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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
    (Say): Haywire says, '"Hey, I don't come into yer home and play with things."'

  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
    Community Member mediocresurgeon's Avatar
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    I like this idea too. Of course, then we will have people complaining that they need to actually go somewhere before they can teleport there... leading to complications with The Portable Hole.

    And people sharing coordinates via Forums and party chat.

    I would still rather do it the way you suggest, though (the above points seem really minor to me).

    Quote Originally Posted by Yurtrus View Post
    However, there is more to this game then zerging your way through the city too.

    [Insert Pathos Here]

    This is so sad it disgusts me..
    You opinion is valid, but teleporting never has (and never will) stop someone from wandering through the city if that's what they want to do. Many of us, however, would rather spend a few gold on Teleport scrolls than spend a few minutes getting from place to place. Sure, wandering through the city is fun, the first few dozen times. But after the first hundred it starts getting old.
    Last edited by mediocresurgeon; 10-20-2009 at 02:34 PM.

    The nerfing will continue until morale improves!

  7. #7
    Community Member Bogenbroom's Avatar
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    Personally I think all of the teleport points should be wiped in favor of the tavern rezz points. Then there is no need to deal with teleport coordinates or anything like that. All of those points are already in game.

    I would still, however, want folks to have to visit the locations in order to be able to teleport there. Talk to the binder to get that location added to your teleport list....
    Bogenbroom's legion... 102 characters, 3 accounts, and 1 irate wife.

  8. #8
    Community Member salmag's Avatar
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    Quote Originally Posted by Bogenbroom View Post
    Personally I think all of the teleport points should be wiped in favor of the tavern rezz points. Then there is no need to deal with teleport coordinates or anything like that. All of those points are already in game.

    I would still, however, want folks to have to visit the locations in order to be able to teleport there. Talk to the binder to get that location added to your teleport list....
    This is a great idea. Enter a tavern --> Speak with Spirit Binder --> Next time Teleport Spell is cast, a window pops up with Tavern Points --> Takes you to the Tavern.

    Same thing should happen with the easy button Teleport Rods and Scrolls.

    Greater Teleport should also use the Tavern Points, as well.

  9. #9
    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.

  10. #10
    Founder Bradik_Losdar's Avatar
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    Quote Originally Posted by salmag View Post
    This is a great idea. Enter a tavern --> Speak with Spirit Binder --> Next time Teleport Spell is cast, a window pops up with Tavern Points --> Takes you to the Tavern.

    Same thing should happen with the easy button Teleport Rods and Scrolls.

    Greater Teleport should also use the Tavern Points, as well.
    But that's pretty much the system we have in place now. I'm locked into going to places I don't want to go.

    I could care less about going to taverns (I can always /death to get to my favorite right now :P). I want to be able to pop in in front of the Banker in the Harbor, or go straight to the weapons broker in House D (not that other weapons shop), Teleport directly to Fred in House J to discuss mind matters, so on and so forth. The add/remove system lets everyone customize their own list. You can fill yours with taverns if you like.

    To clear up some confusion, the new teleport window looks exactly the same as it does now - a column of icons (with generic names) for the added locations. The coordinates are internally saved and do not show, exactly as the current icons work (sorry if that was unclear).

    Greater Teleport is still "greater" (even if a player chooses to make his location list identical to their normal teleport list) because you can transport whole groups of people to that location, and from out of both non-combat and combat areas (Note: FROM not into).

    Its been proven the teleport system is quite flexable with the addition of the teleport items in the DDO store. If an item bought there can "teleport others to player location" in the game, the described 'fix' of the current spell, mask, dragonmark, etc. system as laid out in the OP could be easily accomplished by our very talented dev staff.

  11. #11
    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.

  12. #12
    Community Member salmag's Avatar
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    Quote Originally Posted by Bradik_Losdar View Post
    But that's pretty much the system we have in place now. I'm locked into going to places I don't want to go.

    I could care less about going to taverns (I can always /death to get to my favorite right now :P). I want to be able to pop in in front of the Banker in the Harbor, or go straight to the weapons broker in House D (not that other weapons shop), Teleport directly to Fred in House J to discuss mind matters, so on and so forth. The add/remove system lets everyone customize their own list. You can fill yours with taverns if you like.

    To clear up some confusion, the new teleport window looks exactly the same as it does now - a column of icons (with generic names) for the added locations. The coordinates are internally saved and do not show, exactly as the current icons work (sorry if that was unclear).

    Greater Teleport is still "greater" (even if a player chooses to make his location list identical to their normal teleport list) because you can transport whole groups of people to that location, and from out of both non-combat and combat areas (Note: FROM not into).

    Its been proven the teleport system is quite flexible with the addition of the teleport items in the DDO store. If an item bought there can "teleport others to player location" in the game, the described 'fix' of the current spell, mask, dragonmark, etc. system as laid out in the OP could be easily accomplished by our very talented dev staff.
    I am not knocking your idea (I, actually, like it - just want to see a way that it could be implemented), but just having x/y coordinates with the teleport spells makes binding and visiting areas irrelevant. Characters should only be able to Teleport to known locations, i.e. places they've been to. Otherwise, a level 2 character gets Teleport Rod from the DDO Store, uses it to go to x/y (let's say, Meridia - which is where his other characters are); that's pretty much exploiting the spell.

    By using Spirit Binders, such exploitation would be prevented, especially since EVERY character goes to taverns. After your charcater speaks with the binder, THAT area becomes teleportable (and appears as a choice). Also, I think this would be an easier addition than allowing us to program our own coordinates.

    I, wholehearted, agree that Greater Teleport should be castable from ANYWHERE, and bring groups.

