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  1. #1

    Default Teleport/Greater Teleport Updates

    We are now going in to Mod 8, and there are still no updates to Teleport or Greater Teleport.

    Will we be seeing any in Mod 8, 9?


    Also, Greater Teleport can still only be cast in an instance.

    Will this be fixed for Mod 8 (considering it was supposed to be fixed before Mod 5)?

    I think adding Meridia to Greater Teleport would be nice.
    I think adding The Tower of The Twelve to Teleport would be nice, and would make sense.
    I think changing 'Marketplace Tent' to 'Marketplace' and having the zone-in area be the same as a Portal Marketplace teleport would help to polish things a bit as well.


    Updated to be current (9 Months later)
    Last edited by DaveyCrockett; 08-27-2008 at 07:54 PM.
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  2. #2
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    Quote Originally Posted by DaveyCrockett View Post
    Currently on Risia there are no new locations for Teleport or Greater Teleport. Will we be seeing any in Mod 6?
    Also on Risia atm, Greater Teleport can still only be cast in an instance. Will this be fixed for Mod 6 (considering it was supposed to be fixed before Mod 5)?

    I think adding Meridia to Greater Teleport would be nice.
    I think adding The Tower of The Twelve to Teleport would be nice, and would make sense.
    I think an entire rework of both teleport and greater teleport to combine the two lists and add these new locations is in order.

  3. #3
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Aspenor View Post
    I think an entire rework of both teleport and greater teleport to combine the two lists and add these new locations is in order.
    Agreed!!!

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  4. #4
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    Fine withth at as long as they fix Word of recall while they are at it.
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    Hamfather totmacher's Avatar
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    I believe they're reluctant to fix anything with these two (three?) spells until they have a fix for greater teleport in town bug...

    ...which just stinks.
    Last edited by totmacher; 12-19-2007 at 04:29 PM.

  6. #6
    Community Member Kaldaka's Avatar
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    Agreed

    Teleport should go everywhere that greater teleport goes and vice versa.

    As for Greater Teleport working in Town, that could be a little annoying if some jerk caster casts it in the middle of a tavern, so I don't know about that one.

  7. #7
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    Quote Originally Posted by Kaldaka View Post
    Agreed

    Teleport should go everywhere that greater teleport goes and vice versa.

    As for Greater Teleport working in Town, that could be a little annoying if some jerk caster casts it in the middle of a tavern, so I don't know about that one.
    Make it work on party members only.

  8. #8
    Community Member ChildrenofBodom's Avatar
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    Quote Originally Posted by Aspenor View Post
    Make it work on party members only.
    Or they could make a UI setting for it. Just like they do with party, guild, and trade requests, if you don't want to be GT'd in public, you can just turn it off.
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    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by ChildrenofBodom View Post
    Or they could make a UI setting for it. Just like they do with party, guild, and trade requests, if you don't want to be GT'd in public, you can just turn it off.
    Which is still annoying when you forget to turn it on/off when you want a TP/don;t want a TP. Party-only would solve all problems.
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    Community Member Yaga_Nub's Avatar
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    The GT 'bug' has been a little disheartening but I'm more upset that the spells are updated as new content is released. Some PM should have a BIG stickie on his/her desk reminding them to go back through old enhancements/feats/spells/etc. to update them as necessary when a new mod is coming out.

    I also agree that GT needs to go everywhere Teleport does. Greater Teleport should be thought of as Group Teleport not Teleport v2.
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    Quote Originally Posted by DaveyCrockett View Post
    Will this be fixed for Mod 6 (considering it was supposed to be fixed before Mod 5)?
    I think that last part answers your question.

  12. #12

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    While they're at it, they should make Teleport bring your allies, as per the D&D 3.5 rules, and just drop Greater Teleport.
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  13. #13
    Founder Bradik_Losdar's Avatar
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    Heck, they ought to really fix both spells so they work like they truely should by allowing us to choose our own locations.

    How about giving us six "empty" slots for our teleport spells that we can fill in with (non-dungeon) locations once we have been to them (as per PnP)? For example, I have been to the Weapons pawn shop in House D a million times, yet the closest I can come it by teleporting is the lousy weapons shop down the street (that I never use). Or what if I never go to the shop in House J thats currently on the list? Why can't I replace this with say, one of the taverns in the harbor where my friends always seem to hang out?

    It doesn't seem like that big a deal to code. Just add a couple of buttons to the teleport pop up window (add location, remove location). Every spot in the game has a set of map coordinates. By hitting the "add location" button the game just saves the coordinates where you are standing and viola! a new teleport location. The remove button does the opposite - erases the selected location in the pop up window thus freeing up a slot for future use.

    Scrolls would continue to use the existing static list of teleport locations and the Portable Hole tavern would of course be already included in all lists.

    *Edited to include scrolls and the Portable Hole
    Last edited by Bradik Losdar; 12-17-2007 at 02:20 PM.

  14. #14

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    Ooh alternatively...

    Put in something that lets a caster "study" an area. Presumably a special, interactive item. Then, once you've studied the location, you can teleport there.

    Teleport has a chance of killing you outright/dropping you over the marketplace/bouncing you around to the wrong location (with damage) or some other unpleasant fate. Greater Teleport doesn't.
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    Founder Bradik_Losdar's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Ooh alternatively...

    Put in something that lets a caster "study" an area. Presumably a special, interactive item. Then, once you've studied the location, you can teleport there.
    Hehe - why make it any harder than it has to be?

  16. #16

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    Don't think I want to let this one fade away to page 2. I think it should be addressed, and obviously so do others...
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    Community Member Nevthial's Avatar
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    Quote Originally Posted by DaveyCrockett View Post
    Don't think I want to let this one fade away to page 2. I think it should be addressed, and obviously so do others...
    Agreed.
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  18. #18

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    Eladrin? Dog? Someone?

    Are these spells completed (ie, never gonna be revampled, updated)?
    Do you like any of the suggested ideas?

    I think incorporating a rare gem into the teleport/greater releport system would be a thought. (Like MT's idea). The location that you consume the gem would become a teleport lovation, with a limit of perhaps 2-3 custom locations. And merging the two spells' location lists seems appropriate as well.
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  19. #19
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by DaveyCrockett View Post
    Eladrin? Dog? Someone?

    Are these spells completed (ie, never gonna be revampled, updated)?
    Do you like any of the suggested ideas?

    I think incorporating a rare gem into the teleport/greater releport system would be a thought. (Like MT's idea). The location that you consume the gem would become a teleport lovation, with a limit of perhaps 2-3 custom locations. And merging the two spells' location lists seems appropriate as well.
    Well since I'm someone I'll give you an answer DfC.

    Are these spells completed? No. They will not be changed until Mod 9.5 - Kobold's Unite!

    I don't like added unnecessary components for spells as it just takes up pack space. A counter-intuitive system will be created for you to use. Once the spell is cast, a command line interface will pop up and you must spell the exact name of the quest within 3.29 seconds or the command line disappears and you will need to recast the spell. We will be disabling Ctrl-C and V in this command line.

    As an alternative system for teleporting, a box will pop up with all the zones listed. You will click on the zone and then a list of all the quest entrances/quest givers/taverns/etc. will show up and you will click on the name to be teleported to your desired destination. You will still have to completion this selection within 3.29 seconds.

    For greater teleport to work, your group must be standing directly on top of you. Any deviation from your space will send that character to the bottom of the Abbott's moat.
    Last edited by Yaga Nub; 12-19-2007 at 12:57 PM.
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  20. #20

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    how about your bind point at least, avoids all the casters /deathing to teleport around at least, and there are bind points everywhere
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