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  1. #1
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    Default Saving Time: Magic Teleporter for Group Leader

    Here's an idea to save time; often when getting a group together, people join up and have to jog from the harbor to house Z or wherever...which can take a long time...

    Why not have it so the leader can teleport everyone who is OUTSIDE the dungeon (including new joiners) to the ENTRANCE to the quest?

    That way people dont have to jog around looking for the teleporter in house P or whatever... and everyone stand around waiting for the non hasted dwarf to arrive.....

    Seems like a winner to me!

    MoS

  2. #2

    Default Oh gods...

    It's a good idea in theory...

    But I just want you to keep in mind that we a teleporter in every house. Most characters with a decent UMD just use teleport scrolls.

    I don't actually want to worry about teleporting people to the quest. People need to repair, sell, buy components and potions... there a million reasons why they take a few minutes to get to the quest.

    I have admitted on more than one occasion to be directionally challenged, so it's not because I know my way around.

    In theory good idea.

    But...NO!

    See ya in Stormreach,

    -R
    Last edited by Rowanheal; 09-04-2007 at 02:01 PM. Reason: spelling as usual

  3. #3
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    Quote Originally Posted by MageOfSoma View Post
    Here's an idea to save time; often when getting a group together, people join up and have to jog from the harbor to house Z or wherever...which can take a long time...

    Why not have it so the leader can teleport everyone who is OUTSIDE the dungeon (including new joiners) to the ENTRANCE to the quest?

    That way people dont have to jog around looking for the teleporter in house P or whatever... and everyone stand around waiting for the non hasted dwarf to arrive.....

    Seems like a winner to me!

    MoS
    Excellent idea. Teleport you to the nearest friendly entrance. Such as for tangleroot, it would teleport them to the inn in tangleroot. Or, for a house quest, directly to the entrance.

  4. #4
    Community Member Mercules's Avatar
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    I am not against this, as long as there is a way I can, as a player, disable it and/or set it so that I choose if they can Teleport me or not. CoH has something similar called Recall Friend. I can set it so that if someone uses they power on me I can decide to accept it or not. There are those that will just summon you even if you are currently doing something like selling off/buying Enhancements or leveling up.

    I remember one time I forget to set it. Teamwipe in the Hollows. A couple of us chose to recall and come back for the rest so not everyone would have to run WAY out there again. On the way back I was grabbing a few Awakens to get the rest of the group up but the Kinetic/ Defender beat me to the mission and use Recall Friend before I got them bought. I had the screen up and then... NOOOOOOOOOO! since neither of us could rez I made HIM run back to buy them, after all he had Syphon Speed to help him run.
    "Good judgment comes from experience, and experience comes from bad judgment."
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  5. #5
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    Quote Originally Posted by Mercules View Post
    I am not against this, as long as there is a way I can, as a player, disable it and/or set it so that I choose if they can Teleport me or not. CoH has something similar called Recall Friend. I can set it so that if someone uses they power on me I can decide to accept it or not. There are those that will just summon you even if you are currently doing something like selling off/buying Enhancements or leveling up.

    I remember one time I forget to set it. Teamwipe in the Hollows. A couple of us chose to recall and come back for the rest so not everyone would have to run WAY out there again. On the way back I was grabbing a few Awakens to get the rest of the group up but the Kinetic/ Defender beat me to the mission and use Recall Friend before I got them bought. I had the screen up and then... NOOOOOOOOOO! since neither of us could rez I made HIM run back to buy them, after all he had Syphon Speed to help him run.

    Siphon Speed iz teh cool. Speed Boost iz teh Roxxerz. I never had much trouble in the hollows. It was more tedious than anything else. However, I'd been playing the game forever and had a pretty good intuition of aggro ranges and ins and outs/pathways. Numerous were the newer pl;ayers that fell in frustration to the horrows of the hollows.


    Either way... it would come with the same prompt rez does.

    I see absolutely no problem with making DDO smaller.

    What, you miss seeing people as you run by?

    The logic of some of these people is warped.

    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*

  6. #6
    Community Member Mercules's Avatar
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    Quote Originally Posted by Dingo123 View Post
    Siphon Speed iz teh cool. Speed Boost iz teh Roxxerz.
    Gods above and below, I've been quoted, and agreed with by the 733t 5p34|< crew. I'm so ashamed.
    "Good judgment comes from experience, and experience comes from bad judgment."
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  7. #7
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Mercules View Post
    Gods above and below, I've been quoted, and agreed with by the 733t 5p34|< crew. I'm so ashamed.
    I would be too.

