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The Caravan system Will be more useful once other cities are implemented, i believe, that's why they don't do It in any other way. It makes Sense to enter a caravan with other people ir you want to travel large distences, and as a mercenary you will probably be hired as a guard. Now that i think about It, this game Will be quite big once It is done.
With that Said, travel can be monotonous, there are ways to speed the game up by 2 or more times with outside apps. Just be careful not to die because you took one to many steps.
Don't get me wrong. The travel is just as bad at release as it is now. In a game like CDDA (catalysm, dark days ahead) you travel just the same. Tile by tile across a huge map. But you have systems to speed it up (animation/delay) and get warned as soon as an enemy walks into view. It's that core I'd like to speed up, and preferably without outside apps, feels like I'm emulating pokemon and setting the gamespeed to 2x like that.
For the caravan system, If it's done like the original fallout games, or something like atom RPG. No complaints there. It's a fun, relatively repeatable job system.
Village elders sell 'maps' again but change them to work like a fast travel/town portal consumable.
Verren Taxi to places already visited.
Verren Taxi waiting for you outside a quest dungeon when you clear it to save the walk home at least.
I do like your idea about having a button to toggle the game speed between normal and some kind of fast mode. This has been done very well in many games at this point, and would be totally optional. The question is, how feasible would this be? Is the speed of everything hard coded or is there a global timescale that could be manipulated? Does the enemy AI routine run during one frame or is it spread out?
I think an optional speed boost, along with a more filled-out world and the caravan system would be enough to make travel in the game feel much better.
I agree about encounter, The issue I see had NEVER been about travel time, it's more about lack of variation in things you could encounter. It's all bandit and snakes, then even more bandit and snakes. Travel feels boring after some times. Thank god podcasts exist, otherwise I would stop playing this game a long time ago.
Random travel encounter and more enemy type that appear on the road could be used to spice things up so Yeah, I do like that suggestion despite of me disagreeing with many of your posts.
Even came up with examples:
>Hunting group of ghouls, harpy, or crawler due to tile proximity from their nest, clearing their place would become a strategic choice and you can realistically earn reputation and money form doing so
>Different danger that appear between night and day like roaming undead and battlefield looters.
>A rogue knight or Mage's apprentice asking you to have a duel
>Merchant with a broken cart, asking for your time to help them fix their wheel for extra pocket cash and small rep gain
>Bandit robbery in progress and you get the choice to help, wait it out, or even pick the side of the brigands
Probably a lot more that I can come up with.
Even still...I'd prefer an option to speed-up movement over the current solution of throwing bandits at the player every other tile for "excitement". There is too much human-based combat now, I much preferred the quieter woods where the main threat was wildlife and ambushes were few and far between.
This should be completely possible. In the current build, you already go faster whilst swimming and slower whilst wading. Proof of concept the walking speed isn't hard coded.
I'm not suggesting the removal of travel. Merely softening it so you don't have to physically walk through every tile. Example. Instead of making a ten tile journey take 10 different forest/field maps. Make it take a third, rounded down/up. So 3-4 map tiles. This preserves the pretty maps and sense of journey without it being tedious. Even better? Add game options to configure it. So people who think a third is too short can always opt for more maps per trip.
To clarify. It's a bit hard to properly use terms for this. But I don't mean the overmap here. I mean the individual forest and road maps for example. The ones you walk through, fight enemies in, and pick up berries. I would look into making those smaller. They're absolutely huge.
I agree with this. What I believe is needed is more variety in encounters, shorter maximum distances (in map tiles) to contract dungeons (max say, 7 tiles) and a return to both paper maps, and higher respawn rates, so that the way back to town from the dungeon is as interesting (and deadly) as the way to the dungeon was. The constant pairs of foes on roads is repetitive and when you get to level 6-7 the mancatcher/dog combo that pulls 13 foes down on you at once is just annoying. With more variety of encounters, the trip will be as interesting as the destination, and the trip there and back being difficult and interesting is part of what has made Stoneshard so awesome in the past.
- Completely agree on animation speed. This is the case where "immersive" becomes tedious after the first run to the dungeon, it completely kills enjoyment of the game, at least it totally doesn't satisfy my autism. And even if the whole map is covered in some form of quest/dungeon locations in the future, having an option to speed up travel for those couple of empty tiles in between would be nice.
- Considering fast travel, do you mean fast travel as in skip the travel and simulate it, and only return player to the map tile if an encounter if generated, OR pointing a destination, and character traveling to it as an "autopilot", like removing the constant clicking at the edge of the map, but still looking at your character traveling through each map tile?
The second option is more to my liking, cause it doesn't eliminate all possible small dangers, like encountering a snake, a bandit, wild animals, swimming and rain (which can damage your armor). This is cool, but doesn't seem like a feature you can just code in overnight. It needs global map pathing algorithm, two of those, for road and off-road travel, local map pathing (for on-road only), ability for the game to resume auto-travel upon loading the next local map, and user interface. These may seem as an easy features, but I suspect that some of those may not even be supported by the current engine and require a significant rework. So, I'd not count on autotravel of this type to be added anytime soon.
- I dont see individual map tiles as an issue, if the map is more populated (which should be the case as the content is added), and distance to dungeons is reduced, as suggested above (but my personal preference is 5 tiles away from the town maximum), with more spots for caravan to travel to, and increased animation speed, then travel should not be as boring.