Do players skip my world by teleporting, or do they walk it?
If most of the distance is covered by teleporting, the landscape you built is barely seen. This entry shows how to put walking and teleporting on one scale so you can judge whether the world is too big or the trip too dull.
Why this works
Each player decides alone how to travel, so the typical share has to be taken per player. Pooling lets a few heavy users speak for everyone, and measuring a jump as a straight line keeps the comparison with walking honest.
When not to use it
Wrong when fast travel is the point, as in a game built from a hub and missions, or when the world is small. Distance says little there; ask whether players enjoy the walk, or watch what they do on arrival.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Do players skip my world by teleporting, or do they walk it?" (read_entry rpg-fast-travel-share-of-distance) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP