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  1. #1
    Founder Bradik_Losdar's Avatar
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    Default 'Fixing' teleport for Mod 10/Update 1 (Dreaming Dark)

    ....or "How I learned to stop bugging the devs and love my own locations"

    I'd really like to see us be able to pick our own Teleport points, just like in the rulebooks. That way we could go to the Harbor, Reavers Refuge, or nearly any other place we've been that aren't currently on the teleport lists.

    Instead of the current lists, why not make it simple and have like 10 (20?, 30?) empty slots in the teleport window(s) with two buttons at the bottom - "Add current location" and "Remove selected location" (see picture below). Every place in the game has a set of coordinates (type /loc or check the in-game Bug Report screen if you don't believe me). The player merely clicks on the "Add" button and wherever he is standing at that moment is added to the list taking up one empty slot (the exact coordinates are saved internally for future teleporting with a generic tag "Point 1 - House D" or some such). The Add feature would of course only work in non-combat locations. This way everyone could have their own individual set of teleport points without having to spend a lot of coding/development time getting it to work (its already in the game). This same teleport list method would also work for static items like scrolls and clickies (and dragonmarks, etc) - the list always stays with the character (regardless of item used or whether that character has any spell capability). The "Remove" button would just clear a highlighted location from the list, creating an empty slot again for future use. (The 'remove' button would be grayed out until a location is selected and the 'Add' button would gray out when the list was full).



    Makes sense doesn't it? Someone in PnP must memorize the location he can teleport to - and in DDO terms the "Add" button simulates this just fine while giving much more flexablity to the person using the spell and keeps us from having to beg for more teleport points all the time.

    It would certainly save the devs a lot of work in the long run as new locations are added that we want to travel to (can anyone say Meridia, Reaver's Refuge, and more than likely the new jump off points for Mod 10/Update 1/Dreaming Dark?)

    If implemented, there probably should be one location automatically on everyone's initial teleport list (which can be replaced later using the remove/add buttons if the player so desires) so those folks that pick up a scroll of teleport for the first time ever (or teleport item) in a dungeon can use it if they need to. This initial location should be someplace that everyone in the game has been to already (like the Harbor or Marketplace) keeping in the PnP spirit of teleporting only to a known locale.

    (see post #13 below for the Portable Hole)
    Last edited by Bradik_Losdar; 07-20-2010 at 12:22 PM. Reason: Added Portable Hole post reference

  2. #2
    Community Member JakLee7's Avatar
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    good idea, though the basic information has been suggested before, the specific are very well thought out
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  3. #3
    Community Member cdemeritt's Avatar
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    I have heard this suggested before, and thought it was a Great Idea then, and still do. I like that you have to run to meridia before you can use a TP Scroll to get there. I really hope this eventually gets implemented
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  4. #4
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    Bump for this, excellent suggestion.

  5. #5
    Community Member Yurtrus's Avatar
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    you know it is an excellent idea.. However, there is more to this game then zerging your way through the city too.

    Think about how many thing would change just in the event you binded in the refuge. Why even have the fly spell to the 2nd floor? Just make a ramp. Why have the air ship take you to the overlook and you might as well remove the jumping off the airship to the water below. Might as well remove that entire aspect of the game and just have the guy near the spire send you right to the refuge. I mean why have anything to see at all. Just click and you are at any quest entrance in the game. yahoo! You can now do a reaver, shroud and TOD in an hour since you don't have to run any place or see anything but the quests! Great idea!

    This is so sad it disgusts me..

  6. #6
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Yurtrus View Post
    you know it is an excellent idea.. However, there is more to this game then zerging your way through the city too.

    Think about how many thing would change just in the event you binded in the refuge. Why even have the fly spell to the 2nd floor? Just make a ramp. Why have the air ship take you to the overlook and you might as well remove the jumping off the airship to the water below. Might as well remove that entire aspect of the game and just have the guy near the spire send you right to the refuge. I mean why have anything to see at all. Just click and you are at any quest entrance in the game. yahoo! You can now do a reaver, shroud and TOD in an hour since you don't have to run any place or see anything but the quests! Great idea!

    This is so sad it disgusts me..
    What's wrong with that?

