Larian Studios
Posted By: Brainer Waypoints and fast travel - 15/10/20 03:58 PM
While it's not a deal-breaker by any stretch of the imagination, in my opinion keeping the waypoint system from D:OS opens up the same options for heavily abusing the game as far as combat and escaping out of places and situations go.
The first example that comes to mind is
the totem-stealing quest in the druid grove. While I did manage to pull off snatching it and getting out undetected on foot by taking the lift so that it remains interesting and immersive, all it really takes is casting fog on the totem, taking it and teleporting out using fast travel.

Maybe it will be better if it was limited only to teleporting between the waypoints themselves rather than having access to them all the time? They are located conveniently enough so that walking back to them, if need be, is not time-consuming. It is also curious how Chapter 2 will be handling fast travel if it's supposed to be set in Baldur's Gate. Having rune circles spray-painted throughout the city and our party casually using them to warp around will be a bit... awkward.
Posted By: Synaryn Re: Waypoints and fast travel - 15/10/20 06:03 PM
+1, limiting fast travel in this way make sense.
Posted By: blindhamster Re: Waypoints and fast travel - 15/10/20 06:06 PM
+1
Posted By: Mxiio Re: Waypoints and fast travel - 15/10/20 06:06 PM
Originally Posted by Brainer
While it's not a deal-breaker by any stretch of the imagination, in my opinion keeping the waypoint system from D:OS opens up the same options for heavily abusing the game as far as combat and escaping out of places and situations go.
The first example that comes to mind is
the totem-stealing quest in the druid grove. While I did manage to pull off snatching it and getting out undetected on foot by taking the lift so that it remains interesting and immersive, all it really takes is casting fog on the totem, taking it and teleporting out using fast travel.

Maybe it will be better if it was limited only to teleporting between the waypoints themselves rather than having access to them all the time? They are located conveniently enough so that walking back to them, if need be, is not time-consuming. It is also curious how Chapter 2 will be handling fast travel if it's supposed to be set in Baldur's Gate. Having rune circles spray-painted throughout the city and our party casually using them to warp around will be a bit... awkward.


The current Fast Travel System also takes away from Spell Casters at later levels making a number of spells obsolete, sadly.
Posted By: Renaire Re: Waypoints and fast travel - 15/10/20 06:10 PM
Oh man idk, i like the 'fast travel to any waypoint, anytime'. I'm terribly lazy and even a 30 seconds walk to a waypoint is too much for me lol.
Posted By: Druid_NPC Re: Waypoints and fast travel - 15/10/20 06:12 PM
+1
This plus ubiquitous long rest lets you cheese almost any encounter.
Posted By: fkhaller Re: Waypoints and fast travel - 15/10/20 06:15 PM
+1
I didn't know that you could do this and was traveling between waypoints. Had no trouble.
Posted By: Orbax Re: Waypoints and fast travel - 15/10/20 06:15 PM
Part of what makes D&D is the journey & travel and everything that happens along the way. While I like it for testing in this kind of thing, i usually like having to walk from city to city and go through interesting areas and then once you reach another city you can fast travel between - with chances of encounters and what not) as it shows days 1,2,3...progressing. Keeps time elements and other things in nice motion. Golden paths to quests, hand holding, teleporting, are all newer inventions.

That being said, people are used to games getting rid of anything requiring patience and there is a good chance of alienating a lot of people who never had to learn it in their youth smile
Posted By: Synaryn Re: Waypoints and fast travel - 15/10/20 06:35 PM
Originally Posted by Orbax
Part of what makes D&D is the journey & travel and everything that happens along the way. While I like it for testing in this kind of thing, i usually like having to walk from city to city and go through interesting areas and then once you reach another city you can fast travel between - with chances of encounters and what not) as it shows days 1,2,3...progressing. Keeps time elements and other things in nice motion. Golden paths to quests, hand holding, teleporting, are all newer inventions.

That being said, people are used to games getting rid of anything requiring patience and there is a good chance of alienating a lot of people who never had to learn it in their youth smile


Makes me miss the days of games like Morrowind, no quest markers and questgivers would give you vague directions that had you wandering in circles trying to find the one rock that looks different from the other. I found the Zhentarim secret Underdark bunker from a quest marker, which was a kinda immersion breaker moment. Not expecting Larian to remove quest markers here given how ubiquitous they are though.
Posted By: Stabbey Re: Waypoints and fast travel - 15/10/20 06:35 PM
Originally Posted by Brainer
Maybe it will be better if it was limited only to teleporting between the waypoints themselves rather than having access to them all the time? They are located conveniently enough so that walking back to them, if need be, is not time-consuming.


