Originally Posted by Flooter
Voted for 4.

In my first playthrough, it seemed really odd to me that the party was able to talk its way to the heart of the goblin camp, murder three leaders, then simply dimension hop out of there. Sounds like a pretty deep security flaw in the goblin defenses. My intuition was that the party would need to sprint to the waypoint to teleport out of the camp, dodging goblin spells and arrows in a daring and thrilling escape. Fast travelling back to the grove felt a little anti-climactic.

This is my biggest issue with the system, too - and it applies even with the waypoint system.

In general, I think Fast Travel is a good option, as opposed to forcing players to retrace their steps over territory they've already cleared. (Allowing players to opt out of anything that's tedious is usually a good thing.) But there are cases where story dynamics suggest that there should be NEW challenges, and exiting the goblin camp is a good example of this. (I mean, I have other issues with that, too. All the partying goblins becoming suddenly aggressive feels...artificial...and the fact that the cursor still suggests that going through their stuff is 'stealing' makes it feel like you've done something you're not supposed to. But there ARE at least a couple of options for making your exit, even if, imho, there should be more, but climbing down to the outpost and magicking past them that way really SHOULDN'T be one of those choices.)

ETA: While the suggestion of pre-scripted events for fast travel sounds interesting, I don't think fast travel should be generally *required* to access game content. This is particularly true of anything story-related: I shouldn't miss something important just because I try to avoid or minimize fast travel.

Last edited by NorthernHick; 26/04/22 03:52 PM.