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GM Coase Answers Questions & Puts Fixes in after Teleport Update

GM Coase answers an entire list of questions about the Teleport Update, and makes some fixes. You’ll want to read the message.

http://bit.ly/2HeApRv

Category: Game Design Discussions
Topic: General Discussion about Gemstone IV

Date: 04/11/2018 04:35 PM CDT
From: KARDIOS
Subj: Re: Teleportation Updates
<< Your grey-headed lemur senses no known travel destinations that she can reach. >>

I don’t know why I feel compelled to get so involved in this spell, since I will probably never cast it a single time. Anyway, go outside of town and try it. According to the release, the Travel command only works in the same “realm.” So you’re not going to be able to send your familiar from Teras to the mainland. You might be able to send your familiar from the volcano to town. And even if you could have your familiar Travel to the mainland, the inter-realm version of the spell only works inside the same “zone,” and Teras is its own zone.


Date: 04/11/2018 04:37 PM CDT
From: WHIGHTCNIGHT
Subj: Re: Teleportation Updates
Unfortunately we don’t know the specifics on the Gate Success formula, but I’d wager that you may be able to negate the 33% modifier by other training besides water lore. You have the Gate Rune, which if you have 202 ranks of MIU gives you a 40% bonus to success. The other factors are EMC, Aura, Discipline, and Wizard spell ranks per the wiki.


Date: 04/11/2018 04:37 PM CDT
From: KARDIOS
Subj: Re: Teleportation Updates
<< Or just use a gold ring since you can ring from Solhaven to Icemule since Phase 1 went live. >> ~ Methais

The inter-realm version only works in the same zone. The benefit you’re getting for the lore investment is being able to gate to your familiar in a different realm but in the same zone.


Date: 04/11/2018 05:09 PM CDT
From: TRIPLEGAME226
Subj: Re: Teleportation Updates
>I don’t know why I feel compelled to get so involved in this spell, since I will probably never cast it a single time. Anyway, go outside of town and try it. According to the release, the Travel command only works in the same “realm.” So you’re not going to be able to send your familiar from Teras to the mainland. You might be able to send your familiar from the volcano to town. And even if you could have your familiar Travel to the mainland, the inter-realm version of the spell only works inside the same “zone,” and Teras is its own zone.

Yeah, turns out I totally misread this whole announcement. I interpreted “teleportation zones” as any room you can normally teleport to with a gold ring. So I was thinking you could 930 from Teras to Icemule, but not Icemule to the Rift, for example, since gold rings don’t work in the Rift. I also assumed that “Opening a portal to another realm is more difficult — ” in the 930 section meant real cross realm, not gold ring range realm.

I am extremely underwhelmed at the whole spell portion of phase 2 now. Either I’m still missing something, or the whole thing is little more than just a fancy way to use your spells in place of a gold ring, while still requiring a gold ring to not have a massive failure rate. Unless you’re a wizard, in which case you need 75 ranks of water lore just to be able to fancy up your gold ring teleporting at all.

>The inter-realm version only works in the same zone. The benefit you’re getting for the lore investment is being able to gate to your familiar in a different realm but in the same zone.

True, but depending on how much time it takes the familiar to TRAVEL there, you’re probably better off just using a gold ring. And if you don’t have one set to that realm already, ;go2 will still probably get you there faster.

Testing just now sending a familiar from Landing to Icemule with 0 air lore took about 2.5 minutes. Tested it again sending the familiar from Icemule to Landing and in the time it took to get there I was able to run halfway to the Landing, turn around and run back to help someone I passed who got stunned from bandits, slip and fall a couple times on the way there, help bandit guy out, start running back to the Landing, turn around and run back to drop bandit hunter off in the room I found him in because I forgot to disband, run back to the Landing, and then get about 3/4 of the way back to Icemule before getting the message that my familiar reached the Landing.

And here’s the best part:

>peer mist

[Assuming you mean an unstable shifting portal.]

You peer into the hazy depths of the shifting portal, and the shifting essence within quickly clears.