    We get to spend our playtime doing the fun parts of the game; the elements that turned me off WoW (time wasted travelling everywhere) get the boot but the option to wander around is still there if you want to explore.

    Everybody wins.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  7. #7
    Community Member ahpook's Avatar
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    Quote Originally Posted by Yurtrus View Post
    you know it is an excellent idea.. However, there is more to this game then zerging your way through the city too.

    Think about how many thing would change just in the event you binded in the refuge. Why even have the fly spell to the 2nd floor? Just make a ramp. Why have the air ship take you to the overlook and you might as well remove the jumping off the airship to the water below. Might as well remove that entire aspect of the game and just have the guy near the spire send you right to the refuge. I mean why have anything to see at all. Just click and you are at any quest entrance in the game. yahoo! You can now do a reaver, shroud and TOD in an hour since you don't have to run any place or see anything but the quests! Great idea!

    This is so sad it disgusts me..
    It sounds like you are complaining about teleport in general. Anyone with access to teleport never flies out of the Refuge already. They teleport out. And anyone who is running a lot of quests in an area binds there and uses /death to get there instead of running. That is such a great solution isn't it.

    If you want to run everytime feel free. But if teleport is going to be in the game it might as well be reasonably implemented.

    I like the OPs suggestion and wish it would happen. I would add one tweak that instead of 10 or 20 slots, you get 1 slot for every 2 levels or 1 per level giving you 10 or 20 at cap.

    Also, Greater teleport should use the same coordinates but be an AOE effect to take your party.

  8. #8
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    Quote Originally Posted by ahpook View Post
    Anyone with access to teleport never flies out of the Refuge already. They teleport out.
    My light monk has always had a very good UMD - good enough to reliably scroll teleport by the time I got to Reaver's Refuge. When I first went there with my Favored Soul I hadn't picked up scrolls yet as they were still around 35-40% (funny how my monk was always higher than my FvS - even at the cap - but that's another story). I had to ask my guild how to get out of Reaver's Refuge as I'd never actually done it the hard way.

    I could never play a character without some semblance of UMD. This is definitely one of the big reasons why.

  9. #9
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    #1 rule whan making suggestions: If it doesn't make the devs more money, if it doesntt ugrade their honda accords to ferraris, their not going to do anything about it.

  10. #10
    Community Member arminius's Avatar
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    Quote Originally Posted by Yurtrus View Post
    you know it is an excellent idea.. However, there is more to this game then zerging your way through the city too.

    Think about how many thing would change just in the event you binded in the refuge. Why even have the fly spell to the 2nd floor? Just make a ramp. Why have the air ship take you to the overlook and you might as well remove the jumping off the airship to the water below. Might as well remove that entire aspect of the game and just have the guy near the spire send you right to the refuge. I mean why have anything to see at all. Just click and you are at any quest entrance in the game. yahoo! You can now do a reaver, shroud and TOD in an hour since you don't have to run any place or see anything but the quests! Great idea!

    This is so sad it disgusts me..
    I really sympathize with this point of view, but the bottom line is: these guys are magic users. The rules that bind non-magical people don't apply to them, and they are proud of it, and do it as easily as we walk or speak. They don't do anything with hands and feet that they could just as easily do with magic.

    I'm reminded of the Harry Potter books, when the Weasley twins learn to apparate. They drive their parents and everyone else crazy by apparating from the top of the stairs to the bottom, and from one side of the dinner table to the other. How much effort does it take to walk down stairs? Are you really saving that much? But defining it as a choice between saving the effort or "savoring" the walk down the stairs misses the point: the point is they can, therefore they do.

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  11. #11
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Yurtrus View Post
    you know it is an excellent idea.. However, there is more to this game then zerging your way through the city too.

    Think about how many thing would change just in the event you binded in the refuge. Why even have the fly spell to the 2nd floor? Just make a ramp. Why have the air ship take you to the overlook and you might as well remove the jumping off the airship to the water below. Might as well remove that entire aspect of the game and just have the guy near the spire send you right to the refuge. I mean why have anything to see at all. Just click and you are at any quest entrance in the game. yahoo! You can now do a reaver, shroud and TOD in an hour since you don't have to run any place or see anything but the quests! Great idea!

