View Full Version : Teleport Spell
Mirta
02-09-2009, 02:14 PM
I think it's about time you guys fixed the teleport spell.
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
I know I've been all over the entire non-quest areas several hundred times, however I still cannot teleport anywhere specific with my caster. I'm limited to a handful of semi-useful locations. Why can't my sorc teleport directly to the brokers? Why can't she teleport directly to quests? I'm very familiar with these locations so logic dictates that I should be able to teleport to them.
My personal opinion on how to fix this is allow us to have several teleport spell slots where we can enter custom coordinates (/loc) and teleport directly to that area. If those coordinates are in an explorer area then require us to actually be in that area before we can teleport. There is no reason to not allow it in explorer areas, but of course it shouldn't be allowed in quests as it would break them.
Limiting the slots for these custom teleport locations would help to prevent abuse. Most high-level characters would relish each custom slot and use it wisely. I'm sure one of them would be the refuge since the devs have decided to punish us by making us permanently bind there and /death every time we want to get back fast.
The teleport spell should also allow us to teleport our companions instead of relying on the greater teleport spell. I understand this would almost completely eliminate the need for greater teleport. However, you've told us time and time again that you're trying to stick to the rules of PnP as much as possible. I'm wondering why that only applies to things that are harmful to us and never to beneficial aspects.
It is definitely time to rework this spell.
Impaqt
02-09-2009, 02:17 PM
Being able to teleport to specific coordinates would be the worst thing ever imagined in DDO. It would break the game significantly.
As an alternate suggestion, I would say all Taverns should be on the teleport list. Or at least be able to be set up as such.
Zuldar
02-09-2009, 02:22 PM
Being able to teleport to specific coordinates would be the worst thing ever imagined in DDO. It would break the game significantly.
As an alternate suggestion, I would say all Taverns should be on the teleport list. Or at least be able to be set up as such.
Isn't that a little over dramatic. As long as it was limited to any non-instanced area it would be no different then walking, cept for the saved time of course.
secondchance
02-09-2009, 02:25 PM
Isn't that a little over dramatic. As long as it was limited to any non-instanced area it would be no different then walking, cept for the saved time of course.
no not really you could skip some quest chains for example.... but the big thing is working the coding for that would be a nightmare...and not worth it IMO
Bradik_Losdar
02-09-2009, 02:25 PM
Try this thread for a great 'upgrade' to teleport:
http://forums.ddo.com/showthread.php?t=171269
I think its what your looking for...
...along with 90% of the rest to the casting community....:D
Impaqt
02-09-2009, 02:26 PM
Isn't that a little over dramatic. As long as it was limited to any non-instanced area it would be no different then walking, cept for the saved time of course.
I dont think so. Especially because the OP made references to Explorer areas which are indeed instanced. Being able to teleport to all the rare locations in a matter of minutes would indeed still be game breaking. THere is a tavern near most every quest in the game. No reason to go deeper than that.
Hordo
02-09-2009, 02:29 PM
Being able to teleport to specific coordinates would be the worst thing ever imagined in DDO. It would break the game significantly.
As an alternate suggestion, I would say all Taverns should be on the teleport list. Or at least be able to be set up as such.
Agreed.
But in addition to Taverns, add the other bank and the major vendors. Perhaps the Favor folks would be a good addition too (this would actually add a teleport spot in a useful location in the Harbor).
QuintonReece
02-09-2009, 02:30 PM
I dont think so. Especially because the OP made references to Explorer areas which are indeed instanced. Being able to teleport to all the rare locations in a matter of minutes would indeed still be game breaking. THere is a tavern near most every quest in the game. No reason to go deeper than that.
Please explain how this would be game breaking.
Wouldn't teleporting to a quest entrance be much like zoning in? It will either create a new instance if one doesn't exist or it would zone you into the already existing entrance that your party members are in.
Sounds a little dramatic to say that this would be "game breaking."
I'd vote for a drop down menu of the quest entrances upon casting the teleport spell.
That being said, I doubt they will go for it.
Impaqt
02-09-2009, 02:39 PM
Please explain how this would be game breaking.
