Fast Travel network currently stuck at direct point-to-point.
Fast travel should allow for direct access to ANY point in the fast travel network, not just direct. There is no benefit to the player to force them to re-open the menu between hops.
The concept of "fast traveling" in video games is an old, established concept. The main idea is that you've "discovered" a place before, and since you've "learned" the route, the player has the ability to optionally skip the parts of the game that might be considered repetitive or mundane, particularly in an exploration-focused game.
Currently, as implemented fast travel seems to be headed to embrace these established standards, however I've found you can only travel to the nearest connected node on the map. As a best practice for a fast travel network, you should be able to fast-travel to any point on the network that has been unlocked.
Also, as a tightly related suggestion, fast travel should be optionally disabled via game settings to offer the player (and server masters) the voluntary choice to allow for this. I can see this being a point of contention particularly on the classic survival mode, where the player trades the duties of progression for a more self-directed sandbox approach.
I like this feedback
I think (and very much hope) that the fast travel feature you are referring to is temporary. Soon we will have jump drives and we can just go wherever using jump drives.
I think (and very much hope) that the fast travel feature you are referring to is temporary. Soon we will have jump drives and we can just go wherever using jump drives.
i think having a gate network system that allows point to point jumping is great. its realistic. i certainly hope that we will also get jump drives to augment that capability, or build our own jump gates that we can place at basses in different locations that we can use to travel between our own jump network locations.
i think having a gate network system that allows point to point jumping is great. its realistic. i certainly hope that we will also get jump drives to augment that capability, or build our own jump gates that we can place at basses in different locations that we can use to travel between our own jump network locations.
How about allowing the player to queue up a sequence of jumps?
Recently I was making a bulk delivery from Dustspire Junction to Palatine Station, jump to Kemik, jump to Vallation Station, jump to Palatine Station. Each jump requiring <TAB>, click on MAPS, mouse move scroll to see the target station, click on the station, click on FAST TRAVEL, watch the loading screen. Actually dock at Palatine Station to deliver the current load, then repeat the process to return for the next load. Repeat the whole process until the whole or the contract has been delivered. Yes I could have extended the capacity of my ship, but I wasn't ready to do that yet.
This is not game play, this is actively discouraging players.
Allowing players to, at one visit to the MAPS page, create a complete route (perhaps even save it for reuse) and then initiate it. would encourage players to plan their actions.
Following a route could then, visually, be travel cut scene, cameo of waypoint, travel cut scene, repeated until final destination. Without the need to load the world at each waypoint, only the final destination, the real world time to reach the final destination should be shorter while the repeated cutscene plus cameo would make multi hop trips noticeably longer than a single hop trip.
How about allowing the player to queue up a sequence of jumps?
Recently I was making a bulk delivery from Dustspire Junction to Palatine Station, jump to Kemik, jump to Vallation Station, jump to Palatine Station. Each jump requiring <TAB>, click on MAPS, mouse move scroll to see the target station, click on the station, click on FAST TRAVEL, watch the loading screen. Actually dock at Palatine Station to deliver the current load, then repeat the process to return for the next load. Repeat the whole process until the whole or the contract has been delivered. Yes I could have extended the capacity of my ship, but I wasn't ready to do that yet.
This is not game play, this is actively discouraging players.
Allowing players to, at one visit to the MAPS page, create a complete route (perhaps even save it for reuse) and then initiate it. would encourage players to plan their actions.
Following a route could then, visually, be travel cut scene, cameo of waypoint, travel cut scene, repeated until final destination. Without the need to load the world at each waypoint, only the final destination, the real world time to reach the final destination should be shorter while the repeated cutscene plus cameo would make multi hop trips noticeably longer than a single hop trip.
Honestly, most games just allow you to click any destination on the map and go, assuming you have “unlocked” it somehow. It doesn’t need to be complicated but all agree it should NOT be left as is.
Honestly, most games just allow you to click any destination on the map and go, assuming you have “unlocked” it somehow. It doesn’t need to be complicated but all agree it should NOT be left as is.
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