You could have teleportation between waypoints only, but because there are no random encounters, walking to a waypoint is not exactly interesting gameplay, and after a while, it will feel more and more like pointless busywork. On the other hand, using fast travel to escape from consequences is abusable and problematic.
Posted By: Orbax Re: Waypoints and fast travel - 15/10/20 06:40 PM
Originally Posted by Synaryn
Originally Posted by Orbax
Part of what makes D&D is the journey & travel and everything that happens along the way. While I like it for testing in this kind of thing, i usually like having to walk from city to city and go through interesting areas and then once you reach another city you can fast travel between - with chances of encounters and what not) as it shows days 1,2,3...progressing. Keeps time elements and other things in nice motion. Golden paths to quests, hand holding, teleporting, are all newer inventions.

That being said, people are used to games getting rid of anything requiring patience and there is a good chance of alienating a lot of people who never had to learn it in their youth smile


Makes me miss the days of games like Morrowind, no quest markers and questgivers would give you vague directions that had you wandering in circles trying to find the one rock that looks different from the other. I found the Zhentarim secret Underdark bunker from a quest marker, which was a kinda immersion breaker moment. Not expecting Larian to remove quest markers here given how ubiquitous they are though.


I wouldnt have looked NEARLY as hard as I did for the wall if that thing wasnt there, it was driving me nuts. I did talk to the wolf who says "there is a stone wall but no stone smell" and you need to get pretty close, but otherwise it kind of taught me a lesson to look more closely. I was thorough, just not THAT close thorough.

Then again they dont have detect magic yet, so that is kind of an issue, we'll see if the implement it...Hmm I wonder if the mask from the hag detects it. I shall test that post-haste.

But yeah, morrowind and stuff having 400 hours of gameplay where Im just learning the world was pretty amazing. Its a hard game to mimic, but there are some good lessons to learn from it.
Posted By: Eugerome Re: Waypoints and fast travel - 15/10/20 06:54 PM
As much as I loved Morrowind as a kid, I would never play a game like that now, mostly because of time.

Granted, I do appreciate some games that capture the feeling of navigating the wild, for example the way Outward did it recently.

That said, I think fast travel works fine the way it does now - if I have to run past the same area a bunch of times and nothing changes then it will be very boring.

Plus, I won't have to do annoying jumps in some locations.
Posted By: Lyemar Theravel Re: Waypoints and fast travel - 15/10/20 09:57 PM
Originally Posted by Stabbey
You could have teleportation between waypoints only, but because there are no random encounters, walking to a waypoint is not exactly interesting gameplay, and after a while, it will feel more and more like pointless busywork. On the other hand, using fast travel to escape from consequences is abusable and problematic.


This. I found myself in a specific situation where escaping and going back to safety (spoilers) and then i found out i could return to the safe area just by fast traveling. That killed the whole D&Desque idea I had of this game.
Yes, I know, I could "role play" the game and not use the functionality, but I still feel that the functionality breaks the game in what they advertised it to be- a geniune adaptation of D&D 5e.

I entered the goblin camp, where all the goblins seem to know you are a Absolute Soul or whatever. So I went in the temple and killed the leaders with all the subtlety I managed to, and when it was time to escape I made a mistake and alerted all the camp. I was struggling to escape when I noticed I could use fast travel. Total game breaker.


Posted By: Tuco Re: Waypoints and fast travel - 15/10/20 10:01 PM
All in favor of limiting it between waypoints.

I'm fairly confident it won't happen anyway.

"Modern gamers" and "game journalists" hate sensible design and reasonable limitations when they are at expenses of immediate convenience, and conversely love immediate convenience above anything else even when it comes at expenses of long term experience.
Posted By: Orbax Re: Waypoints and fast travel - 15/10/20 10:02 PM
Originally Posted by Tuco
All in favor of limiting.
I'm fairly confident it won't happen anyway.

