The Mist Path Suggestion

Started by Random_White_Guy, March 06, 2013, 06:09:28 PM

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Random_White_Guy

I may be somewhat biased as I am playing a PC who has spent a lot of time beyond Mistlocke, but to be honest I believe the Mist Paths are something that has run rampant.

The Forgotten Forest path of the Mist is the only true one that I feel seems "Canon", the others simply seem like convenient alternating teleports that people can use to zip around the server if they get an appropriate time with a reset.

Exploration of Ymph used to feel like an accomplishment and in EFUA when one said they reached the desert, it meant they had to take a significant hike through the server, face many challenges, and ultimately arrive at said destination. Granted a 40 minute romp through the wilds wasn't always the most fun, and after getting there the trek back felt like a chore.

Now I know there is a matter of convenience but honestly it now seems the Mist Path simply dictates how or when Quests are done. "There's a Mist Path in the Bogs and I am interested in finding a band of people to waylay the Trolls within".

Even worse there are times people "Check the mist paths" for easy ways across the server.

Statements such as we are going exploring in the mist should bring the chance of chaos, getting lost, getting dropped across the island, or worse. There's a reason the farmers and the peasants of MIstlocke fear the mist, a reason the Lottery is pursued, and a reason the Mist is seen as such a deceptive and beguiling presence.

There's no regularity to it, at least when speaking with the NPCS or otherwise. Not "Hey, quest teleport or easy escape from PvP".

At the very least I would say make the Mist paths a one way trek. Make it a challenge, a risk, and a roll of the dice like with the Forgotten Forest mist path at the Horn of Ymph. Something you do alone if you're a brave or foolish man or in a group if you're off on an adventure.
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SkillFocuspwn

Having the start and end points not associated would make it a lot more exciting, I concur. And there is always the path of rabbanath for a reliable mist trip from east to west.

One_With_Nature

I personally like the paths, they're a random aspect to the chaos of the mist and where you might end up (each reset) with random flavourful "in between" areas occasioanlly popping up with dangers or otherwise.

If anything the paths encourage exploration of areas that might otherwise be ignored. The fact that people use these paths to get to convenient places is just common sense for bold adventurers. It would be cool to see more "In between" areas put in with aspects of danger maybe with some cryptic lore or other such oddities.

Pigadig

I think this would be cool but would probably mostly just encourage more Well and Muskroots quest grinding than usual.

Pandip

I've mentioned my sentiments about this to RWG extensively over IRC through a pretty substantial rant, so I'm going to try to be as brief as possible instead of repeating my frantic rantiness.

The current state of EFU:M feels incredibly small compared to its predecessors, both within the realm of the Escape of Undeath server and as EFU:A, and this is for a variety of reasons, but one of the major ones, I feel, is the fact that the Mists make things so accessible and predictable. Yes, the mist paths change during every reset, but save for the occasional crash, the server is up for ~24-30 hours at a time, and that's more than enough time for people to start walking around saying "come on, there's a Mist Path that leads to xyz, let's do abc quest." And while that's a really coarse way to describe the situation IC, it's unfortunately the general roleplay approach I see towards the Mists. I remember first starting in EFU:M and being terrified of the Mists, even more than the Withering, because it felt such  mobile and indirect a threat. That sense of fear and mystery is, unfortunately, long gone.

I'd definitely like to see the mist paths changed somehow, too. I like RWG's idea, but if that's something that's too extreme, then I'd love to see the mist paths change more than once a reset. I'd maybe even like to see them change every few hours. I think it'd add so much more dynamism to a mechanic that feels a little bit dated.

Sometimes, I feel literally locked in the Mists. Maybe it's just warped nostalgia on my part, but I don't feel like people travel nearly as much as they used to. And I get it; nobody wants to run outside the Mist and get withered and lose supplies without some substantial reward, but (and, again, this my be nostalgia revolving around the ages of noobie yore) there was a sense of wonderment and mystery surrounding all the areas and environments in EFU:A that I think has slowly subsided from EFU:M with the current presence of the Mist paths.

