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  • One that always kind of bothered me with the LOTR mod is how location in the game doesn't impact gameplay after a certain point of playtime. One could essentially travel from their personal base in the most southern tip of Harad to Mt. Gundabad in 10 seconds. There are different solutions (that vary in terms of difficulty or inconvenience) to this problem that I could think of, and while I think all of them would be amazing if they were to be implemented, they each bring their own issues with them.

    Solution 1: remove fast travel entirely

    This is probably the most hardcore of them all and would most likely work best on servers. Having to walk everywhere would give players the opportunity to peddle goods from one place to another, make regional goods more rare and give an interesting new perspective on politics and alliances. Someone who built a base in Forodwaith or the mountains of the Wind would live so far from the civil world that they would be forced to be isolationist. East and west would be more disconnected from each other, like they were in lore, as one has to travel a great distance to get to the other side. While I feel that this solution would deliver some interesting differences to trade and politics on servers, this solution would also drive away a lot of new players from the mod, as it would be a pain to walk or ride everywhere. It would also limit the organization of events and the like. It would definitely not work on some of the established servers, as many players travel across the world for all kinds of different things all the time.

    Solution 2: Fast travel limit

    My second solution would be to create a certain "fast travel limit". This would mean that fast travel is limited to a certain amount of neighbouring regions, using the areas that determine the unlocking of waypoint groups. For example: if one were to start in Belegost in the Blue Mountains with the fast travel limit being 1, they would only be able to travel to a waypoint in Lindon or Eriador, as those regions border the Blue Mountains. I think this would have the advantages of the first solution while keeping the overall time traveled still quite low. This would also mean that people who travel around a lot get lower cooldowns at the waypoints along the route, meaning they can travel across Middle-Earth faster. This would open up new concepts like marching time for armies, mapping out your route as to avoid enemy teritorry and having goods peddlers who take stuff from one end of the map to the other. This option could be disabled in the config, or edited to allow one to travel through multiple regions at once.

    Possible addition to Solution 2

    In order to make the fast travel system even more immersive, the option could be added to only allow fast travel inside a certain range of a waypoint. As to make up for the fact that travelling through the wilderness takes longer than when travelling by road. Alternatively, a mechanic could be added that instead of 1 region ahead, when on the road one is able to travel an extra region further. 

    I hope this gets implemented in some way or another. It's at least interesting to speculate about.

    -Gondhir Celebrinolf, ai-menu duzhuk

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    • A server (now gone) called BS did this and although it didn't last long enough to make many observations it seemed epic!

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    • Alright boy... this is a dangerous game you are playing, but an interesting one.

      While I will say, removing fast travel entirely will be a 100% nono, I really like the idea of only fast travelling to neighboring regions... this would make sense, and I do agree that it would change the game, and would be quite fun! Kudos from me!

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    • I like that idea. Maybe if you are in certain biomes, your fast traveling is even more limited? This could be this like enemy lands, marshes, or dense forests.

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    • TheArcReactor wrote:
      I like that idea. Maybe if you are in certain biomes, your fast traveling is even more limited? This could be this like enemy lands, marshes, or dense forests.

      That would be pretty cool. Have like marshes or mountains be harder to travel through or something. So you would have to think about the travel route.

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    • I'm all for removing the current Fast Travel and Way Point system.  I like the idea of only being able to fast travel to neighboring or bordering regions.  A trip from Harad to Mt Gundabad would be an hour or so with the right fast travel points unlocked.

      Another suggestion that I and several other discussed was to make the entire FT system player crafted.  Players can craft wagoneers, carriages, or caravans to create a custom fast travel point.  These crafted items are then placed or used to summon an NPC that will charge you silver coins to travel to another such NPC.  With the size of the Middle Earth map I would suggest that such NPC have a forced minimum distance from eachother of 5k blocks and a can reach all other carriages within 50k block radius.   Some keypoints of this system would include:

            ~Each use costs silver coins, providing a good coin sink.       ~The crafter/summoner of a wagon/carriage point can make it private and only accessable from certain other points.             ~Private destiantion won't appear on the list of possible locations for those not white listed.       ~The owner of a public wagon/carriage point can charge a tax (min 0% max 10%)        ~Killable carriage NPC's possess strategic value in times of war.             ~Respawn like traders, crafter can delete a point via GUI on a living NPC. No refund.       ~Discovered/used carraiges appear on the map much like current FT points do, letting you plan a route.       ~New players wont' have the silver to use this system and will be forced to walk or earn silver first.       ~Can still use a per point cooldown system "The horses are tired and wont be ready to leave for another 8 minutes                 and 24 seconds"       ~Because traveling will cost money AND time, economy will a little more regional, and goods from farther away will                 become more exotic.  I think this pairs well the planned one faction loyalty system in the works.       ~Easy to set up a config option per server for max carraiges allowed per player, X carriages allowed based on                         achievments, changing the minimum and maximum distance for carraiges, changing the minimum and maximum               tax rates, whether carriage drivers can be killed and if so will they respawn.

