#Tales from Trees & Fast Travel

1 messages · Page 1 of 1 (latest)

pine viper
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Fast travel was so heavily restricted because you wanted us to discover and play content on our way from location to location - eventually, from Tale to Tale.

Now tales come from the trees, which I am not opposed to, however, now the gameplay loop becomes:

  • Go to tree
  • Get tale
  • Finish tale
  • Go back to tree

This is ... boring? ,,, you've removed the exploration that fast travel was held back for.

Can we have unrestricted fast travel so we can cut out the 'go back to tree' step?

Can we open the 'tale screen' anywhere - send our sparrow out to fetch a new tale perhaps? - so we can continue to chain them?

Worse yet, if a tale has you go into a dungeon, and it spits you out miles from the tree that has the tales you need - its not really exploration you've enabled, it's a long tedious run back now not just to the area you want, but to the specific tree ...

It's really starting to grind on me.

Will mounts help? I know they are set for this year but ...
The whole loop feels like it has sharp edges I'm not sure mounts will entirely solve.

meager mica
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Slapping fast travel on that would just be a bad bandage, sounds like we need a way to pick up quests without having to slog back and forth

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like some kind of Mission Chart

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Can we open the 'tale screen' anywhere - send our sparrow out to fetch a new tale perhaps? - so we can continue to chain them?

Sparrow Messages would be a pretty smooth way

crisp briar
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On paper the tree solution is great and who knows it opens up for whatever future content they have in mind but, you are right about the exploration part. Previous to this I used to like to walk around and not worry about tales, they will pop up and I take it whenever i feel like to while doing mindless stuff on the map, now I feel like a robot.

frigid ember
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Hard agree. On the south side of the map and need to go take out Weaver to farm new fragments. My eyes instantly glazed over facing a straight-hoof journey with no side tales along the way.

I could route the journey to stop by trees, but they're both out of the way and may make me backtrack further, making the overall journey tedious and overplanned instead of a reasonable distraction on the way.

in other words, current system turns exploration along the way into a roadtrip with a strict itinerary. Makes me just want to fast travel instead of enjoy the journey.

tender ridge
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+1, i would prefer the combination of the tree and the old system

potent mango
restive nexus
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Considering tales don't seem to respawn at the same trees, the new system seems a lot worse than before
before you could fish for objectives you like. Not it's go into the undercity or go away.

mortal wraith
meager mica
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Dynamic events would suit this game really well but it'd really have to be built for that pretty consistently, you can't half-effort those and have them still be fun.

meager mica
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Also, a thought after playing with the system a little bit:

If the Ubisoft map tower trees are going to be mandatory for basic gameplay, we need to be able to clearly see them in-game without having to open our map UI every few seconds.

Maybe they need to have a clearer color, pink or silver leaves, silver bark, something to make them stand out?

I just finished a faction tale from one tree, checked my map to see I was nearby another tree, went past an enemy camp toward that tree, and immediately could not see it and got turned around and had to open my map twice to check I was on the right track toward it through the next hill & woods

They're not big enough or clear-enough (too crowded with other trees) landmarks to easily spot most of them from afar, when we're going to have to be memorizing their locations and using them as landmarks constantly now; rather than just touching each tree 1 time ever for the map unlock

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Contrasting that the new Organs are excellently visible, those big disgusting smoke plumes are exactly what they need to be seen from far away

weary mango
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Yeah definitely allow the pinboard on the trees to live alongside the old enclave vendors who give them out in the world. That's the biggest point in friction in grinding SF: Running around everywhere when you have already explored everything.

lime mirage
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+1 Agreed. Or that when you've completed the Tale you get a option to teleport back to the tree without it costing a seed.

pallid blade
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also agreed on the OP

distant orchid
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Just adding a sparrow to the gear wheel to go look for tales sounds like a good solution. They could even add a system with the flute where the more notes you play the more stars the tale has. no notes = cancelled search. 2 notes = 2 star tale etc

jovial nimbus
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If possible, combining the two tale systems? Having guaranteed spawns at the World Trees, but a (albeit) smaller chance of them spawning on the map like before? This would help with the fast travel problem now too.

sour badge
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Forcing you to waste time returning to the various trees already makes farming more frustrating, even more so if there are often no quests available. Even more so if you have to move around the map to other trees in areas where the level is lower and the rewards are even lower... It might be a good idea to have the player vary the gameplay by grinding in different places on the map, the problem is that we were FORCED to do it since unfortunately there is no way to have ALL the enemies in the game world at your level (and there is no way to do faction missions in the cogah), so to gain faction exp we are forced to always redo the same missions and always in the same place. Now not even that is possible and gaining experience takes even longer and is not at all fun. Furthermore, it is stupid that killing bosses, destroying towers and assaulting fortresses does not increase reputation with the factions and infamy, really stupid and limiting.

zinc rain
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  1. It's nice to know what Tales are available and what the final objective is gonna be.
  2. I feel like there is a big gap in desirability between T3s that make you go in an instance and those who don't. Maybe all T3s should lead you to instances (and "compensate" by buffing T3s with more XP/rep).
  3. I would also prefer a combination of the tree and the old system. The walk back to the tree makes me sad.
sullen stirrup
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Having the ability to send out your bird to check for tales would be a solid change. The current menu style would work just fine for this, just migrated to the map screen or via holding down the bird guide key.

The bird could scan the same radius around your current position or map segment that the tree does currently.

edgy rover
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+1 I just want a way to stay in the action doing tales without wasting a bunch of time running or waiting. Just respect my time!

hybrid epoch
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I think the point of the new system is that you are supposed to travel from one tree to another as you complete a Tale, instead of running back to the same tree
Plus we have quick travel, plus we will have mounts, so I don't know

crisp briar
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Very cool, prior to this i never do anything but t3

edgy rover
boreal pivot
edgy rover
hexed jacinth
vagrant rose
plucky bramble
plucky bramble
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can't do tales in cogah

crystal kelp
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I don't see why both systems weren't used...

Use the trees for unique events etc... & still have tales pop up as you explore

distant orchid
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Tbh I'm of the opinion that once you unlock all the world trees on the main land you should have all the wevetseeds you could want.

river prism
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Far northeast.
For thread: +1, bring back old system alongside. Having trees as an option is QoL. Not having tales show up in the world makes it emptier and seriously undermines the exploration rewarding.

mortal wraith
plain shard