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I've felt compelled to make this thread, one of my biggest gripes with Korvara is not what you'd expect it to be. Travel as it currently stands is nothing but a time waster that doesn't progress the game whatsoever.
Tongue in Cheek Example:
https://files.catbox.moe/ujiycx.webm
Why is this the case? Eight minutes for a round trip of the main loop isn't so bad right? Well... Eight minutes of having to actively press an arrow key or click around the screen can add up over time! Here's a few points of mine against it.
Point 1: Travel does not serve any purpose after a certain point.
Point 2: Limited Fast Travel
Point 3: Lack of easy travel encourages people to stay in specific areas.
Point 4: Travel is repeated hundreds of times across the year.
Point 5: All of SL2's Travel is 'Active' travel, not 'Passive Travel'
Now that I've complained (I could bring up more reasons or address counterpoints if need be);
How exactly would we address or alleviate this issue?
Suggestion 1: Change Deeper Sending
Suggestion 2: Add unannounced and announced events on the map.
Suggestion 3: Add in MMO Boats.
TLDR; Travel is near pointless and hinders roleplays more than it enables as it currently stands, please make it more worthwhile to do or alleviate it.
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I have been planning a group/place of setup, to be handled after I finish the last event in my line.
I found a nice spot.
But pretty much everyone I've spoken to has said "It's too far away from fast travel spots for me to want to go there."
The MMO boat option is seriously something I think would be cool, but in general more "mundane" or "human" forms of fast travel sounds good.
No, that wagon ride you're taking is not ICly sending you across the continent in a second.
But it can send you from the gate of Telegrad to the gate of Geladyne without having to run to the nearest dungeon.
It's convenience while maintaining the lore.
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begging for boats.................. (i will FIGHT for boat travel icly if i must .........)
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I agree the basically all of Miller's points, save for a few things, but those end up being minor nitpicks or disagreements about how exactly to solve the problem. Overall though, yes. Travel in Korvara has been really annoying in my opinion ever since it's launch. It's gotten moderately better with "roads" which is really just easier travel with less random dense tiles to run into, stopping you from being able to make a dead beeline to where you're going, though things like this still exist.
One thing I would like to tack on is the concept of "first time play experience". Korvara's maps are pretty, with a lot more attention and detail put into them. There are things to see, nooks and crannies to explore and find things in and quests integrated into the world even (though whether or not they're always valuable is up for debate). However, this sort of stuff is only really worthwhile your first time, or maybe first few times, running around exploring because, once you get to know everything and what purpose it serves, you don't really care about it anymore, especially if it's simply a gathering site for a craft you don't have, or it ends up just being another empty cave or one with static low level mobs.
I think the "first time play experience" thing can apply to a lot of Korvara's experience and how it differs greatly vs the experience of those who end up sticking around and getting to know the game, but in terms of travel specifically... I don't need to stop and smell the roses or appreciate how nice the 2D sprites that were bought from a webstore online look. I understand and appreciate that a lot of time and effort was put into them, and the incentive to try and have RP be more dynamic or appear in more random places, but these things at an inconvenience to gameplay or user experience, or even at an inconvenience to finding RP is not a solution.
Getting on my usual soapbox so ignore this little paragraph if you don't care for it, I think the world map from G6 was a better implementation, allowing for the feeling of city to city travel without it being bogged down. If G6 had zero teleports, it'd have been a bit annoying, but not to the same extent as Korvara, because the "dead space" of random wilderness where almost no one hangs out is cut down drastically assuming we were given boats or some other form of transport to other continents. You could walk from Cellsvish to Dormeho in half the time it took you to walk from Telegrad to Meiaquar.
I can understand not wanting total free quicktravel, if only because I have no idea who would want to walk from city to city in Korvara if they're not on the grind themselves explicitly, which would lead the "dead space" feeling even more dead and that probably goes against the basic premise of Korvara being more of a living environment, but little inconveniences really do add up and SL2's playerbase already struggles to fulfill this with the amount of players we have. Certain levels of compromise ought to be made.