"Modern gamers" and "game journalists" hate sensible design and reasonable limitations when they are at expenses of immediate convenience, and conversely love immediate convenience above anything else even when it comes at expenses of long term experience.


bALDuRS GATe EARLy ACcess shOwS wHAt LarIAN iS pLaNNing - and Its nOT Good. Do YOu LiKE WAlkIng FOr houRs ON eNd? theY ARE REmOvinG FAst TRaVeL. i SpeNT 30 SeconDs plaYing and unInStAlLED


Posted By: Tomoya Re: Waypoints and fast travel - 15/10/20 10:13 PM
+1

It would be nice for them to have more meaningful banter along the way, that would help with the 30 second walk times.

They can also simplify the chore by allowing us to click a distant point on the map and travel to it.
Posted By: Isaac Springsong Re: Waypoints and fast travel - 15/10/20 10:46 PM
The real problem is that Larian decided they wanted to make DoS 3 instead of a Baldurs Gate game, so instead of multiple segmented and distinct areas, we get a few areas that are just giant blobs of map.

When you think about it, BG 1 and 2 had 'fast travel'. You fast traveled between maps and areas of the cities. But it wasn't teleportation (for the most part). That meant random encounters, story development opportunities, etc.
Posted By: xMardeRx Re: Waypoints and fast travel - 15/10/20 10:52 PM
+1 and remove fast rravele. If you dont have time to lick on the screen to walk somewhere you dont have time to play the game at all.
Why even bother playing.
Posted By: Orbax Re: Waypoints and fast travel - 15/10/20 10:53 PM
Remember Everquest and only mages could bind to a city and TP people and you had to run across zones to get anywhere? Pepperidge farm remembers.
Posted By: Tylm Re: Waypoints and fast travel - 15/10/20 10:58 PM
Originally Posted by Synaryn
+1, limiting fast travel in this way make sense.


+1. Can fast travel only between 2 waypoints !
Posted By: JDCrenton Re: Waypoints and fast travel - 15/10/20 10:59 PM
Originally Posted by Isaac Springsong
The real problem is that Larian decided they wanted to make DoS 3 instead of a Baldurs Gate game, so instead of multiple segmented and distinct areas, we get a few areas that are just giant blobs of map.

When you think about it, BG 1 and 2 had 'fast travel'. You fast traveled between maps and areas of the cities. But it wasn't teleportation (for the most part). That meant random encounters, story development opportunities, etc.


Would also cut on the 3 years loading times.
Posted By: Orbax Re: Waypoints and fast travel - 15/10/20 11:00 PM
Originally Posted by JDCrenton
Originally Posted by Isaac Springsong
The real problem is that Larian decided they wanted to make DoS 3 instead of a Baldurs Gate game, so instead of multiple segmented and distinct areas, we get a few areas that are just giant blobs of map.

When you think about it, BG 1 and 2 had 'fast travel'. You fast traveled between maps and areas of the cities. But it wasn't teleportation (for the most part). That meant random encounters, story development opportunities, etc.


Would also cut on the 3 years loading times.


I feel like there is some way for them to keep the level loaded and just move the other minor attributes like character placement and hostility state around. There are huge games that I hit reload on and its instant. Im really curious what drives these.
Posted By: LukasPrism Re: Waypoints and fast travel - 16/10/20 12:56 AM
I would prefer fast travel to be handled like in Witcher 3 – so it feels like you actually traveled between places and not just teleported. Teleportation in Faerun is supposed to be handled by teleportation circles, not this weird network of waypoints anyone can use in the middle of nowhere. This would also allow your travel to be interrupted too, like older BG games.
Posted By: Brainer Re: Waypoints and fast travel - 16/10/20 02:23 AM
That's quite an unexpected flux of posts. Cool.
I suppose the most "modern" and at the same time reasonable and universally-appealing decision would be to make waypoint usage a difficulty setting? Looking at how Pathfinder: Kingmaker handled it (difficulty adjustments), I don't see why a player shouldn't be able to customize their BG3 experience just as finely. Unless Larian stick to the rigid "Classic-Tacticican-Honour" selection again, there could be a lot of features that one can just enable if they feel like it to make their playthrough more or less "hardcore" (fast travel limitations, seeing check DCs, "helping" action only stabilizing downed characters instead of outright reviving them, and so on).
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