In game travel - the critical flaw?

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I love the flight/travel mechanics as they are. This subject has popped up before on this forum and its always the case that its not a popular criticism.

You dont like it, plenty do.

Hmmm it seems like a very important criticism...do you think most players of games like it taking many hours to get from one side of a game map to the other...?
 
Other RPGs have fast travel as standard - that is kind of a staple in the genre - 1500 simple jumps at x hours in a game is simply silly and destroys the game's credibility as a form of entertainment, making it objectively very boring to travel...

Ah - Fast Travel. We all love it. Or not...

Fast Travel - IMHO - destroyed - games. Players are encouraged to fast travel, so they run to some target exactly once, and from this point on the never again use the ways, they always fast travel. This way they can solve quests in record time and the game ends after only 40 hours or so. Then they complain, why the game is so short! And they did never see places built into the ways between typical fast travel targets.
Also, since they only ran once towards a place, they do never see 70 or 80% of the game world, just one way, and then it is fast travel. Travel systems, lovingly implemented, are ignored. And therefore no longer built into games. Quests are written with fast travel in mind, which lowers the general quality of quests. 'Fetch'-, 'Bring'-, and 'Go Kill'-Quests are now standard, all to be done with fast travel.

Play Bethesdas games: In Morrowind they had implemented a series of travel systems, and they were fun. But people complained. Now they have fast travel. With all the negative (IMHO) consequences.

So I do definitely not want anything like fast travel in ED. But this is IMHO, YMMV...
 
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No, it's not a fault, it's a part of the game.
The fault is in assuming everyone else agrees it's a fault.

Ok you seemed to imply it was in your previous post - so you would say that fast travel in a game is a fault therefore...?

Is it not better to have the choice in an rpg game with a large map to suit different playing styles...?
 
Hmmm it seems like a very important criticism...do you think most players of games like it taking many hours to get from one side of a game map to the other...?
Rarely do I want to get from one end of the map to the other, since, I think we'd both agree, there's little to see and less to do at either extreme.¹
For the places with things to do, it doesn't take that long at all. Never taken me an hour to cross the bubble and not many to get to Colonia (see above).
If you really want to get places faster, I imagine you want to talk to the Buckyball Racing Club. They really do get there quicker.

¹ Exploration notwithstanding, but in that case the time won't be an issue.
 
Ah - Fast Travel. We all love it. Or not...

Fast Travel - IMHO - destroyed - games. Players are encouraged to fast travel, so they run to some target exactly once, and from this point on the never again use the ways, they always fast travel. This way they can solve quests in record time and the game ends after only 40 hours or so. ALso, since they only ran once towards a place, they do never see 70 or 80% of the game world, just one way, and then it is fast travel. Travel systems, lovingly implemented, are ignored. And therefore no longer built into games. Quests are written with fast travel in mind, which lowers the general quality of quests. 'Fetch'-, 'Bring'-, and 'Go Kill'-Quests are now standard, all to be done with fast travel.

Play Bethesdas games: In Morrowind they had implemented a series of travel systems, and they were fun. But people complained. Now they have fast travel. Wit all the consequences.

So I do definitely not want anything like fast travel in ED. But this is IMHO...

Fair points but choice is probably the compromise we seek as game players...?
 
Ok you seemed to imply it was in your previous post - so you would say that fast travel in a game is a fault therefore...?

Is it not better to have the choice in an rpg game with a large map to suit different playing styles...?
As another poster, MoonRacer said above, Fast Travel has destroyed games. OK, I may not go quite that far, but it might be interesting to note that some of the most popular mods for the mentioned Bethesda games actually remove Fast Travel, so yeah, I'd say it's unpopular if not actually a fault. I suspect you have a losing argument, especially in this forum.
Of course, each to their own I say, but I'd not expect a change to come of it.
 
Rarely do I want to get from one end of the map to the other, since, I think we'd both agree, there's little to see and less to do at either extreme.¹
For the places with things to do, it doesn't take that long at all. Never taken me an hour to cross the bubble and not many to get to Colonia (see above).
If you really want to get places faster, I imagine you want to talk to the Buckyball Racing Club. They really do get there quicker.

¹ Exploration notwithstanding, but in that case the time won't be an issue.

I'm not just speaking for me but for anyone who would like to explore the map more quickly - that seems a reasonable request...?

Excessive travel timesinks in games are really not helpful to the vast majority of players I suggest. Of course some players like excessive travel timesinks and they should be allowed to travel as slowly as they like!
 
OP it is one thing to complain about a game mechanic (anyone can do that) but to be successful, you should have come up with an alternate mechanic or solution.

So what is your solution to system to system travel in the game? Do you want instantaneous travel between any two points in the galaxy? Is there going to be an maximum range or could I say jump from Sol to Beagle Point with one click of the button? How does your new idea fit into the existing lore of the game? Will your idea kill exploration?
 
Jumping from star to star within your FSD range is a long-standing fundamental part of the game. That doesn't make it fun or interesting after the nth thousand repetition, and fun and interesting is what is required for keeping players engaged for longer, which is critical to the future of any game, Elite Dangerous included.

The arguments for realism and traditionalism can become weights that pull a game down into the depths to drown.

I don't think it unreasonable that this mechanic should be thought through thoroughly with a fresh perspective. That could mean considering implementing a different form of travel in parallel, though not necessarily a faster one (example), or by adding other elements that create variations and unexpected scenarios more often, or anything else to break the monotony of repetition, other than interdiction attempts, which themselves can become monotonous fairly quickly.
 
I'm not just speaking for me but for anyone who would like to explore the map more quickly - that seems a reasonable request...?

Excessive travel timesinks in games are really not helpful to the vast majority of players I suggest. Of course some players like excessive travel timesinks and they should be allowed to travel as slowly as they like!

How fast do you want to go? As I said, the bubble is < 1hr, Colonia is only a few hours, Bubble to Beagle Point can be done in a day.

Look at it from another point of view, it's a multi-player galaxy. Ships have different ranges, speeds etc, and some people love to fight each other. Not me, but that's outside the scope of the discussion.

If you could effectively teleport from anywhere in the galaxy to anywhere else, then you'd kill pvp and most pve interception too. Now some might see that as a good thing of course, but really?
 
OP it is one thing to complain about a game mechanic (anyone can do that) but to be successful, you should have come up with an alternate mechanic or solution.

So what is your solution to system to system travel in the game? Do you want instantaneous travel between any two points in the galaxy? Is there going to be an maximum range or could I say jump from Sol to Beagle Point with one click of the button? How does your new idea fit into the existing lore of the game? Will your idea kill exploration?

I'm not a game designer but there are surely hundreds of ways to fix this very simply and easily - time dilation like in one space game whose name I forget and FSX would be very obvious...
 
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