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Joined: Nov 2005
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Raekwon Offline OP
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The devs for DFO all played UO and Shadowbane so they know how the spell Recall in UO was used as a instant get out of trouble ticket, and how summoning in Shadowbane wasn't the slow one-at-a-time transportation method they had thought it'd be; that instead gamers learned how to chain summon and quickly transport entire armies in 10 minutes.

So far having blind faith in the DFO devs has turned out well. I think the issue of transportation will be another game mechanic that we can trust they'll do right and even further perfect through open beta.


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Travel(warp) spells make a game world much much smaller. From what ive read i believe they are on track with the travel system they are going to implement. I believe boats will serve a huge purpose in this game. Ie: Moving materials across water to islamds for city construction etc.

I believe there will be a portal type system in the game but i believe its going to be very costly to do it even long term i believe itll be very costly and any guild would not be able to efficently use it to summon its army.

I personally hate portal type systems. Binding yourself in differnt locations is another topic and i do agree with this but only a bind type of system such as eq where you can only bind to a main city no where else.


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Raekwon Offline OP
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I sorta forgot about their binding system. From what i've gathered from the DF forums the little bit of info the devs have leaked is that you can bind of course to major NPC cities and to your own clan's stone. Also though they mention being able to bind to smaller locations like little NPC villages that are near questing areas.

There was a link I posted here on another thread where a Dev described a good vs undead/alfar event area where you had a very small npc village with like 3 shops to trade at, then a graveyard full of undead, a mine shaft with undead dwarf miners, a church with monks and paladins, and finally the undead necromancer keep with a dungeon below it. He said you can bind to the small village.

This basically shows their idea of how binding will work. More like a DAoC or WoW style instead of a Shadowbane style where you always spawned at your city. This will have a large effect on guild warfare, the invading army, even if from the other side of the planet will be able to make allies with a local town and ask them if they can bind to their stone. Then when they die they only go back to that stone instead of their guild stone. Of course there is a magic res spell in the game so alot of people probably wont be releasing to their stones anyhow, just waiting for a battlefield res.

Player run cities built near the NPC starter capitols are gonna find this a problem as people will bind to the NPC capitol and then just run from there to your town to kill you.


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Quote:

Travel(warp) spells make a game world much much smaller.




Yap, and I absolutely hate that a game developer would go to the trouble of making vast, explorable and conquerable landscapes, only to be undermined by a lame ass teleportation system. I really hope that Naval and Horse travel are the two major ways for transportation.


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evac rfs

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srfs!

I agree, travel powers have no place here, or in any mmo. Find yourself a spot and stay there until you have the means and motivation to go somewhere else.

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