Runebooks are a fantastic way to get people around the Agon, especially with the busy schedules we all have today. However there are some instances where this instant travel becomes a problem. One of those we knew at the start was having permanent runes into player cities so we prevented that. We also suspected there would be several other areas where this could potentially be a problem, knowing very well that we would have to go back and make some adjustments. If you have some locations where you think runebooks should not work post it here and if you could also provide a reason why you think it should be restricted. I'll start off with villages. I think villages should get the same 100m restriction as player cities. This gives players with housing in that village a slight advantage for now. It prevents people from teleporting directly into a conflict, so any rules or changes we apply to billboards will not be overridden by runebooks. Feel free to discuss for or against any of the suggestions as it's best to get all points of view.
When I marked runes to every village I was red and didn’t have access to the billboards. If you make villages 100m can I have my runes back as blanks?
I think the idea of champion of the day would work well if runebooks couldnt work around those spawns. Gives people more chance to prepare when getting jumped. Would increase the value of the holdings close to these spawns too.
Please don't put time limitation or high price. Runes at 100 m from villages are ok, I think that runebooks are one of the best thing in roa.
Somewhat of a tangent, but runes should emit a distinct loud noise at the destination when people load in after using them (or maybe just whenever someone loads in, rune or not). Shouldn't be able to silently drop a siege force on top of someone. Also, runes should fail when used near a siege stone. I think higher cost per port would be a good start.
Fast travel seems to hurt the world overall. When its more efficient to port somewhere for 1k than run there, you won't find people running around in the world. Fast travel itself is ok, if it requires community interaction, which the current system does not. Portals in the game world are perfect, because a player can run into someone else at them. Maybe good players will camp them, but thats the point, pvp hotspot. If the little man cant travel tge world quickly with the public portals, they'll havd to either sacrifice some gold for a private teleport or gather friends and fight for the luxury- You either fight for it or pay heavy for it. Clarify whom you think need runestones most, who is it?
Runebooks were designed with casual players in mind that they would have a way to access regions of the world easier on a limited play time.
Turn the runebook into a recall to a "subway" place. Make the subway have a portal to everywhere in the map. Make the different tier books recall more often and faster. This would make it also like a dueling area since everyone would have a recall there.
Runebooks are awesome in their current form please don’t ruin them. Game needs population for open world conflict not caged up sheep.
A dungeon "subway" is an idea we like where most dungeons connect to a subway dungeon that will allow you to teleport to any dungeon connected in the subway. The subway would likely have other content in it beyond portals and also we've had some ideas about dungeons with room clearing leading up to final bosses that would involve some new dungeon mechanics and triggers. These ideas are still a long ways off, lot to do in the meantime .
Well what affects the casual affects the vet in kind. This has resulted in an empty world, because the players who are actually online and populating our world (vets) don't appear to be, or very well may not be. It's a vicious cycle.
I was opposed to runebooks for a long time and one of the things that changed my mind was thinking back on all the time I played DFO traveling all over the world I only ran into people once in a blue moon. Nearly all the other times it was at a spawn or village or whatever the destination was. The only difference runebooks have made from my experience back then was no longer needing all that travel time.
sigh...you didn't run into ppl because we always had population crisis in DF. Runebooks just remove holdings value. No where on the map is any better than anywhere else when you can insta port wherever you want. Nothing to fight over, no chance to run into ppl even if the population was good. --- Post updated --- just having the wilderness portal system and recalling, no runes on vendors, no city ports, and no billboard ports would be better IMO.
We have a big map and a small community if we have nothing to travel pvp there would not be, people will not find each other and everything will be slow and boring. This problem will afflict maps too, so please don't make this mistake.
the only pvp now is pre determined village timers. Nothing has any meaning to fight over with all the instant travel. You can't raid cities because no one is ever there due to instant travel to far reaching locations. You can't run into anyone in the wild because no one is traveling to any locations just porting in. Game is not in a good place and ppl like you are suggesting things to make it even worse.
Limiting fast travel will not have the desired effect that you are intending you're trying to create organic PVP. in order to create organic PVP you have to create intent this is based off of emotion I'll give a simple example my intent was to defend human lands against PK's that would pick on newer players therefore I could create my own content and organic PVP based off of those parameters in the beginning a lot of this was based off of factions then it transformed into veteran players versus newer players but the intent was still the same the rule sets that are in place make this impossible to continue with every new obstacle or ruleset you limit the creation of organic PVP based off of limiting intent if you want to fix the problem you have to begin with intent and emotion on top of that you have the double edge problem that to create the content based off of intent and emotion you have winners and losers this begins to get to the heart of the problem of the game design when you create content based off of negative emotions it begins to become difficult to retain population so you have to offset this with other possibilities. Keep in mind this is just one small facet of the cause-and-effect nature of this game there are so many more. The largest obstacle that I feel that needs to be overcome is the crafting system which is directly related to the economic structure of the game there is nothing more important then fixing the way that works.
I've always ran into ppl. It was never hard for me to find ppl at VCP's or to get jumped at spawns: especially in a dungeon. When a VCP went live, the fight itself didn't always take place at the VCP. It was possible for Ehetil to go live, but our first fight could go down at Owayhan's village instead due to ppl porting first if they own a house followed by the real fight itself at Ehetil. In fact, you didn't always have to start with capping a VCP, you could start with seeing if there'd be any threat in the area that would most-likely make their way to the village(checking chaos cities, player cities, hamlets...) Capping Ehetil was never the end of it: we'd go bank at Tolenque, but there'd probably be ppl living there to fight. Then we could just continue to raid the holdings on yssam that would complete our journey which actually felt like a journey in a mmorpg. Best thing about VCP's, they were all varied in term of PVP. I'm not talking about the layers or the rewards, but about the variation in encounters. They started to feel predictable in a way that made them felt unique. -Go to Vakrah if you think you got what it takes to fight Arrow -Go on mid map if you got a group big enough to face any force. -Go to GulJarnath if you wanna fight William Wallace and his friend(bring your own friend, he won't hesitate to 2v1 you or bring more, they are willing to fight outnumbered). -Go on ruby to fight Wolfen down and washed-up.(bring a group) -Go cap wolfland's VCP to fight Redmoon reserve. -Go on yssam, just make sure you got the number to survive: none stop encounters. With rune-books and Billboards, it's the same everywhere. Only this time, it all depends on the current time of the day. Noobs have no chance. Rune-books changed everything. You port, you fight and it's over. You go back home, you log-out or you can wait for the next timed-event. Ppl used to have alts used as sentries only to bring their main after for a fight. Now, you use your alts for every champ and gargantuan spawns and you rune-in if there's anyone doing them. I don't feel like ROA is better with runes and billboards. Wilderness portals have always been the most unique and best thing about ROA. It made the world feel smaller, but it never ruined the whole organic aspect of it that we used to experience in DFO.
IMO I love Runebooks and hate billboards. Billboards give everyone the chance to insta port to a vcp when someone is losing. I get it brings people together which is cool but the downsides outweigh the upsides. Runebooks help save my valuable time. Wasting 45 minutes to run from point A to point B is pointless. Most people do not have 52 runes marked to all the vcps so the chance of getting ported on by a shit load of people is far less then with billboards. Same goes for spawn scaling, why do I have to wait 15 minutes in between each spawn so that I can kill the next set? I am still doing the work, I get that it time gates the amount of materials that goes into the world but lets say I was a die hard and would do it anyhow, does it fucking matter if I waste all that down time between spawns? No, its doesnt. Holdings can become valuable by them adding things or perks to holdings, not by limiting rune books.