    Explains a lot about some of these half baked posts...

    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.

  8. #8
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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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  9. #9
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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.

  10. #10
    Community Member bandyman1's Avatar
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    Quote Originally Posted by MageOfSoma View Post
    Here's an idea to save time; often when getting a group together, people join up and have to jog from the harbor to house Z or wherever...which can take a long time...

    Why not have it so the leader can teleport everyone who is OUTSIDE the dungeon (including new joiners) to the ENTRANCE to the quest?

    That way people dont have to jog around looking for the teleporter in house P or whatever... and everyone stand around waiting for the non hasted dwarf to arrive.....

    Seems like a winner to me!

    MoS
    Ummm....you have Dingo agreeing with you. Need I go any further?
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  11. #11
    Founder Dariuss's Avatar
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    meh

    I mean, it really only takes... max... like 3 minutes to get anywhere.

    It's not like we have to run for 20 minutes to get to a new zone.
    Last edited by Dariuss; 09-04-2007 at 02:06 PM. Reason: typo
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  12. #12
    Community Member Hendrik's Avatar
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    Stormreach as small as it is and you want to make it smaller?

    No thank you. It takes just a few minutes to get to ANY Quest in game, less with Haste and the PoT. Sorry, this just seems lazy and totally unnecessary.

    Think the OP just pulled a Dingo.
    Last edited by Hendrik; 09-04-2007 at 02:11 PM.

    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. 09-05-2007, 07:04 AM


  14. #14
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    Quote Originally Posted by MageOfSoma View Post
    Here's an idea to save time; often when getting a group together, people join up and have to jog from the harbor to house Z or wherever...which can take a long time...

    Why not have it so the leader can teleport everyone who is OUTSIDE the dungeon (including new joiners) to the ENTRANCE to the quest?

    Because it is another reason for people not to learn the game. No one should be able to get to 14 and not know where house P is, or how to get to the one eared bugbear tavern. Its part of learning the game. Perhaps if people spent more time learning how to play the game as it is now instead of thinking of ways to cheapen it, they wouldn't need to think of ways to cheapen it.
    Last edited by Patience; 09-05-2007 at 10:30 AM. Reason: Removed comment singling out another user
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  15. #15
    Community Member Lorien_the_First_One's Avatar
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    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.

  16. #16
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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.
    _________________________
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  17. #17
    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.

  18. #18
    Community Member In_Like_Flynn's Avatar
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    Default No!

    Quote Originally Posted by MageOfSoma View Post
    Why not have it so the leader can teleport everyone who is OUTSIDE the dungeon (including new joiners) to the ENTRANCE to the quest?
    Also, please add a "Win" button.
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  19. #19
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    OK let's see, it takes "at most" 3 minutes to get from point a to point b.

    Naturally, lots of level 4 and 5 fighters are hasted.

    Nevertheless, assume you have a party of 3 together and it takes them 3 minutes to rally.

    Then another person joins and it takse them 3 minutes to really. Then another person joins and it takes them 3 minutes to rally.

    Now it's 10+ minutes to rally... Naturally, this running around is a high point of the game playing experience and far too valuable to exchange for the OPTION of being allowed to teleport, so people can concentrate on playing and not jogging.

    MoS

  20. #20
    Community Member Mercules's Avatar
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    Quote Originally Posted by MageOfSoma View Post
    OK let's see, it takes "at most" 3 minutes to get from point a to point b.

    Naturally, lots of level 4 and 5 fighters are hasted.

    Nevertheless, assume you have a party of 3 together and it takes them 3 minutes to rally.

    Then another person joins and it takse them 3 minutes to really. Then another person joins and it takes them 3 minutes to rally.

    Now it's 10+ minutes to rally... Naturally, this running around is a high point of the game playing experience and far too valuable to exchange for the OPTION of being allowed to teleport, so people can concentrate on playing and not jogging.

    MoS
    Be glad this isn't WoW or EQ2, "Oh, I'm in <insert name place>, I'll be there in 30 minutes."
    "Good judgment comes from experience, and experience comes from bad judgment."
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