My idea is that there are only Waypoints to travel to dynamic events, AKA the circled areas. And when one dies, they would travel to the closest waypoint lets say if there were one in that area, so they would be called spawn points or something like that. I still think they should of included mounts, though.
"Yes, I'm one of those GW2 fan boys who quit WoW and never even played GW1."[/IMG]
Fast travelling ruins any game. Especially noticeable in games such as Fallout 3, I just find the world much more interesting if you actually have to travel around to get to places.
On-topic, there should be flight paths or a similar feature, like in WoW. I don't like the idea of magically moving between locations because you double click an icon on the minimap.
Personally I prefer something what is instant, I don't want to wait for 5 minutes to get to somewhere, especially when you can't do anything meanwhile.
FC 2793-2016-8218 - Name: Suoma
If you want immersion WALK, no one forces you to use the fancy pancy waypoints if you don't like them don't use them. You get rewarded for NOT using them too because a significant amount of the content is out in the world, there's even some things that are hidden that cause chains of DE's. They're probably hidden in the same sense as SWTOR's holocron things (i'd say rift's puzzles but a lot of those weren't really "Find the hidden path" and were more like "essentially glitch your way up this 90 degree wall so you can get to a puzzle/chest")
If you ask me, fast travel is a god send for people who want to travel and travel fast. If you want to be immersed don't use it, simple as that!! However, it doesn't really break immersion when it's been worked into the actual lore like in GW1, and was even reference in Edge of Destiny with the hole in my pocket device. And as far as i've noticed in the demo videos there were giant floating crystal thingy's where the waypoints were, so they'll probably work them in again.
PS: This isn't like oblivion where you can fast travel everywhere, you need to DISCOVER the waypoints first before you can even use them.
Those of you asking for retarded things like flying mounts and flight paths need to fucking play GW1 before posting in the GW2 forums. There were no mounts or flight paths and the game worked fine. As for you crying about Fallout not having fast travel? Yeah I have over 500 hours (I can take a pic if you want) on my 2 characters in Fallout 3, 250 hours in Fallout New Vegas, and a little over 500 hours on my one character in Oblivion. 100 hours on Skyrim. Fuck running to every place. I'm not gonna sit there for an hour of real life time because people like you would rather sit on a retarded gryphon or wind rider instead of instantly arriving at your destination.
Play GW1 and stop crying about no mounts and the fast travel compared to flight paths.
Although I do believe GW2 could benefit from a dynamic flightpath-ish thing similar to the Tram connecting SW to IF in wow, like a boat that goes from the shore of Lion's Arch to another zone along the shore (one players could walk or warp too) and along the way there could be a chance of a DE where the ship could be attacked by pirate raiders players on the ship would have to protect it while players on the shore would have to fire cannons at the invading ships. Or an Asuran blimp that cruses over different areas with a Fast travel point (why? because their Asura) that could offer support to those on the ground along with dynamic events of its own, I'm thinking dog fighting a dragon with the blimp's mounted laser cannons... Mif get your crack squad of eggheads on this right away :P
http://wiki.guildwars.com/wiki/Junundu, Personally I loved unlocking the Wurm's elite skill had a nice bit of progression without making my warrior irreverent because I could only use it in specific area's They could be used in a special mini game where mounting one would change your skill bar, like the bar brawl one ArenaNet has mentioned or something.
Last edited by SPeedy26; 2011-12-28 at 11:47 AM.
...As an added bonus, we've also hidden hundreds of events all over the world that require interaction with the game world. This helps give an extra sense of reward and discovery for those who seek to explore the entire world. Finding an entrance to a secret cave deep at the bottom of the ocean and removing a glowing orb from the cave could let an evil creature loose from its ancient prison and kick off a chain of events as the creature terrorizes the ocean shipping lanes. Reading the spells written on an ancient wizard's spell book in a ruined castle at the top of the highest mountain peak could open a portal to another world and trigger a chain of events as creatures from that world come through the portal. GW2 is all about being a game for every type of gamer, and we're specifically using the event system to make this possible...both from the official blog...Player exploration of Guild Wars 2 will be encouraged and rewarded, just as it was in the original Guild Wars. It’s up to the environment team to fill our game with memorable locations worthy of that exploration. A series of broken stone columns turns out to be a jumping puzzle to reach a hidden cave mouth overgrown with vines. The caved-in floor of a ruined fort drops you down several stories into a flooded subbasement haunted by the cursed ghosts of pirates. A hatch in the basement of a farmhouse conceals a tunnel to the cavern hideout of a bandit gang....
Fast traveling is practically equivalent to exploration in this game. If you're just doing dynamic events you'll find content either way.