Caravans

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Yemin
Sword Grand Master
Sword Grand Master
Posts: 1589
Joined: Fri Feb 07, 2014 3:08 pm
Location: On the back of castle oblivion

Caravans

Post by Yemin » Mon May 23, 2016 3:14 am

I attempted to and couldn't find a previous thread on this so here goes.

I would like to see the caravan system shifted to be more accomodating to newer players and low level characters.

Currently, it entails a lot of idling to which I can only really percieve that the original thought in it's inception was that it would give PCs time to roleplay on it. But On my newer character and my original, I have never even happened to ride it with anyone else in the first place. I'll add that this isn't through lack of trying.

The new roads are nice, but for some classes, bandits are an issue well past level 10 where questing or curiosity will almost always push a character outside of their home town and walking cross country at these levels is not only hazardous but also quite slow if you don't really know the map system, or the layout of place to place.

In the same vane where roads are considered, some may think these make the caravans redundant, so this suggestion is a low priority. However, not only am I not a fan of redundant features if that really is the case, but I can say with definite recent experience that transport is the life blood of any community. Especially one this spread across what is relatively a wide area.

So, altering the standard caravans to be more like the one from the way inn I think is the way to go. Or if not exactly like them. Simply implementing changes to the system so trips take less time between stops even if they are not on demand like they are at the inn would be a big step forward.

A lot of the mud's more exciting areas are not within cities or towns large enough to warant caravans but as new areas are implemented, I would like thought to be put into whether it warants one. For this same reason, because a lot of these areas are outside reasonable caravan routes, I don't feel that skills and spells aimed at making travle easier would depreciate in value.

And lastly, I think this would help show off more of the pretty side of the mud earlier on. High moon for example is a town I would've loved to see as a newbie. Applehill and Westgate too. But these are just some of my favourites so yeah.

I should mention as well that I think these same shifts should be applied to the current ships in game.
Thanks for reading.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
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