Maybe then have a quest to kill so many mobs/boss that will then let the player teleport for free to said cave after having proved they can handle hunting there?
I recall on some server this past winter/spring, seems like I was the only one stupid enough to try unlock low level cave via doing quests, I ended in Oma cave way way past I should already have been in higher level caves (lev28 or maybe 30) since the mob numbers on quest to unlock teleports were simply stupid, nuff said. I didn't even try to unlock the others, probably stopped playing that server not long after I unlocked that teleport to Oma cave. Even now I get upset when I recall that abysmal stupidity of that. Glaring example that server owners, designers should play their own **** first! Also there was server when you needed to travel to town and click on some pillar there, several times it happened I was in new town but forgot to click the pillar...
---------- Post Merged at 12:21 PM ---------- Previous Post was at 10:15 AM ----------
my opinion on @HOME just removes the use of Dungeon Escape, TownTeleports, Teleport Wizard Skill Mir is becoming to idiot friendly if you forget a DE,TT then you have to run back to town.
@home command is OK on high rate servers, BTW even on those I carry TTs (or would carry DEs except that TTs are dirt cheap on most servers - HRs actually auto give TT whenever you use the teleport NPC to caves) because if you get into tight spot with boss or PK or whatever, typing @home is sure to end up with you going down on that spot.
This whole thing about teleports is really quite wide reaching. If you want pple to explore, you need (as was said above here) to make maps interesting to explore or even to run through them. Default outdoor euro province maps with their default mobs simply won't cut it today.
As mentioned above about SV map left side being unused, that's the same as Nat.OC and other places that early korean servers had to contain 500 to 1000+ players playing on those maps and those places stayed as holy relics harking back to yesteryear. Don't get me wrong, I am all for preserving the euro base spirit on every server but at the same time I see the need for it to be tweaked, improved upon. But every server does utmost to kill the euro base by setting spawns way too low, so even misguided pple like me simply can't hunt on those maps at any level (whenever possible I like to hunt outdoors but only some servers provide such maps, I get sick of dunk caves where there is never daylight). On any server I can only recall sweet memories of euro GN/GP mir, when mobs were plentiful on outdoor maps, how easy it was to make huge lures of zombies in BMines so they made a circle around you and HM them leaving them laying in that circle (same with Yetis in WW)... how interesting BC was when spawn times were shortened and even 1F was humming with mobs.
When we got the patch with PastBichon, we went exploring to find the teleport to it on PI which itself wasn't easy map which made it interesting. Secret path btw Sabuk and ST was interesting because it took a while before we could explore it all the way through (IMO group playing destroys such discovery because it makes exploration way too easy - and if made more difficult, pple make bigger groups and it also destroys mir for solo players).
Later euro brought in frogs and MMines and with it lots of duplication of caves that need to be pushed into higher level places, unless the server is ultra low rate. And only on some such server would exploring work and make sense. Usually if you want to keep up with the joneses, you have to play ruthlessly, that is ignore the nice romantic stuff the server owner put in place and rape the content by skipping such features as much as you can in favor of getting best exp and items.