[Wizard Guild, Courtyard – 2300]
A large courtyard of lush green grass surrounds the guild. The sweet scent of twisted rose bushes mingles with the fresh air. A dark glistening obelisk rests upon a pedestal in the center of the courtyard and a few benches line the south wall of the guild fortifications. You also see an unstable shifting portal, a great white wolf that is sleeping, some large ironbound monir doors, a broad ornamental archway and a mithril portcullis.
Obvious paths: none

>go mist

[Assuming you mean an unstable shifting portal.]
The portal flickers as you approach, some force keeping you from entering.

My wizard guild membership is active.

I’d imagine sending it from Pinefar to Solhaven would take even longer, but I really don’t feel like sitting there testing it, as it’s not like it’s going to be quicker than the slow test I already ran between two adjacent towns.

So yeah, both ;go2 and gold rings are still faster than 930, and requires 0 water or air lore.

Quite a let down. I had pretty high hopes for Phase 2 too. The world changes are good (boat, ferryman, etc.) but the spell changes I don’t get why they even spent the time and resources coding it when gold rings and ;go2 are still better, at least for 930.

At least the RR boot is back, so there’s that. :/

~ Methais


Date: 04/11/2018 06:03 PM CDT
From: ROBERTSM8
Subj: Re: Teleportation Updates
<<Discord Stuff>>

I REALLY wish GMs would post clarifications to a myriad of questions here rather than on yet another platform that a lot of folks don’t use. Chatter is fine, answering questions randomly is fine, but PLEASE lets not abandon the forums and force people to use Discord (and probably still miss a LOT since if you only check once a day you’re gonna have 4,000 lines of crap to read through) to get any kind of clarification or official information on major system changes/releases.


Date: 04/11/2018 06:39 PM CDT
From: VEYTHORNE
Subj: Re: Teleportation Updates
>I REALLY wish GMs would post clarifications to a myriad of questions here rather than on yet another platform that a lot of folks don’t use. Chatter is fine, answering questions randomly is fine, but PLEASE lets not abandon the forums and force people to use Discord (and probably still miss a LOT since if you only check once a day you’re gonna have 4,000 lines of crap to read through) to get any kind of clarification or official information on major system changes/releases.

The question was asked there, so it was answered there.

Had you asked here, I’m sure the answer would have been provided here.

PLEASE lets not admonish GMs for having conversations with us, because a lot of us appreciate that greatly. Interaction is going to trump forums all day every day IMO.


Date: 04/11/2018 06:55 PM CDT
From: ROBERTSM8
Subj: Re: Teleportation Updates
There have been a dozen or more questions asked here, Veythorne. And no answer from NIR, but apparently they’re talking about it on Discord. I thought I laid out my argument carefully and politely. I’m not trying to discourage chat on Discord, but I do NOT want it to become the official source for information on major changes to game mechanics. I’m glad the GMs are engaging the player base on Discord. That was not the issue at all. The issue is there’s answers to questions on Discord apparently and silence on the boards. I even carefully phrased my statement to indicate major announcements and major changes to game mechanics.


Date: 04/11/2018 07:07 PM CDT
From: KRAKII
Subj: Re: Teleportation Updates
response on Discord: That’s a really great point or question, and I’m typing up the response that I will put on the official Boards….


Date: 04/11/2018 07:17 PM CDT
From: VEYTHORNE
Subj: Re: Teleportation Updates
You have to consider the amount of effort it takes. Log into the forum, read through 50 posts, respond to each post with a question. Or just answer a quick question via discord. Not every question gets answered there either. But I’m sure it’s much easier for them to answer there, than here.


Date: 04/11/2018 08:23 PM CDT
From: GS4-COASE
Subj: Re: Teleportation Updates
>Is it possible for the GM’s to create a map showing what’s a “realm” and what’s a “teleportation zone”? It’s quite confusing right now where I can go and where I can’t with spells…

A realm is the local area that can be reached by spells like Locate Person with no lore or the like. It typically includes the local town plus the easily accessible hunting areas surrounding it. More isolated hunting areas (like Shadow Valley or Old Ta’Faendryl) tend to have their own realms. Teleportation zones are groups of realms that are able to be relatively easily teleported between. The link in the announcement post summarizes it, but the wiki does so pretty well too: https://gswiki.play.net/Realm

>Does that same 80% apply if I’m fogging from, say, TSC to the pawnshop?