I don't know. Some of the most immersive experiences I've had in EFU are when I've been patrolling with a bunch of PC's. And yes, sometimes these "pointless" roleplaying patrolling adventures were emphasized by DM spiced ambushes and the appearance of the Agony, but I feel that traveling the server and finding challenging explorables while enjoying the natural beauty of the environments has been among the most rewarding experiences I've had here. I feel like that rewarding experience has somehow been marred by what the mist paths generally encourage in terms of exploration.

Again, this could very well be something that's come about because of nostalgia and a desire for something new, but I don't think a bit of variety in this department would hurt anything.

Blue41

I agree that the idea of the Mist being something that can be relied on doesn't seem to fit the theme of what we've been shown of it so far. It's scary, mysterious, misleading. Anytime I've gone through the Horn, I'm filled with dread and anticipation. Making all mist paths one-offs may be a bit too extreme, but if there was a way of rotating the destinations every couple of hours, I think it'd be an improvement.

So basically I agree

Vlaid

Actually, I may be wrong, but I think the primary intent behind the mist paths is to get people to see more remote area of the servers more easily with mist paths now and then.

Like a teaser of what's out there to be found (and then be forced to figure out how to get there without a mist path).
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Damien

fine as they are, there is still half the server to explore via walking

xxWhisperingWindsxx

TL; DR:  They're absolutely fine the way they are

I find the paths still hold mystery.  But then I haven't explored like some have.  It stands to reason that if you play a nature based PC, since they aren't exactly on friendly terms with "townies", you've explored more and have seen more of the server.   And there will always be people that will continually use whatever short cut is available.  

Frankly, I find that they give better access to the places that aren't as often seen.  Being randomly dumped out in some mountain peak taking cold damage is not a usual occurrence unless you've used the paths so much that you've seen it 1000x times.  And being randomly dumped in said place is not something you just go "oh yeah, go here, here and here and you'll be back".  At least it isn't for me.  

Sure, walking can give you a better sense of just how big everything is.  But it's not always feasible to be IG long enough to take an hour to walk someplace, do whatever it is you're doing, then take an hour to walk back.  And I've only ever been with a few groups that actively try to walk & talk at the same time.  Mostly because of the mechanics involved.  You end up with separated groups or half a conversation missed because someone has stopped to type something and no one else noticed.
[20:20] <crump> nature's not outright trying to murder everyone there, it's playing gentle, lures everyone into a false sense of security. then it strikes. chicago's weather is the bdsm of nature systems

Corrigo

Yeah, Mist paths get you part of the way, but they certainly don't get you everywhere.

MirrorMask

I agree that the wonder has been lost somewhat.  But perhaps that is due to playing nature pc's frequently.  I'd also like to add that, barring hordes of enemies, there are few places on the server that can't be reached through 15 minutes of running, give or take a few.

PlayaCharacter

Here's how I wish Mist Paths worked:
  • Mist Paths randomize on reset (as they do now)
  • All Mist Paths lead somewhere, not just the ones around Mistlocke
  • All Mist Paths are one way
  • Certain Mist Path destinations are less likely than others, preserving the sense of mystery of those locations, with Mistlocke itself being the most common destination
  • Mist Paths have a 5 or 10 minute cool-down timer for re-entry
Entering the Mist should be potentially lethally dangerous while still affording a convenience to brave or well-prepared adventurers. You only enter the Mist if you have people who can make a stand on the other side or you're prepared to suffer the consequences of what might await you.

AllMYBudgies

I've never been a fan of Mist Paths as they are, and would welcome the suggestion. They should feel mysterious, dangerous and not something to enter into lightly for simple convenience.

sylvyrdragon

This is easy.  Don't like the Mist Paths..  don't use them.  If you don't want to get where you are going 'quickly', then walk.  It's really that simple.

Alfa Kilo Nine One

Since I'm new I guess I don't really have much insight into things but what about shortening the interval for changing the Paths' destinations? For example they could change every IG hour.