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    • Oooof, when the post doesn't match the format of the preview.  All my nice bullets are ruined

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    • I don't  agree. I personally find that traveling thousands of blocks between bases or hubs is incredibly boring and(at times) quite dangerous. Because of that, I can't get behind removing Fast Travel from the mod. That would be horribly detrimental to my playstyle(worth noting here that I play SP exclusivle with this), and it seems like it would be a serious setback for others as well. However, I do agree that it does seem a little silly for you to be able to travel across the continent in seconds. I think that perhaps an increasingly larger cooldown for FT depending on extreme distances, and/or only being able to fast travel from one point to another if you've visited all regions in between would be a good idea. Or maybe having a "line of sight" rule, where you cannot fast travel over water... I don't have a perfect answer; frankly, the fast travel system has seemed fine to me in all my playtime.

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    • I have been thinking about this, and I have some proposals to make.




      1. Adding hunger into the system. i.e. You need 1 hunger point to fast travel 500 blocks. This includes saturation. The way it would work, you would have food in your open inventory, not in pouches, that you would "eat" while fast traveling. The mod calculates how many hunger points you need to travel. It then selects, by looking/sorting through your inventory from left to right, top to bottom, and choosing the food to "eat" while it fast travels. Lembas would be a fantastic food, as you would allow you to travel thousands of blocks for a single item.



      2. Adding on top of this, being on top of a mount while fast traveling will reduce hunger consumption during fast travel. A horse will drastically reduce the amount of food needed to fast travel. 3. Certain regions make it easier or harder to fast travel. For instance, you can fast travel anywhere in the Shire without any food due to Hobbit's often giving out food. Totally not a reason to make the Shire a more noob-friendly place. Or, it takes twice as much food to fast travel in the mountains or desert due to the exertions required.

      I'm not sure about anything being added, but it would be a nice feature. It could be added, but disabled by default. I'm open to suggestions. ​​​​​​​~manamans

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    • Keeping waypoints would be a must, or most people would probably loose there bases after going on long campains.

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    • I definitely like the idea of using food points for FT, but it does have the potential for being sort of glitchy and hokey. However, I do agree that it would give Lembas Bread a more concrete use(since one would need to wait for their entire hunger bar was empty before eating to avoid "wasting" it).

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    • I really really dislike this idea. I actually think fast travel time should be cut in half. I think cooldowns are mostly just a nuissance. Most of the time when I have lots of cooldown in the middle of nowhere I just run back and fourth till I can fast travel again, not being productive. Things like this would make it a lot harder to aquire more resources while building. While yes, this would be more immersive, it would also be infinitely annoying. It's a video game in which you can carry hundreds tons of steel in your inventory, it doesn't need to be 100% immersive. While this idea could work on a server with a smaller map, I don't think it would work in the main mod.

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    • What we have here is a classic case of gameplay vs realism. Realistically, we shouldn't be able to teleport from Mordor to the Shire whenever we feel like it. But from a gameplay standpoint, nobody is going to be willing to walk from the Shire to Mordor, a journey that canonically took place for six months. The suggestion to limit fast travel options is also questionable, because it could take upwards of an hour just to get from your home base to an enemy faction's lands, with waiting time awkwardly spent.

      Keep in mind almost every open-world game has a fast-travel method of some kind, with those that don't usually compensating with large amounts of unique things. The LOTR Mod dosen't have that. (No offense meant.) Once you've seen the Shire, you've seen 90% of it. Spending an hour or more just trying to get to Gondor would be tedious and repetitive.

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    • Getting rid of FT would make this mod tedious due to the sheer size of the map.  But, also, when you are fast travelling across crazy distances that otherwise would have been pretty dangerous its kinda cheesy.  I think a better option would be to have a random small chance that fast travel doesnt work out well.  Like instead of getting to your destination you wind up somewhere in-between with some enemy mobs nearby.  I would also think that this wouldnt be too hard to implement.  .  

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    • 97.102.203.103 wrote:
      Getting rid of FT would make this mod tedious due to the sheer size of the map.  But, also, when you are fast travelling across crazy distances that otherwise would have been pretty dangerous its kinda cheesy.  I think a better option would be to have a random small chance that fast travel doesnt work out well.  Like instead of getting to your destination you wind up somewhere in-between with some enemy mobs nearby.  I would also think that this wouldnt be too hard to implement.  .  

      some people on older laptops or PCs either lag intensely or their laptop freezes for a short bit after fast travelling, meaning this would just downright kill them, making the mod almost unplayable for those with a worse laptop even if they were able to play it before

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