Wouldn't teleporting to a quest entrance be much like zoning in? It will either create a new instance if one doesn't exist or it would zone you into the already existing entrance that your party members are in.
Sounds a little dramatic to say that this would be "game breaking."
I'd vote for a drop down menu of the quest entrances upon casting the teleport spell.
That being said, I doubt they will go for it.
The OP Specifically mention Explorer areas.. WHich are indeed instanced Zones. Thats my Breaking point. And the game breaking point.
Mirta
02-09-2009, 02:40 PM
Try this thread for a great 'upgrade' to teleport:
http://forums.ddo.com/showthread.php?t=171269
I think its what your looking for...
...along with 90% of the rest to the casting community....:D
Sorry about that, hadn't seen that thread.
ahpook
02-09-2009, 02:51 PM
The OP Specifically mention Explorer areas.. WHich are indeed instanced Zones. Thats my Breaking point. And the game breaking point.
Agreed. Teleporting in instanced areas would be game breaking if the locations were tracked between instances. That should never happen.
However, there may be a scenario where teleport locations can be set and used with in the instance. The locations would get reset when the instance resets. There are risks that a number of quests could be broken but that would require some analysis and there may be simple restrictions that would help. Perhaps locations can be only set to shrines or other specific locations. Perhaps raids are excluded. It would be nice if all spells had a use in quests and were not merely a out-of-quest convenience.
Impaqt
02-09-2009, 02:56 PM
Agreed. Teleporting in instanced areas would be game breaking if the locations were tracked between instances. That should never happen.
However, there may be a scenario where teleport locations can be set and used with in the instance. The locations would get reset when the instance resets. There are risks that a number of quests could be broken but that would require some analysis and there may be simple restrictions that would help. Perhaps locations can be only set to shrines or other specific locations. Perhaps raids are excluded. It would be nice if all spells had a use in quests and were not merely a out-of-quest convenience.
You just perfectly explained why this will never be implemented. Just coming up with the list of required exceptions is a daunting task, let alone coding them all in. Within days of something like this being implemented (Probably hours if not minutes) there would be all kinds of people teleporting to locations not thought about and people on the forums crying because they got banned for Exploiting the system.
Look what happened with the reaver giving out Free Fly in the refuge? Do not underestimate the determination of the Exploiter.
Alavatar
02-09-2009, 02:57 PM
The OP Specifically mention Explorer areas.. WHich are indeed instanced Zones. Thats my Breaking point. And the game breaking point.
How would allowing it in Explorer Areas be game breaking? Did you miss this part of the OP?
My personal opinion on how to fix this is allow us to have several teleport spell slots where we can enter custom coordinates (/loc) and teleport directly to that area. If those coordinates are in an explorer area then require us to actually be in that area before we can teleport. There is no reason to not allow it in explorer areas, but of course it shouldn't be allowed in quests as it would break them.
Teleport in a quest would be limited to only being able to teleport OUT of the quest. The only benefit to being able to teleport within an explorer area would be the ability to quickly check rare encounters.
QuintonReece
02-09-2009, 03:00 PM
You have still failed to define "game breaking." What is your inside intimate knowledge of the systems coding which would lead you to believe that coding this change would inherently "break the game?"
You have no idea. You just use the term "game breaking" to instill drama and don't know what you are talking about.
Unless you can define to me how this will break the game and how you have knowledge about the specific code that it would disrupt I suggest that you not cry that the sky would fall if a specific change to the game takes place.
Anything can be coded its just a matter of how much code, time and money would need to be placed into it. I suspect that this would take a significant amount of manpower and time to implement and that is why (though I would like to see it happen) I feel that it would not likely come to pass.
Impaqt
02-09-2009, 03:01 PM
How would allowing it in Explorer Areas be game breaking? Did you miss this part of the OP?
Teleport in a quest would be limited to only being able to teleport OUT of the quest. The only benefit to being able to teleport within an explorer area would be the ability to quickly check rare encounters.
You see no issue with potentially looting a dozen or more high level chests in 5 minutes? The plat farmers would have a field day with this.
Impaqt
02-09-2009, 03:03 PM
You have still failed to define "game breaking." What is your inside intimate knowledge of the systems coding which would lead you to believe that coding this change would inherently "break the game?"
