So here's a more complete list of the challenges with portaling. Since we all agree that some kind of portaling IS necessary, if you'd like to have input on the system try to solve these and related problems. These are presented as if we had an unlimited, mark-anywhere portal system. Obviously this won't be the case, but we have two extremes (complete access and no access) and we're trying to find a happy medium:
- We couldn't have shrine-type areas because people would just portal to the end of them.
- No part of dungeons could be "special" because people would just ignore the rest of the dungeon completely--and we would have wasted our time and the server's resources creating them.
- Unique monsters would have to be severely limited in the items they drop and the exp they give, otherwise they'd never spawn for more than a few minutes since people would be constantly camping them
- All delivery quests, discovery quests (visit these areas, talk to these people, find this shrine) would be pointless since the player could skip everything by just getting someone to portal them to all the necessary points
- As soon as new map content was added to the game, it wouldn't be new anymore even if the people discovering it tried to keep it secret. Ex: One person figures out the trick to getting into a secret hall filled with cool monsters and good loot. He ports there, someone else porthops and marks the location. Being a douche this other person just sits in town making portals to the area and everyone now has a mark inside the area.
- Players far below the level which an area is intended for can probably get anywhere in it without much trouble--portal, trans/trans/trans, mark, die, respawn. Repeat X times.
And here are some problems with preventing marks in a dungeon or area:
- If you run out of potions or supplies, you're pretty much screwed since you can't get back in without starting over.
- If you die & respawn in a dungeon you have to start completely over, and your gear will almost certainly be gone by the time you get back. If the cost of accessing the dungeon is very high you just basically wasted your time.
- Since monsters spawn constantly, there is no safe place to wait and talk strategy (or talk to someone in real life who may be more important than the game you're currently playing). Since you can't leave, it's basically just a constant fight.
And here are some more detailed responses for you, Marz:
marzuku wrote:i imagine how many totally nooby people will port into a Boss lose hp.. port to town buy more pots and go back and forth like that until he kills the boss..??
How is this different from doing the exact same thing with portals? Also this can be easily solved by having the bosses regenerate hp after a while.
marzuku wrote:part of the stupid pk ability is to be able to kill who ever is grinding your spot, stealing your house, stealing a castle etc.. but i guess now that wont work cause people can just pot up and come back in a sec and kill you
Again, how is this different from portals? Someone kills you, you mark a spot and go get your crew, port them all to the hunting area and away you go.
marzuku wrote:port back and forth, if dead, recall is reset like when you turn of your broadband service and your internettsss has to reset.
This system lets you find your body without having to go wandering through the wilderness. Exactly the same thing could be achieved with portals, too, as long as you had a mark near your body. You could even mark ON your body when you died.
marzuku wrote:U know what??? Remove recall?? its fucking irritating watching some one you are pking dissapear while walking since the port has no cast time?
It does have a cast time. It doesn't work like a cast-it-and-walk-through portal, which may be the issue, but it definitely isn't instant.