No. Chronomage intercepts apply only to the newly gained functionality from this update. Fogging within the same realm works exactly the same as it did before.

>I think what Coase’ post means is that transport may be possible from the Landing straight to Shadow Valley, because it is a neighboring Realm (to Zone West).

No. Shadow Valley is not in the same teleportation zone as the Landing. I linked the zones announcement in the initial post here, but I’ll do it again, for those who may be confused: http://forums.play.net/forums/19/213/2285/view/2135

>not sure if this was an intended side-effect of the transportation change to 1020 — the spell no longer works within a realm if the bard has an anchor set in another realm within that zone. It always defaults to attempting cross-realm transport or fails completely.

Yes, that does appear to be an issue and wasn’t intentional. I’ve updated 1020 to work as it did previous if CAST/SING is used. If you want to try to reach a cross-realm anchor point, you’ll now need to EVOKE the spell.

>1020 also doesn’t work in the Confluence to get you back to the tranquility anymore.

The above change should also address this.

>There is no mention of a penalty when using the “snap cast” version, which I assume means with no chalk. Is the penalty with no chalk 2x (66% with 75 or fewer demon lore ranks)?

The penalty only exists if you’re drawing a circle using “cheap” chalk (the penalty exists due to the ability to take others with you).

>How will these spells work with the limited-use gold rings, or the unlimited 30 day gold rings from prizes and the simucoin store?

You can use them. Charged rings will use up charges when used in conjunction with spells. Otherwise, if you’re navved, you won’t have the ring taken (unless its out of charges/time) but you will be Chrono-locked in addition to the normal nav penalties (silver loss and failure to reach the desired destination).

>Either I’m still missing something, or the whole thing is little more than just a fancy way to use your spells in place of a gold ring, while still requiring a gold ring to not have a massive failure rate.

Yes, using a gold ring is still meant to be superior if you just want to go to a single preset room in another town in the zone. That being said, each teleportation spell each has its own quirks and individual benefits such that you may prefer to use over a gold ring, depending on the circumstances.

>The portal flickers as you approach, some force keeping you from entering.

This was a bug specifically with the Landing guild, which is now fixed.

Coase


Date: 04/11/2018 08:39 PM CDT
From: NAAMIT
Subj: Re: Teleportation Updates
Thank you for quickly addressing the 1020 issue, Coase!


Date: 04/11/2018 09:55 PM CDT
From: DOUG
Subj: Re: Teleportation Updates
I think you have a point, Veythorne, but I also think Robert has a point.

I’m going to suggest that what we’re seeing is not really an attempt to push any particular style of communication one direction or another. Instead, I think we’re seeing casual communication as available, and specific targeted updates as ‘required’.

I’d go as far as to suggest that perhaps some GMs generally won’t be posting overly much on the forums but they’ll be present in an ad hoc nature on Discord. I suspect there are multiple reasons for this, not the least of which is ‘focusing on work’.

And some rare few show up extremely well in all areas.

SO yes indeed, let’s not refuse, chide or denigrate any form of interaction – here, there or yonder.

Doug


Date: 04/11/2018 10:40 PM CDT
From: GWYNNERS
Subj: Re: Teleportation Updates
Is there a reason my nexus anchoring stopped working? Do I now have to re-anchor my nexus gem as soon as I use it?


Date: 04/11/2018 11:40 PM CDT
From: GS4-COASE
Subj: Re: Teleportation Updates
>Is there a reason my nexus anchoring stopped working? Do I now have to re-anchor my nexus gem as soon as I use it?

Could you describe in more detail what you’re referring to?

Coase


Date: 04/12/2018 04:50 AM CDT
From: TAENAR
Subj: Re: Teleportation Updates
<>not sure if this was an intended side-effect of the transportation change to 1020 — the spell no longer works within a realm if the bard has an anchor set in another realm within that zone. It always defaults to attempting cross-realm transport or fails completely.

<Yes, that does appear to be an issue and wasn’t intentional. I’ve updated 1020 to work as it did previous if CAST/SING is used. If you want to try to reach a cross-realm anchor point, you’ll now need to EVOKE the spell.

Was concerned about this as well. Thanks for the quick and elegant solution!


