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  1. #21
    Founder Arlith's Avatar
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    Quote Originally Posted by MageOfSoma View Post
    No it would save 3 minutes PER PERSON for those joining, not just 3 minutes total, and that's assuming it only takes 3 minutes for them to arrive.
    No, it would only save the LAST three minutes. Because the first person to join will be waiting for the others to join, if its time spent running or time spent waiting at the entrance after teleporting, its still time spent. Unless EVERYONE joined at the same time, in which case you can all run and rally at the same time, during the same three minutes.
    Proud member of DWAT - Xorian forged, quenched in the blood of butterflies
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  2. 09-04-2007, 07:23 PM


  3. 09-04-2007, 07:49 PM


  4. 09-05-2007, 02:04 AM


  5. 09-05-2007, 02:51 AM


  6. #22
    Founder Hvymetal's Avatar
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    I see where the OP is coming from but I also must disagree. Most of the time doesn't get spent IMO from the party getting to the quest really, most of it seems to be spent because your group leader does not want to start without (insert class here).

    I for one don't mind helping people that might not know the way through tangleroot or the desert reach the quest. I really don't feel that it takes too long getting to most of the quests and besides it gives me time to unload some inventory space and/or restock.
    R.I.P. E.G.G. 3/4/08

  7. 09-05-2007, 07:04 AM


  8. #23
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Dingo123 View Post
    The last thing this game needs is for players telling other players to split. People with that mentality are far far more damaging than anything I've put up on the forums.
    People posting in your threads might disagree and have.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  9. 09-05-2007, 09:19 AM


  10. 09-05-2007, 09:21 AM


  11. #24
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    Quote Originally Posted by Dingo123 View Post
    The last thing this game needs is for players telling other players to split. People with that mentality are far far more damaging than anything I've put up on the forums.
    Dam i cant belive i am saying this but he almost said somthing senseable.
    No! You can't GREASE a Beholder!!

  12. #25
    Community Member Hendrik's Avatar
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    Quote Originally Posted by teddok View Post
    Dam i cant belive i am saying this but he almost said somthing senseable.
    Almost, yes. Until you realize, like I'm sure you have teddok, that said poster wants to rip things from WoW, CoH, and other games and put them into this game. Really not even the 'good' parts of said games. Honestly, I think said poster does not realize that many are so against these 'ideas' is because we do not have them here and we like it that way. Hard/Easy, don't matter. It's that these mechanics are not warranted, needed, nor welcome in DDO and many have pointed that out.

    It's really sad, said poster may eventually come up with something original that may benefit DDO but past posts have discredited him/her and now is a laughing stock of these forums.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  13. #26
    Senior Manager
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    I've deleted numerous posts in the thread.

    If "you" don't like someone's ideas, feel free to disagree. However, you are not free to be rude, single out someone for belittlement, make personal attacks or otherwise snide comments, and drag the general tone of the forums down by your behavior.

    Please learn to hit the "Back" button instead of the "Reply" button if you don't have anything constructive to say and are just posting to get your shot in.

    -Meghan

  14. #27
    Founder Roguewiz's Avatar
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    Honestly, as stated, it would only save 3 minutes. One thing they can do, is add a teleporter to the Marketplace. This would solve some of the travel problems people are complaining about. As it stands now, you can teleport from house to house, or house to marketplace. But, then you have to run back to the house.

    High UMD and Teleport scrolls are the way to go. That's how I travel. I don't walk much anymore. Heck, my bind point is in the Portable Hole
    Rangers don't die, they just teleport to their bind point.

  15. #28
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    Default In theory nice but never for the game...

    Ok would it be nice as a group leader to say is everyone ready cause you are about to get summoned... Then the get an accept/decline for teleport.

    There are a few problems.

    1. The new people wouldn't learn anything about where anything is in Stormreach. Which as pointed out is already small.

    2. The difficulty factor of getting to the quest is removed. (i.e. getting to PoP for your first run) It is part of the game to have the right to teleport closer. This would remove that.

    3. Mechanically I think it does fit the idea of D&D for the group leader to be able to do anything of the sort.

    What would be better...
    Create a divine/arcane spell make it higher than Greater Teleport in level and allow it to summon individuals in your group (to non-quest zones exp). That way the group wiz/sorc/clr in GH could summon people that are in the desert etc.

    Adds the slightly quicker getting a tank from here to there... Doesn't break a game mechanic... Gives a benefit to a high level caster that could potentially teleport someone anyway.

