Does anyone know the reason why flight paths in this game were designed to travel to each individual connecting hub between destinations instead of just flying a direct path? In some cases it doubles the flight time.
I realize this will never change, but seriously, what were they thinking? Is there an actual reason for this?
Less world to detail…
Originally you stopped at each point along the way… and you drop of money at each point.
Be greatfull
Half the game (read: all the borders between zones) are not implemented
Make it a scenic route that follows places that are accessible by foot and youll never see the flat empty spaces that make up the game
Yea I think this is probably the biggest reason. Remember that it took awhile to get Old World flying implemented for this very reason.
Wait is this not a thing anymore? I remember the little kaching that would play. Huh, didn’t realize it was gone.
You still pay money each point you pass, you just don’t stop.
In version 1.0, you couldn’t “fly through” … you literally got dropped at every single flight point. It was the most basic point-to-point pathing.
In this version, they had allowed you to bypass the step where you stop and just automatically continue through to your final destination. The actual routing logic was not changed, just the end-of-route logic which then circles you around the point to intercept with the next set of waypoints. Required less development work to implement.
Expecting a retail to be greatful.
Retail does the same in many cases, especially old zones. There are just more points to break up the journey making it “seem” like something is happening.
Because flight paths are manually created - i.e. the exact route flown by the manticore/gryphon is created by an artist. Doing every possible combination of 2 flight points is a lot of work.
This and its easier to program. No need to program every flightpath from silithus.