizzard for a prorated return of subscription fees ;)
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Donald Richards
 
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Post » Wed Aug 05, 2009 4:40 pm

Did you ever played a pvp game? :s

Lot of guilds will defend their zones (cities, or I don't know what), if you make a raid, instant teleport in middle of their territory it's a bit lame... No?

You don't need to teleport to surprise your opponent, you just need to be smart. (ex: DAoC, DFo, ...)

Sincerely guys, you should stop to take WoW as an exemple for anything. This game is quickly boring :s

To have interresting fights, you NEED to have big territories where you can be hide.
If you're the owner of the territory you need to patrol to surveil and prevent assaults. You need to feel the tension when you'll see a group at the horizon, and you'll get adrenaline if you have to fight them.

Remember: the easy way always kill the interrest in games. You have to be implicated in your game to have good sensation, sometime you loose, sometimes you win but you're always have pleasure and you don't feel the boredom.

note: again, sorry for my approximative english, I tried to do my best ^^
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Erika Ellsworth
 
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Post » Wed Aug 05, 2009 8:38 pm



24/7 player defense? Impossible
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Sara Lee
 
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Post » Wed Aug 05, 2009 11:10 am

Have it so individual areas have to be sieged for 24 hours before being taken over. That way people have time to organise counter attacks.

It'd also mean that you'd have to be very organised in order to take territories as your attack could be countered at any point.

So as a compromise maybe have windows of opportunity where the defenders can "sally forth" and meet the attackers in battle. This would allow both sides to be around to fight/negotiate etc.
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koumba
 
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Post » Wed Aug 05, 2009 2:48 pm



Type of transportation does not really matter much to me... I wouldn't expect to see many planes unless a server event had been reached and server-wide that technology had been unlocked, though.

As far as travel times, anything longer than 2-5 minutes becomes a stretch for those with ADD. Also for people without ADD it becomes boring unless the scenery you provide during travel is high quality.

EDIT: Not sure how pvp became involved in a transportation discussion but w/e...
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Shirley BEltran
 
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Post » Wed Aug 05, 2009 4:28 pm



24/7 player defense? Impossible
Many games do it (for exemple DAoC and DFo again :p )
And IF the craft allows you to build defenses (like traps or turrets) or just hiring guards, it will be very possible to defend with few guys. That why guild would do alliance to attack the ennemy position.





Just because PvP and movement are closely link, you shouldn't be able to surprise your opponent just because you have been teleport in the corner of the battleground...
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sunny lovett
 
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Post » Wed Aug 05, 2009 9:22 am

I'd love to see a bullet-train network as part of a main quest line. (California just voted to build high-speed trains from LA to Sacramento, which would place it smack dab in the middle of the "Core Region" of F1 and F2)

For Example; You start in valley A, to progress on in the game you have to help get the train running/fix the tracks/clear out a nest of deathclaws.

I wouldn't mind seeing a small transition zone while traveling.

For Example; Someone does decide to put up a roadblock and hijack the train, and you have to help fight them off and clear the obstruction before proceeding on.
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Olga Xx
 
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Post » Wed Aug 05, 2009 11:44 am

Myself and friends i played world of warcraft with admitted that waiting for anything svcked but something about waiting with others made things interesting. I remember i didnt find it as annoying waiting for the airship when other players that i did not know were their too. I could look over their profiles and possibly chat with them.
Basically, if your waiting alone it svcks but if you have something to do while waiting, not so much.
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sam westover
 
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