  16. #29
    Community Member muffinlad's Avatar
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    Quote Originally Posted by Dharma View Post
    What would be better...
    Create a divine/arcane spell make it higher than Greater Teleport in level and allow it to summon individuals in your group (to non-quest zones exp). That way the group wiz/sorc/clr in GH could summon people that are in the desert etc.

    Adds the slightly quicker getting a tank from here to there... Doesn't break a game mechanic... Gives a benefit to a high level caster that could potentially teleport someone anyway.
    This idea....I like. Great for higher levels who already know the way, and a nice tool to help those who may be multi zones away, and/or have the wrong bind point set after death.

    muffinjogger
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    AKA, Cb,Cg,Cj,Cl,Co,Cp,Cq,Cr,Cs,Ct,Cw,Cx,Cz and...Edvard. All the other C's were taken.

  17. #30
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    Quote Originally Posted by Dingo123 View Post
    I see absolutely no problem with making DDO smaller.
    • Lack of exploration of our environs
    • Fosters ignorance of how to get from point to point on one's own.
    • Foists more responsibility on a leader's shoulders.
    • Runs the risk of getting people lost, after they get out of the quest, as they won't know how they got there (such as who to talk to to teleport back to House Deneith from The One-eared Bugbear Inn.
    • Lessens the importance of the teleport spell and those who have gone through great lengths (dragonmarks, high enough level to teleport, or UMD) to get it.
    • Would provide minimal time-savings for a great deal of programming man-hours to code the interface, dialogues, as well as potential exploit loop-holes.
    • I've already heard many people from other games that say that Stormreach is woefully small. This functionality would exacerbate the situation.
    • Seeing people in the game helps foster a sense of more kindred spirits enjoying said game.


    Quote Originally Posted by Dingo123 View Post
    What, you miss seeing people as you run by?
    Actually, yes. After the teleport to marketplace option was added to the teleporters, I noticed a decided decrease in visible population except in Giant Hold. While I do like the teleporter option of going from a house to the marketplace (especially for going to the Harbor), there is a quantifiable deleterious effect that must be taken into consideration.
    The logic of some of these people is warped.

    Quote Originally Posted by Dingo123 View Post
    You don't want to run three minutes? TOUGH. You're going to run it whether you like it or not!

    Uh, why?

    Because I think you should, that's why!

    *facepalm*
    I believe this to be crude and a misrepresentation of the viewpoints of other people, or at least a summarization of a vocal minority.

    There has to be a midpoint between "mind-numbingly easy" and "soul-shatteringly hard". I have often disdained having to run for 30 minutes to get from one quest to another in other games. In some cases it makes sense, and can be fun. In others it is a pointless time-sink with nothing in between but things to kill for little benefit.

    I do not believe that the 3-5 minutes one needs to run from one end of the game to the other, polar end, to be a huge investment, but the dividends, in both exploration of resources, and alternate locations, is quite a return on that small investment.

    One must also ask, at a certain point, "where does this logically end?"

    At it's logical conclusion, it allows any person to teleport to any legal point in the game. And that clearly makes no sense.

    I believe that this suggestion exists outside the acceptible zone of the "too easy/too hard" median.
    _________________________
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  18. #31
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    Quote Originally Posted by Lorien the First One View Post
    I understand what the OP is talking about but I think the travel time isn't bad EXCEPT going from the market/harbor/gh to anywhere else. It would be really really really nice if a teleporter were installed there (at the point it teleports you into the market) that allowed outgoing teleports as well.

    Also helpful...fix G.Teleport so that it works.
    Putting a teleporter in the Harbor would not make sense, from a story point of view: The harbor has been cordoned off due to a mysterious upswell in the number of kobold attacks. It is why you can't get from the harbor to the marketplace without either a writ or a bribe.

    Putting a teleporter in the Giant Hold would not make sense, from a story point of view: You are clandestine agents, secretly infiltrating the Stormreaver's army as "traitors of stormreach". Having a teleporter from Giant Hold into the city's reaches would be, to say the least, a cause for concern for the Coin Lords.
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  19. #32
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    Quote Originally Posted by Spookydodger View Post
    • Lack of exploration of our environs
    • Fosters ignorance of how to get from point to point on one's own.
    • Foists more responsibility on a leader's shoulders.
    • Runs the risk of getting people lost, after they get out of the quest, as they won't know how they got there (such as who to talk to to teleport back to House Deneith from The One-eared Bugbear Inn.
    • Lessens the importance of the teleport spell and those who have gone through great lengths (dragonmarks, high enough level to teleport, or UMD) to get it.
    • Would provide minimal time-savings for a great deal of programming man-hours to code the interface, dialogues, as well as potential exploit loop-holes.
    • I've already heard many people from other games that say that Stormreach is woefully small. This functionality would exacerbate the situation.
    • Seeing people in the game helps foster a sense of more kindred spirits enjoying said game.




