Quote from: jordan_yen on May 14, 2024, 07:40 PMI'm really trying to utilize all the variety of contacts in the city, but it's sucks hard when they send you on stupid introduction missions and they're at the bleeding ass end of the map.
Most of the zones in Paragon City were crafted pre-2004.
Most of the zones in the Rogue Isles were crafted pre-2007.
For reference, the first iPhones went on sale at the end of July, 2007 ... kicking off the cell phone/pocket computer internet terminal world that we live in today. Before the iPhone, it was quite common for people to NOT HAVE portable phones (let alone ones with computer-like features).
So all of the breadcrumb missions and introductions to new contacts were done in an era that was before the portable telecommunications+internet world that we've come to take for granted that has been built out since then. That's why so much of the legacy content feels like a throwback to an earlier era ... because it is.
Originally, you didn't get cell phone access to contacts until reaching the 3rd stage of their reputation meters. Once the iPhone revolutionized portable communications, the Devs revised that parameter such that contacts would give you their phone numbers upon reaching the 2nd stage of their reputation meters that you can see in the contact window listing them all.
Additionally, you couldn't take any Pool powers (at all) until Level 6 ... and Travel Powers (Fly, Superleap, Superspeed, Teleport) were unavailable until Level 14 (when almost EVERYONE took their first travel power!).
There were even 2 separate tram lines at the PTA (green and yellow) and they didn't link up to one another, so if you needed to switch tram lines you either had to run N/S through Steel Canyon or Skyway City in order to reach the "other" tram line.
The design intention was to make PCs
move through the world, block by city block, zone by zone, in order to impart a sense of Size and Scale to the environment. The longer it takes a character to travel through the world, the "bigger" the world is (go figure...).
When you can just click a button and "skip" the world COMPLETELY to reach your destination ... the world becomes VERY VERY SMALL.
Kind of like how AE Babies™ who level from 1-50 at AE in Atlas can believe that
there are no other zones besides Atlas, because they've never needed to leave Atlas at all before "beating the game" by getting to Level 50 in 1 day. They "didn't go anywhere" to the game world is "tiny" for them.
What you're suggesting with a TP to Contact power is to enable and reward the mentality that
Instant Gratification Isn't Fast Enough. That's because the less you need to "travel" in game, the "smaller" the world you experience while playing the game becomes (see: never leave the AE building because there's nowhere else you need to go).
You're basically devaluing immersion in favor of convenience so as to satisfy impatience.
To put it politely, that's a Bad Deal™ for the overall health of an online game that wants to foster a sense of community and camaraderie. Skipping past the intervening distance via direct teleport to destination also means never having any chance encounters along the way ... which happens a lot more often as a server increases in population (because there's more people playing concurrently). There's no navigation knowledge/skill required, you just click a power and BAMPF! ... you're there.
That kind of fast travel tends to undermine the "health" of a server's community in a lot subtle and incremental ways, partly by leaving so much of its available territory VACANT most of the time, engendering a feeling of contempt for any space you have to actually travel through (not to mention the hassles of doing so). You then promote a feeling of entitlement in your Players, such that they shouldn't HAVE TO move through the game world at all ... at which point immersion collapses and you might as well be just staying in the lobby of AE all the time, never leaving the building (let alone the zone).