  13. #13
    Founder Bradik_Losdar's Avatar
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    Quote Originally Posted by salmag View Post
    I am not knocking your idea (I, actually, like it - just want to see a way that it could be implemented), but just having x/y coordinates with the teleport spells makes binding and visiting areas irrelevant. Characters should only be able to Teleport to known locations, i.e. places they've been to. Otherwise, a level 2 character gets Teleport Rod from the DDO Store, uses it to go to x/y (let's say, Meridia - which is where his other characters are); that's pretty much exploiting the spell.
    I'm not sure you read the original post correctly. The list initially starts with only one location on it (probably a Harbor tavern or location - see the OP) and nine (or more) blank slots. Then as your character moves about Stormreach and other non-combat environs, he/she can hit the 'add location' button and the exact spot where they they are standing at the time is saved as an icon with a generic title on the list (the coordinates are hidden as they are now). All the player sees is a pretty new icon with the title "House P, location 1" or whatever pop up on his list. This way a character MUST go to a location before it can be added, just like in PnP. There would be no "punch in x/y coordinates" - the only way to add a spot is to actually go there (and hit the 'add' button). Each teleport list is character specific, not account specific - so individual characters must actually go to a location they wish to add, even if a player's alts have been there.

    The only place this becomes a problem is the Portable Hole as no one can get to it currently except by teleporting. An easy fix for this is have one of the NPCs somewhere in the Twelve offer a "club membership" in the Portable Hole available only to casters (hey, they're snobs, what can I say?), maybe charging a nominal one time fee which includes teleporting you there anytime there after (or free memberships for casters who are high enough level to cast teleport or have enough Twelve favor). That way folks who have teleport can get there for the first time and then add it to their list if they so desire.

    Hopefuly that clarifys things a bit.

  14. #14
    Community Member Chaosprism's Avatar
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    Great idea, any spot in any public zone should be able to have a teleport spot placed.


    Cleric's Word of recall also needs this. Not just the temple of the sovereign host.


    Word of recall is supposed to recall you to the spot you defined when you memorised it, in pnp.. But just having a select spot based on the "faith" of the cleric would be better.


    1) Sovereign host (house D temple as normal) - Also please put a favoured soul, paladin and cleric trainer in here

    2) Undying Court - House P - Golden Wing tavern right next to the questgiver for faithful.

    3) Vulkoor - hidden Menectarun temple at Zawabi's Refuge


    4) Lord of Blades - House K - Hidden temple to the lord of blades near the haywire foundry (near husk)


    5) Silver Flame - Necropolis Silver flame camp.

  15. #15
    Founder Bradik_Losdar's Avatar
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    Quote Originally Posted by Chaosprism View Post
    Great idea, any spot in any public zone should be able to have a teleport spot placed.

    Cleric's Word of recall also needs this. Not just the temple of the sovereign host.

    Word of recall is supposed to recall you to the spot you defined when you memorised it, in pnp.. But just having a select spot based on the "faith" of the cleric would be better.
    1) Sovereign host (house D temple as normal) - Also please put a favoured soul, paladin and cleric trainer in here
    2) Undying Court - House P - Golden Wing tavern right next to the questgiver for faithful.
    3) Vulkoor - hidden Menectarun temple at Zawabi's Refuge
    4) Lord of Blades - House K - Hidden temple to the lord of blades near the haywire foundry (near husk)
    5) Silver Flame - Necropolis Silver flame camp.
    True, Word of Recall needs some love too. Would being able to choose any Spirit Binder location help? Or do you think the spell needs the same flexability as what is proposed for teleport in the OP?

  16. #16
    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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  17. #17
    Founder Bradik_Losdar's Avatar
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    Placed picture in OP. (see above now)
    Last edited by Bradik_Losdar; 10-22-2009 at 11:17 PM.

  18. #18
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    Man this would be cool.

    I'd have all the coolest spots in the game mapped out

  19. #19
    Community Member Chaosprism's Avatar
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    Teleport is the big one, greater teleport the mass version of it. So they can use the same dialog.

    Having 9 spots in public places that you can define and teleport to would be fine.

    House Orien dragonmarks get teleport to, and they'd have the same ability to define their spots.


    Word of recall shouldnt be as powerful, but at least making the spot you go back do indicative of your "faith" would be great. I guess it's just up to the designers to make specific faith spots in the city for ALL the currently defined faiths. The ones I suggested above just seem to be reasonable given the location of various things in the city.

    The silver flames current and most public focus is in the necropolis. hence that being the prime port of recall.
    (side note: if having faith in vol is ever added to the game then the emerald claw may also be using this as their primary port of recall)

    The only seemingly clerical person of the undying court is standing in the golden wing tavern and asks adventurers to help save her ancesters who are the undying.

    The pro-warforged and constructors seem revolved at least in stormreach around haywire and his work, and I'm sure the lord of blades has agents observing him either way (for negative or positive who can tell). He's always involved in mechanically augmenting things so at the very least they'd be interested in terms of possible power gained. So having a secret temple to the blades in house K would not be out of the question given how many abandoned and decrepit buildings (overflowing with traps) there are in the area.

    House D temple to the host can stay as it is, but it could do with a bit more flavour inside the temple itself. (like the trainers I suggested)

    Vulkoor's main agents are not in stormreach itself but around menectarun, so porting there makes the most sense. But for f2p and premium players I suggest allowing access to zawabi's refuge even without having access to the pack. You just cant walk out into the sands without owning the pack.







    /Death already is a teleport to the last spirit binder you talked to
    Last edited by Chaosprism; 10-23-2009 at 09:42 PM.

  20. #20
    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!

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