The other thing in Darkfall, when you died in a fight, you were taken back to your bind location, which could be 30+ minutes away from the fight, so it was much different than in UO where you turned to a ghost and your team could resurrect you, re-equip you and you're back in the battle. In DF, when your teammates got picked off your team shrank. The sieges were epic, hundreds vs. hundreds in these intense battles for territory control.
The only time I like slow transport, is when there are real trade routes and regional banking. Otherwise it's a complete drain. But if you have to caravan supplies across the actual map, and fight off badguys, that can be fun to do as a guild, clan, group, whatever.
UO started where you had to carry the rune and have regs to recall or mark it, but no limit to rune stones and they cost like 15g. This was my favorite phase. When you died, you had to go remark the rune if you hadn't marked some backups beforehand. Eventually they made blessed books that held runes so you could carry hundreds of locations. It still wasn't terrible because they put a cooldown so you couldn't recall out of a fight instantly, you had to unflag for 90 seconds or something.
Darkfalls ship combat was hands down best gameplay dynamic on a computer ever. Here's one where we lost our ship to another clan [media]
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And here we lost our ship to the damn kraken killing it [media]
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If they would have built out the depth the way UO was this would be the most amazing game ever, but instead it was grind fest mixed with player hacking that went on for over a year unchecked and numerous other critical flaws.
[color=#800000]Sucks cause it was an indie game started by a gamer, 35 people built an mmo over 7 years....strangled for cash, they couldn't get the level of polish you get from the big boys.