Waypoint fees within area

Waypoint fees within area

in Suggestions

Posted by: Roland Dragonne.7384

Roland Dragonne.7384

Can we put some kind of logic into a reduction of way point fees? Currently, if we are in a city, it costs nothing to jump around every way point until our hearts are content. As soon as we leave the city, it becomes a bit pricey to get around the world.

How about making a fixed price based on distance (by the amount of areas passed through) to the NEW AREA, and once in that area it is like in the city where we can WP around that area all we want for free. If for every area passed it cost (for example, adjust as seems reasonable) 50 copper (bronze?), I think there would be a lot less complaining about the cost. It seems the biggest issue is when simply warping to a very nearby WP over a mountain instead of having to walk around it costing almost 2 silver in some areas (maybe more, I stopped looking for fear of knowing the cost).

This would not change the costs to Revive from Defeat at a WP in any case, regardless of the WP location. That seems to be an addition to the possible repair costs for being Defeated (which I originally thought were a “chance” to have armor damaged on Defeat, but it seems to be guaranteed on every Defeat, at least for me).

Waypoint fees within area

in Suggestions

Posted by: asperbianca.3196

asperbianca.3196

I don’t remember what I was doing, but I had died right next to a waypoint the other day and had to pay around 1.5 silver to respawn at the waypoint that was right next to me. I agree that waypoint costs should be relative to the distance but I do not think that waypoint travel should be free in areas that are discovered; doing so removes the coin sink and opens the economy to inflation.

Another thing that should be adjust is the waypoint cost if you have to respawn. You already have to pay to repair your gear when you get defeated, the cost to travel to a waypoint should be reduced by a percentage relative to the distance from the waypoint. Examples:

Player X is defeated and wants to travel to WP 1. Player X is not that far from the waypoint. The normal travel cost to WP 1 is 1.39 silver. With a reduction of 2%, or .02 silver, the travel cost to WP 1 would be 1.37 silver.

Player Z is defeated and wants to travel to to WP 1. Player Z is on the side of the map opposite of WP 1. The normal travel cost to WP 1 would be 1.85 silver. With a reduction of 5%, or .09 silver, the travel cost to WP 1 would be 1.76 silver.

Player Z would have to pay more because they are further away from WP 1 than Player X is. The reduction in travel is less the closer the player is to the WP.

Please note that these examples are assuming that my math is correct.