    Actually, yes. After the teleport to marketplace option was added to the teleporters, I noticed a decided decrease in visible population except in Giant Hold. While I do like the teleporter option of going from a house to the marketplace (especially for going to the Harbor), there is a quantifiable deleterious effect that must be taken into consideration.
    The logic of some of these people is warped.



    I believe this to be crude and a misrepresentation of the viewpoints of other people, or at least a summarization of a vocal minority.

    There has to be a midpoint between "mind-numbingly easy" and "soul-shatteringly hard". I have often disdained having to run for 30 minutes to get from one quest to another in other games. In some cases it makes sense, and can be fun. In others it is a pointless time-sink with nothing in between but things to kill for little benefit.

    I do not believe that the 3-5 minutes one needs to run from one end of the game to the other, polar end, to be a huge investment, but the dividends, in both exploration of resources, and alternate locations, is quite a return on that small investment.

    One must also ask, at a certain point, "where does this logically end?"

    At it's logical conclusion, it allows any person to teleport to any legal point in the game. And that clearly makes no sense.

    I believe that this suggestion exists outside the acceptible zone of the "too easy/too hard" median.

    *cheer* This is a post I am happy to see.

  20. #33
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    Quote Originally Posted by MageOfSoma View Post
    Not everyone in a PUG knows where it is or is nearby -- too many posters I think are level 14s with 5 level 14 toons and dont care at all what it is like for players at lower levels who are running with people who are lower levels and not experten.
    When I form groups, and someone is lost, I run out to meet them and escort them to the quest. It's good gameplay, good team work, and just plain good.

    I have only ever, once, removed a person from my group for not knowing where something was. And that was when a level 12 didn't know where House P was. I said it multiple ways, and he still had no clue. Ahhh, plat-farmer leveling service, how you vex me so.

    Taking away the need for people to be guides to one another doesn't seem to be a good idea or a proper use of developer resources.

    Quote Originally Posted by MageOfSoma View Post
    Sure if you have kiloplat wasting a few haste pots on running around is one thing, to assume that rank and file players learning the maze like layouts of the various houses should be doing that is somewhat foolish I think.
    I would prefer that new players learn the layout of the game. It gives a sense of accomplishment with a very small investment of time. I understand the need for instant gratification on the part of some players, however I don't think that catering to that need in every instance will be beneficial to the long-term skills of the players it would "help".
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  21. #34
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Spookydodger View Post
    Putting a teleporter in the Harbor would not make sense, from a story point of view: The harbor has been cordoned off due to a mysterious upswell in the number of kobold attacks. It is why you can't get from the harbor to the marketplace without either a writ or a bribe.

    Putting a teleporter in the Giant Hold would not make sense, from a story point of view: You are clandestine agents, secretly infiltrating the Stormreaver's army as "traitors of stormreach". Having a teleporter from Giant Hold into the city's reaches would be, to say the least, a cause for concern for the Coin Lords.
    Sorry I guess I wasn't clear. I agree with everything you say above. I was trying to say that the only long travel is from harbor/GH/market to other places. Since we have a teleport IN to the market now that puts you near those things if we also added a teleport OUT in the MARKET at the same place you teleport into it would allow anyone to get from the market to anywhere easily. Since the market door is close to the harbor and the GH it would deal with travel from these areas well without disrupting storyline.

  22. #35
    Founder Kirashin's Avatar
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    Quote Originally Posted by Dharma View Post
    Ok would it be nice as a group leader to say is everyone ready cause you are about to get summoned... Then the get an accept/decline for teleport.

    There are a few problems.

    1. The new people wouldn't learn anything about where anything is in Stormreach. Which as pointed out is already small.

    2. The difficulty factor of getting to the quest is removed. (i.e. getting to PoP for your first run) It is part of the game to have the right to teleport closer. This would remove that.

    3. Mechanically I think it does fit the idea of D&D for the group leader to be able to do anything of the sort.

    What would be better...
    Create a divine/arcane spell make it higher than Greater Teleport in level and allow it to summon individuals in your group (to non-quest zones exp). That way the group wiz/sorc/clr in GH could summon people that are in the desert etc.

    Adds the slightly quicker getting a tank from here to there... Doesn't break a game mechanic... Gives a benefit to a high level caster that could potentially teleport someone anyway.


    /Agree Excellent Idea

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