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https://wiki.mabinogiworld.com/view/Moon_Gate
Quote:As of the Starlet Update all Moon Gates are now permanently open regardless of the time of day (as opposed to 6:10 PM ~ 6:10 AM), and have been added to many more locations on Uladh in addition to Belvast. Some of the old Moon Gates that were removed in the Generation 11 Update were readded, though some are not in their original spot.
18 minutes up down and they still changed that because it was considered too inconvenient.
You want to know the time windows for our version of Moon Gates? That I figure a lot of people don't even know exist? (They're in the ruins located in each of the four Outskirts maps outside the main four nation's maps.)
Up from Hour 1 to Hour 2. Down from Hour 3 to Hour 24.
15 minutes up. 165 minutes down.
I don't think I need to say anything else about how travel is handled in this game.
Please grant us clemency. We're spending days of our lives clicking through a barren wasteland, it's no wonder the game is struggling.
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god please yes spare the employed another 10 years of doing that lazy bastard nemalyth's bidding
while i agree with everything said so far and wish for awkward boat convos, i have afew nitpicks to point out that i know people were very vocal about but gave up on addressing anymore after they unfortunately got used to it.
first: ledges
these dark ledges are already very difficult to see and only get increasingly frustrating when you wanna run somewhere at night but oops you keep bumping into 50 of them like that one gif of persona 1
this is zoomed in for your convenience to see how hard to see they are even if you gamer lean
bridge ledge moment
even here in a lit area (which i believe wasn't always lit like at the start of korv? call me out on that if i'm wrong) you'd be losing your shit seeing this when click to move already has trouble navigating normal roads
second: area transitions
now i lack screenshots for this but we all know what i mean
you ever tried going from telegrad to meiaquar? ever saw the stairs down the mountain/hill that lead to the mystic manor and decided to go left out of laziness in the site of diagonal movement? well now you're on a mountain south of meiaquar which makes sense (even if i hate how you have to loop it 10 times on a friday afternoon then backtrack to find HOW to get off this elevated surface the first time as seen in miller's video with how counter intuitive it is to go south for the nation thats right to your north)
but okay you take the stairs next time. see luminera's walls and afew guards by the brown patch of dirt that leads you to the road straight to the houses outside of meia... or you go left juuuuuust afew tiles south of that dirt patch on purpose or by accident... you're back on the fucking mountain. even though you descended that cursed place on the other screen. why?
in the end these issues arent as relevant as they used to be because people learned to live with it and this isn't a diss to anyone who worked on this but this is 1 example of many. imagine how many areas have little things like these that pile up (esp inside dungeons)
i DO wish we could one day have actual running shoes or shit to ride for the purpose of speeding things up in GENERAL but i remember the horses discussion of g6...............
also fuck black beasts i want my beyblade competitions in the vale, my poker nights, my rhythm games
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09-30-2025, 05:44 AM
(This post was last modified: 09-30-2025, 05:45 AM by Fern.)
remember when we had pixel movement and dev added a "run" button that made us move faster
i wonder if having a run button that just exists by default would make things less awful, as long as it doesn't require talent points or something
maybe not the pixel movement though that was weird
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(09-30-2025, 05:44 AM)Fern Wrote: remember when we had pixel movement and dev added a "run" button that made us move faster
i wonder if having a run button that just exists by default would make things less awful, as long as it doesn't require talent points or something
maybe not the pixel movement though that was weird
Sure, but only if we re-add players being dense and unable to walk through other players.
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(09-30-2025, 12:33 PM)Rendar Wrote: (09-30-2025, 05:44 AM)Fern Wrote: remember when we had pixel movement and dev added a "run" button that made us move faster
i wonder if having a run button that just exists by default would make things less awful, as long as it doesn't require talent points or something
maybe not the pixel movement though that was weird
Sure, but only if we re-add players being dense and unable to walk through other players.
why would players need to be dense for this to work?
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(09-30-2025, 12:33 PM)Rendar Wrote: Sure, but only if we re-add players being dense and unable to walk through other players.
SL 1 horror flashback, dear Goddess.
Munch
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