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  1. #1
    Community Member marcosoneghett's Avatar
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    Arrow Please change either Teleport or Greater Teleport Meridia Destination



    - Why Teleport and Greater teleport both give Meridia destination at end?
    I think that’s a loss a teleport slot. My argument here is that the Devs should change the last slot of the Teleport Spell for Amrath instead of Meridia. That would leave the Greater Teleport version with Meridia on it, which would suit casters to move players around for raids.
    For casters with both spells that would give the Amrath destination which is nice and would improve his teleport options.
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  2. #2
    Community Member Lorien_the_First_One's Avatar
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    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.

  3. #3
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    Quote Originally Posted by Lorien_the_First_One View Post
    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.
    very good point.
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  4. #4
    Community Member Lilbadass's Avatar
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    yes very good idea

  5. #5
    Community Member Vellrad's Avatar
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    Meridia is the most important teleport destination- its the only one you can't reach from public instance.
    It is needed at GT for taxi service at shroud groups, and would be very unpractical to have to go to private instance each time you want to teleport to Meridia. The only change I would like to see in GT is possibility to cest it in public instance (maybe self only).
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  6. #6
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by marcosoneghett View Post


    - Why Teleport and Greater teleport both give Meridia destination at end?
    I think that’s a loss a teleport slot. My argument here is that the Devs should change the last slot of the Teleport Spell for Amrath instead of Meridia. That would leave the Greater Teleport version with Meridia on it, which would suit casters to move players around for raids.
    For casters with both spells that would give the Amrath destination which is nice and would improve his teleport options.
    Hrmmm nope.

    All my toons who have teleport masks disagree.

    Its also not a number of slots.. they added Meridia to the current list a while back.

    They can always add new destinations, but it has taken them a while to do so.
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  7. #7
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    Quote Originally Posted by Lorien_the_First_One View Post
    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.
    This.

    If you want to go to Amrath set your resloc there and /death away...
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  8. #8
    Community Member dkyle's Avatar
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    Meridia is the most useful place to teleport to that doesn't violate the setting. If any caster can casually teleport to Amrath, then planescallers are nothing special, and why can't the devils simply teleport to Eberron whenever they feel like it? Why all that effort to create portals, etc?

    Its place on both lists is well justified. Particularly since GT can't be cast in public spaces.

    /not signed

  9. #9
    Founder chester99's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.
    you know, I'm all for following rules... but if we're going to bend a few, how about one that saves me a few precious moments of fun game time? as much as I like holding the w key mindlessly for 5 mins before every quest...

  10. #10
    Community Member Lucian_Navarro's Avatar
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    Default My Two Copper...

    Teleport and Greater Teleport should have the same destination options. The only difference between them is that you can take others with you by using Greater Teleport.

    Teleporting to other Planes such as Shavarath should not be permitted with these spells.

  11. #11
    Community Member dkyle's Avatar
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    Quote Originally Posted by chester99 View Post
    you know, I'm all for following rules... but if we're going to bend a few, how about one that saves me a few precious moments of fun game time? as much as I like holding the w key mindlessly for 5 mins before every quest...
    I certainly don't hold 3.5 on a pedestal, but in this case, it's kind of important story-wise that travel to a foreign plane be difficult. We already bend the rules by allowing teleportation away from Amrath, but I think that's justifiable with the existing precedent that its easier to send something to its home plane (see: Banish), than it is to send something to another.

    Besides, if you have a guild ship (not hard to get the lowest level one), it's just a 30 second walk from the Twelve ship dock to the planescaller.

  12. #12
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by chester99 View Post
    you know, I'm all for following rules... but if we're going to bend a few, how about one that saves me a few precious moments of fun game time? as much as I like holding the w key mindlessly for 5 mins before every quest...
    I'm all for adding a new location for "The Twelve" to the list that pops you into the building the Planescaler is in to shorten the run. Actually I've always been in favor of being able to expand the list of TP/GTP locations to anywhere you can bind... but not another plane.

    And of course now if you have room on your ship for it, you can get your own planescaler.

  13. #13
    Community Member TheDearLeader's Avatar
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    /notsigned to the original.

    Plenty of people use Teleport Masks/UMD Teleport Scrolls that cannot UMD Greater Teleport. Most of them, specifically to get to Meridia.

    More Teleport Locations? Always, yes please. Extraplanar? No thank you. Inspired Quarter could be one of the first they add to the list, that or the Isle from the Dreaming Dark chain.

    The real problem here is that if you are going to Amrath from the Marketplace, you have:

    1. Door from Market to Twelve
    2. Twelve Enclave Entry Door (Leads to Foyer of the Twelve)
    3. Door to the Hall of the Planes
    4. Talk with Planescaller, get ported


    And likewise, if you're on you're ship, replace the first one with the zone-in from your ship captain to the Twelve Enclave.

    What's this mean? Every time someone wants to head to Amrath, they need to sit through four loading screens, and be in three separate instances, before they end up just *in* Amrath. Remember that if you're actually doing Tower of Despair or something, that's two more loading screens, one from the portal, one from entering the quest. Six Loading Screens.

    Why is this bad? Older computers or ones with cluttered hard drives are slow to load all these different instances. Walk-time is not the issue, loading time is. Even on my computer, which is pretty spiffy fast, it annoys me to be sitting on a loading screen. Also, at the wrong time of day, when its server backup or whatever, a loading screen can go from taking two seconds to taking literally ten minutes, through no fault of my system or ISP.

    So in regard to Amrath, I suggest not a teleport point, but a way of making the Planescaller not such a pain to get to.

    All of the Twelve is a single zone/instance. The building, and all its side rooms, are now in the same instance as the outside area. Doors, instead of being "portals" to a new instance, are instead... doors. Maybe the front doors are open all the time, the side doors and door to the Hall of the Planes are open-able, much in the same way that the Tavern Brawl Area in Hammersmith's Inn in House Deneith is open-able.

    This reduces the to-Amrath loading screen issue by two, so only two loading screens to get there, four to get to a quest. *Better*.

  14. #14
    Community Member voodoogroves's Avatar
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    The most annoying places to get to are Meridia, Amrath, Reaver's Refuge and the Inspired Quarter.

    Being able to scroll or dragonmark myself to Meridia on my non-arcanes is a huge reason why I've made some character choices. Please /notsigned anything that removes that capability.

    I'm also fine with saying Amrath can't be a destination - makes sense to me.

    I would love to see other zones added though ...

    - IQ or harbor (better, Harbor by the IQ gate / on that side)
    - The Twelve

    Reaver's can stay on the navigator list. I think that's a great mechanic. The other two actually have airship docks, so many times it is faster to jump on the dock in house K or wherever you are and go to the dock.
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  15. #15
    Community Member rest's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.
    Except you can teleport from Amrath into any of the other tele/greater tele locations

  16. #16
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Lorien_the_First_One View Post
    It's useful the way it is.

    And neither TP not GTP should allow teleportation to another plane, that's an explicit no-no under D&D rules.
    Then how bout to the Twelve, 3 inches behind the planeshifter
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  17. #17
    Community Member dkyle's Avatar
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    Quote Originally Posted by rest View Post
    Except you can teleport from Amrath into any of the other tele/greater tele locations
    But that's justifiable as you essentially "banishing" yourself back to your home plane. It makes sense that that would be easier than travel to a foreign plane.

  18. #18
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by rest View Post
    Except you can teleport from Amrath into any of the other tele/greater tele locations
    Yeah I'd be ok if they blocked that.

    Of course then we should be allowed to cast banish on ourselves

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