Removal all on demand ad-hoc magical travel, i.e., no recall, sj, or gates.
Open up space in all cities for housing. This could be done with minimal impact by simply altering a few signs and relocating some NPCs, then demolish some of the many utterly unused structures in the cities.
These two changes alone would significantly improve community interaction and benefit the economy.
Location would mean something again which would induce myriad positive, subtle effects on the game milieu.
If there are areas which become truly odious to reach then add a sparkly teleporter somewhere nearby, e.g., Underworld volcano entrance.
There are two ideas that could ease the transition.
One: each character has a special backpack-only artifact (similar to a focus) which will, subject to extant recall rules, teleport that character (and pets) to their home. This is how recall worked in the single player games and also fulfills the get-away-from-pks design concept that led to recall in the first place.
Two: an artifact similar to above, except that once per day at any currently recallable location the artifact can be marked. Once marked, the character can open a gate to the marked location, similar to gate travel. This might need some constraints such as a limited number of charges per day or forgetting the marked location every 24 hours, etc.
While we are at it, lets return the moongates to the old phases of the moon system, just for ****s and giggles.
Note that these changes could be done in a single publish, a quickie as it were. To really enhance the effects, however, new travel options could be implemented and the cities could be significantly overhauled to provide city identities with specific trades or skills (as in the Ultima games).
So, city identity would:
- confer relevant crafting and training bonuses
- predicate which type of NPCs are available and cost of their goods
- provide consignment bonuses to player transactions for relevant items
- create an overall association between place and skill/trade which brings players together
Examples:
Yew - Iolo's home, city of archers
- crafting at the yew bowyer (possibly player house in yew) yields a bonus to exceptional chance
- the only bowyer NPCs are at Yew and Serpents Hold (10% more expensive)
- only bowyer NPCs sell archery weapons and ammo
- selling a bow from a player vendor yields a 10% consignment payment to the seller
- alacrity type bonus for training fletch in Yew bowyer shop
Moonglow - city of magic
- alacrity type bonus for training magic skills in city
- crafting bonus for inscription done in city scribe shop (maybe player house)
- magery npcs are only at moonglow, only source for regs, etc
- selling spellbooks, regs, other magic accouterments yields a consignment bonus to the seller
You get the idea and its not new. It could all be derived from Ultima canon. Some other obvious city identities come to mind:
Umbra - necro, spirit
Luna - chiv
Serpents Hold - melee skills
Nu'Jelem - jewelry, etc
Minoc - smith, mining
All of this would break the economy deforming dominance of Luna and create geographically oriented functional communities. Need a bow / arrows / etc? Go to Yew.
NO GLOBALIZATION IN SOSARIA! NO LB-MART IN EVERY TOWN!
Etc. I am not going to go through all the cities, but you can see the pattern. Derive it from the old Ultima canon.
The city identity details in this post are ephemeral, the point is foster communities by creating an association of cities with trades/skills for both npc and pcs and put the player housing in the cities.
Travel
- Hot air balloon, player crafter, some rigamarole to inflate it and finite duration before deflation (but not short, just not permanent). Moves faster than any land based transport, however, the more players in it, to a max of, say six, the slower it moves.
- Horse team with cart - carries eight players, fastest land transport (faster than solo mounted)
- Small boats - for six players max, faster than traditional boats
Again the details are not that important. You might need rules in trammel to control accessing the craft.
I would LOVE to see an overland spawn get raided by hot-air balloons full of reds. What a sight.
The train is about to pull in. My point is that instant teleportation all over the map has done nothing but harm the game in the long run. Getting rid of it and embracing the notion of 'place' would enhance the game significantly.
Incidentally, I have a whole floor of an 18 x 18 devoted to my rune library created over a decade, so I understand the reluctance some might feel. Change is developmental.