You have no idea. You just use the term "game breaking" to instill drama and don't know what you are talking about.
Unless you can define to me how this will break the game and how you have knowledge about the specific code that it would disrupt I suggest that you not cry that the sky would fall if a specific change to the game takes place.
Anything can be coded its just a matter of how much code, time and money would need to be placed into it. I suspect that this would take a significant amount of manpower and time to implement and that is why (though I would like to see it happen) I feel that it would not likely come to pass.
My "Magic" is that I posses a reasoning capacity called "Foresight". I think about how One thing can effect many many things down the line. Most people stop thinking when they come up with a plan. I consider the potential exploits and issues as well.
QuintonReece
02-09-2009, 03:06 PM
My "Magic" is that I posses a reasoning capacity called "Foresight". I think about how One thing can effect many many things down the line. Most people stop thinking when they come up with a plan. I consider the potential exploits and issues as well.
So basically, you've got nothing.
Mirta
02-09-2009, 03:16 PM
You see no issue with potentially looting a dozen or more high level chests in 5 minutes? The plat farmers would have a field day with this.
You mean you don't already loot a dozen or more high level chests in 5 minutes?
Impaqt
02-09-2009, 03:20 PM
You mean you don't already loot a dozen or more high level chests in 5 minutes?
No, I dont.
A Full Orchard or Vale run generally take 30-45 minutes and I'd get 5 or 6 rares at a pop maybe.
rayflo
02-09-2009, 03:29 PM
im all for a greater amount of places to teleport to. as in harbor reavers refuge the 12 sorrowdusk entrance etc. but i dont think teleporting to quest entarances would be any good at all. i would not be on board for any teleport fix that puts u into the open instances, just a bad idea imo
Mirta
02-09-2009, 03:30 PM
No, I dont.
A Full Orchard or Vale run generally take 30-45 minutes and I'd get 5 or 6 rares at a pop maybe.
Sorry to hear that.
Impaqt
02-09-2009, 03:34 PM
Sorry to hear that.
So where do you loot a dozen chests in 5 minutes? You should take me along some time since we're onthe same server and all. I'd liek to see that. I'll even Fraps it so we can share it here on the forums.
Thrudh
02-09-2009, 03:39 PM
Look what happened with the reaver giving out Free Fly in the refuge? Do not underestimate the determination of the Exploiter.
What happened with Free Fly?
Mirta
02-09-2009, 03:40 PM
So where do you loot a dozen chests in 5 minutes? You should take me along some time since we're onthe same server and all. I'd liek to see that. I'll even Fraps it so we can share it here on the forums.
You can easily run to, kill, and then loot every named in the vale in under 15 minutes, especially if you're running with more than one caster. I don't see how that would change much with teleport changed to the aforementioned mechanic.
Oh, and sorry but I don't care to drag puggers around.
bobbryan2
02-09-2009, 03:40 PM
So where do you loot a dozen chests in 5 minutes? You should take me along some time since we're onthe same server and all. I'd liek to see that. I'll even Fraps it so we can share it here on the forums.
Regardless... quest entrances would be a nice teleport location as well. Group up outside Meridia and teleport to RwtD.
I don't know about specific coordinates... but wouldn't mind a little more versatility.
Mirta
02-09-2009, 03:41 PM
What happened with Free Fly?
I appreciate if you left that out of this thread. It was only mentioned as an attempt to get people to talk about it and to get this thread shut down on the grounds of exploit discussion.
Fakko
02-09-2009, 03:56 PM
Make the number of TP bind locations dependent upon caster level. Something along the lines of CL/2.
Change TP where it brings up the available slots and a bind option. Clicking bind sets your current location (where you are standing) as the selected TP bind point for the chosen slot. It overrides any other bind point in a selected slot.
Bind points that are set within an instanced area are cleared upon exit from that area. Bind points in 'public' areas stay until overwritten.
Now, you can tp within an instance but only to locations that you've already visited. Great for going back to a particular NPC or shrine (eg. Stormcleave). It somewhat obsolesces Dimension Door.