    This is so sad it disgusts me..
    Firstly, while I do like exploring the city a bit, there comes a point where I've already seen EVERYTHING! The city is fairly static--it's not like a walk to school where you may happen upon some new sight.

    Secondly, those who cannot teleport can do all that running! Why be an all-powerful caster if you can't rub it in the melees' faces?!
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  12. #12
    Community Member cdemeritt's Avatar
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    I have heard this Idea posted many many times... I have agreeded with it each time... I think it is a great idea, that for some reason gets overlooked for other things.....

    However, I'm going to suggest one alteration to the thought... Right now, my Casters don't bother with Teleport/Greater Teleport spells, as they are exactly like scrolls. I would suggest that the spells are the only things you can add locations to, and scrolls/items remain the same, as scrolls and items would be much more limited anyways.... since most places are easily enough accessed from the market, Teleporting from meridia to the market to get to Gianthold for a Reaver, easy enough for my fighter with Royal Guards Mask, but my caster should with the spell be able to do better. (not talking GT).

    Not sure I'm being clear, hopefully you understand what I mean.
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  13. #13
    Community Member Kalari's Avatar
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    Definitely signed on this idea ive always thought of teleport being a spell of convenience. One that should take you to places youve been before within limit. I also like the whole error thing but think its less harsher then it should be. Instead of falling from the sky (which feather fall negates) I always thought a stronger penalty for magic going wrong should be around. But thats not what the op is asking for I do agree that teleport and greater teleport needs to be looked at and re worked.
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  14. #14
    Hero JOTMON's Avatar
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    Running from Amerath to the Reavers refuge was fun the first 20 times, after 100, 200 times the teleport option becomes much more desireable... doh.. oh yeah there is no teleport option between these locations.
    /death... hope you are not a permadeath member....

    I like the custom teleport to previsited locations. I don't see any reason not to have multiple teleport locations or custom ones available.

    Would be awsome to have The Soul binding NPC's setup at the inn's to provide teleport to other various Inn locations for a price (Silver flame brotherhood) after achieving favor of course.

    Favor upgrade on house P fast travel trinket to provide a custom teleport location clickie.

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  15. #15
    Community Member sephiroth1084's Avatar
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    I'd prefer selectable locations to Inns. Perhaps expand the lists of possible pregenerated locations? Something like:

    Marketplace
    --Rusty Nail
    --Stormreach Bank
    --Phoenix Tavern
    --Trainers
    --Marketplace Tent

    House Denieth
    --Anvilfire Inn
    --Weapon Broker (can't recall name)
    --Weapon Vendor (ditto)

    House Kundarak
    --Bank
    --Ever Full Flagon
    --Armor Broker

    In this way, we could establish a list of teleport locations that are most convenient, but on a limited basis by restricting the number of locations we can have preselected.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  16. #16
    Community Member Mockduck's Avatar
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    This would rule. Make sure that clerics can also go to anyplace with Silver Flame folks as well for their weakish version of teleport.
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  17. #17
    Community Member insaneuou's Avatar
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    omg if u cannot use teleport scroll or not a mage u must envy this


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  18. #18
    Community Member seobanio's Avatar
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    /signed

  19. #19
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    Quote Originally Posted by insaneuou View Post
    omg if u cannot use teleport scroll or not a mage u must envy this
    Um there is the royal guard mask (teleport clickly usable by any toon)
    Teleport wands (usable by any toon)

    So while you may have envy...the underlying problem is lack of game knowledge.


    All 20 of my toons can teleport in one fashion or another. Even the lvl 4 bank toons.

  20. #20
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    I would think that marking your own teleport locations could lead to exploits and other less then desirable effects that Turbine probably does not want.

    I had this ability in UO and while it was handy it also helped out plat farmers, griefers and a host of other side effects. Since it was not done this way originally in DDO im uncertain they could do it without major disruptions to the game.

    Its not a big deal...compared to other MMO's travel here is pretty trivial.


    I would like to see much bigger problems addressed then something minor like travel.


    Now having said that some newer locations would be nice.

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