Hard pressed on my right. My center is yielding. Impossible to maneuver. Situation excellent. I am attacking.
I love the idea of the teleport fail taking you to any random public area. Including Korthos. Just to mess with people. It would be interesting to see someone new to the game that just got teleport fail and land in Amrath or the Reaver's Refuge.
The only thing I wish they would do is widen that damnable cylinder that keeps you from trying to land on one of the new airships that's flying underneath you while you float down with FF active.
Yes, I know you can't, just like you can't land on top of the tower in house D if you leave from the highest point in the game and leap of faith to it. But, Dang it! I have a dream!
Last edited by Skirmish; 09-04-2010 at 01:39 PM.
I think fails should work like this
On Teleport Fail, Roll Random 1d20:
1 - directly in front of a level 20 Epic Dragon...who isn't happy to see you
2~6 - Korthos Island Shipwreck (for the "you aren't undead" and "!@$!%!@$!%!%!$%!@#!#@!#@!extremely large curse word chain" reaction)
7~10 - Harbor as far out to sea as you can go
11~14 - Market
15~19 - Nearest Tavern
20 - you explode :3
it would add quite a bit to the spell ;D
Volcanoes make everything better. One of those numbers on the d20 should be changed to, "Drops you over the middle of an explosive caldera."
I'd be all for randomizing failed teleport usage. I mean, you see that "pear-shaped" message, and you know exactly where you are going. Just another slow fall over the Marketplace. Kinda dull and boring. Stopped being a novel view a long time ago.
A few of my suggestions off the top of my head:
Pop up besides Visbane's Folly in House D.
Over the skiff landing on Sorrwdusk.
Middle of the Harbor - between the Dingy and the Lighthouse.
The as-yet-to-be-seen back storage room of the Portable Hole.
In a non-quest instance of the party room in House P's Party Crashers quest.
Out in space, beyond Velah's main platform - like when you jump off after VoN (this would make the fall into the Marketplace cool again)
Pop up below decks on the airship that takes you out to the Restless Isles.
In the VIP vault of the market Bank.
Way high up over Zwabi's stone circle.
The PvP pit in the Lobster.
Ya know... have it really make ya wonder about where that failure load screen is gonna take ya.![]()
A necromancer from before Pale Master came out.
Argonesson: Nexal / Dolgos / Golgos / Earie / Nexas
Threads: Halfling PrE, Master Thrower / New set of spells: Illusion
I didn't mind the Marketplace, until they added the invisible walls to stop you from landing on the airships. I used to enjoy floating around taking videos or pictures, but they've ruined that, due to Guild airships
But yes more random locations for your teleport failures.
Or how about...
One of the random locations is a computer model of one of the Turbine dev offices, filled with computers and devs working on them. As you stand there in confusion they stand up and scream "You're not supposed to be here!" then zap you with a wand that teleports you back to the marketplace.
The wand also wipes your memory, represented by a -2 penalty to Int and Wis that lasts for one hour of gameplay and can't be dispelled.
If this ever happened to me I would probably laugh until my spleen burst.
"These fauchards have gone too far!"
Hi Welcome
My Revised d20 List of Failed Teleportation
On a failed teleport you roll d20:
Roll:
1 - You teleport over an active volcano, Feather Falling, where you land in hot lava full immersion, and die slowly
2~4 - You teleport to Korthos Island Shipwreck, where Jeets will spend the next minute wondering if you are undead before sending you to Korthos Island
5 - You teleport in the middle of House K
6~8 - You teleport to Fred
9 - You implode
10~12 - You teleport above Stormreach, able to land on crafts but unable to use them (meaning if you jump again you die)
13 - (unlucky 13) You are trapped underwater for a full minute then sent to the marketplace
14~16 - You teleport to the Waycrest Lobster in Stormreach
17 - You teleport to House Deneith Enclave
18~19 - You teleport to The Twelve Enclave
20 - You teleport to the maximum elevation of your current zone (if in a tavern to the cieling, if in a city to the sky)
:3 I put effort into this list of evil![]()
Let the dice roll like in old times, you might be flung or choke but it will be on your destination.
Shame they couldn't go all Philadelphia Experiment and have you teleport halfway into a wall.