Not sure how it would work from scrolls. Seems unnecessarily penalizing to require two scroll uses (one to bind, one to tp) for a tp. Maybe a binding option implented on a scroll doesn't expend the scroll.
I don't know if there are any higher level quests where tping back beyond a certain point breaks game mechanics or exposes an exploit. If so, it would seem that dimension door would have similar exploitability, though I can see specific locations having greater tacitcal value than mission entry.
Just an idea.
Impaqt
02-09-2009, 04:03 PM
You can easily run to, kill, and then loot every named in the vale in under 15 minutes, especially if you're running with more than one caster. I don't see how that would change much with teleport changed to the aforementioned mechanic.
Oh, and sorry but I don't care to drag puggers around.
1 Full Run (Avg 5-6 Chests) in 15 Minutes is a far cry from a dozen chests in 5 minutes.
Drag Puggers around? rofl... Bringing someone along to document your uberness is a far cry from draggin puggers around... Seriously, I'll just sit in the instance door and run frapps so we can watch the time and see how many chests ya loot.
Alavatar
02-09-2009, 04:20 PM
1 Full Run (Avg 5-6 Chests) in 15 Minutes is a far cry from a dozen chests in 5 minutes.
That's where ransack comes into play.
Seriously, people get ransacked on the bloodstone and firestorm greaves chests in 45 minutes.
ahpook
02-09-2009, 04:20 PM
You just perfectly explained why this will never be implemented. Just coming up with the list of required exceptions is a daunting task, let alone coding them all in. Within days of something like this being implemented (Probably hours if not minutes) there would be all kinds of people teleporting to locations not thought about and people on the forums crying because they got banned for Exploiting the system.
While it could be impossible, it would be nice to actually do some analysis rather than assume. I think it would be worth the effort to at least look into the option.
Look what happened with the reaver giving out Free Fly in the refuge? Do not underestimate the determination of the Exploiter.
What happened with Fly in the refuge? Or is that a verbotten topic?
Impaqt
02-09-2009, 04:30 PM
While it could be impossible, it would be nice to actually do some analysis rather than assume. I think it would be worth the effort to at least look into the option.
What happened with Fly in the refuge? Or is that a verbotten topic?
Thats in the realm of Do not talk about on an open forum. It was use not as intended.
samagee
02-10-2009, 11:57 AM
I think while they are fixing the teleport spell, they need to put in greater teleport. Actually I think they need all the spells and feats in the game yesterday. I want to be able to scry a location, and then teleport to it. Even if it is one of the moons.
Lucian_Navarro
02-10-2009, 12:34 PM
A failed Teleport should NOT put you above the city and allow you to feather fall down, it should KILL YOU.
Pyromaniac
02-10-2009, 05:02 PM
/agree with the OP
Also where is my fly spell?
Zuldar
02-10-2009, 05:55 PM
Also where is my fly spell?
I'd settle for levitate.
irivan
06-01-2009, 03:46 AM
Being able to teleport to specific coordinates would be the worst thing ever imagined in DDO. It would break the game significantly.
As an alternate suggestion, I would say all Taverns should be on the teleport list. Or at least be able to be set up as such.
you are very wrong about this, it just requires clever programming, time they have now that mod 9 is on hold.
Nothing that follows PnP rules can break this game
Teleport is powerful i agree, and does slant things in a casters favor, but it is up to the devs to come up with clever creatures and foils to limit our plans, just blocking the ability out right is a cop out.
unionyes
06-01-2009, 10:01 AM
I'd settle for levitate.
I want Rope Trick.
But seriously, Teleport and Greater Teleport are working well as it is. Although it would be 'nice' to be able to teleport to any exact location that I wanted to, I also understand the difficulties in coding such variation in. I am also not so naive to realize that many of the hiccups that are put into place are there to avoid making it too easy for plat farmers.
I would be happy with a few more location choices for both spells, though.
As an aside, you can already use these spells to loot run. I tend to hit the Vale, catch the last shrine, GT to the Desert (oh sorry Zawabi's Refuge, a whole 20 feet from the desert entrance), plow through that, catch the last shrine, GT or teleport to Merida, rinse, and repeat. Fun by yourself, or with a group. You can even take puggers along :)
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