Date: 04/12/2018 08:18 AM CDT
From: TRIPLEGAME226
Subj: Re: Teleportation Updates
>Yes, using a gold ring is still meant to be superior if you just want to go to a single preset room in another town in the zone. That being said, each teleportation spell each has its own quirks and individual benefits such that you may prefer to use over a gold ring, depending on the circumstances. -Coase

Can the 930 requirements be put more in line with everyone else’s teleport spells please? Requiring 75 water lore just to use it when everybody else has no lore requirement at all to use theirs doesn’t make any sense.

Why do only wizards have this sort of requirement?

~ Methais


Date: 04/12/2018 10:54 AM CDT
From: NENMOONIA
Subj: Re: Teleportation Updates
Coase – can you reconsider the 75 water lore ranks for wizards? Its really getting out of hand how much water lore is now required. Can I propose a 75 water + air lore combination to achieve this benefit instead? Otherwise, it feels like this entire review was a bit of a let down for 99% of wizards…


Date: 04/12/2018 12:15 PM CDT
From: KRAKII
Subj: Re: Teleportation Updates
“water + air lore combination” — Nenmoonia

Travel at the speed of lightning!

Zoom zoom zoom zoom zoom zoom zoom zoom! </Sheldon Cooper>


Date: 04/12/2018 02:16 PM CDT
From: DAID
Subj: Re: Teleportation Updates
>Can the 930 requirements be put more in line with everyone else’s teleport spells please? Requiring 75 water lore just to use it when everybody else has no lore requirement at all to use theirs doesn’t make any sense.

The new version of 740 also has a 75 lore rank requirement. The argument has to be very specialized with many caveats for you to conclude your claim.


Date: 04/12/2018 03:03 PM CDT
From: KARDIOS
Subj: Re: Teleportation Updates
From post 3440:

<< Also, per Naos, the 33% penalty modifier for gate successful cast is added into the existing calculation for gate success chance, not after the existing one. >>

So at 75 water lore ranks, the probability of failure could be less than 33% if you have good stats and lots of applicable skills?


Date: 04/12/2018 03:14 PM CDT
From: WHIGHTCNIGHT
Subj: Re: Teleportation Updates
Correct, that’s the way it was meant to be interpreted. Also note, Naos mentioned this morning via Discord (and hence added to the wiki) that 930 gate will always have a minimum 5% failure rate no matter how much training you have.


Date: 04/12/2018 04:39 PM CDT
From: CMNABRIT
Subj: Re: Teleportation Updates
Will using a two handed instrument the bard is adept at playing provide any bonus to success for cross realms 1020?

I ask because it would be hard to pull off, if you also have to be holding a gold ring, not impossible mind you, but more challenging than necessary. Also wanted to echo the concern that bards can only 1x air lore and 75 ranks before seeing any benefit to success seems really really high, please reconsider.

Archales


Date: 04/12/2018 09:01 PM CDT
From: VERSIN
Subj: Re: Teleportation Updates
Thanks for bringing the boot back!


Date: 04/12/2018 09:56 PM CDT
From: CADBURY
Subj: Re: Teleportation Updates
<if the user of the gem is bearing a standard gold ring

By this, which do you mean: wearing the ring, holding the ring, or carrying it in a worn container?

Thank you.
Cadbury


Date: 04/12/2018 10:23 PM CDT
From: CADBURY
Subj: Re: Teleportation Updates
I dislike the boot returning and the Cutter fees reduced. Previously the Cutter was free to very young chars (no problem there), but older chars ought to have to pay more to disrupt the Rivers Rest flora and fauna imho.

Rivers Rest was somewhat isolated due to the travel challenges. I enjoyed the somewhat quietness.

Many of my other chars from time to time would “vacation” in Rivers Rest and it would be a true getaway for them. But it was not someplace they overstayed due to the fact they wanted to be in a busier place where it was easier to get by.

Now they have yet another potentially busy place to come and live. I and one other char on another account (Sissi) are possibly left without our favorite one.

I would immediately destroy the boot myself if it was destroyable. Thumbs down from me and Sissi.

Cadbury (Terabor)
Did not have time to read the whole thread. Just my two cents thrown in.


Date: 04/12/2018 10:29 PM CDT
From: HARTSONG
Subj: Re: Teleportation Updates
Cadbury (Terabor) said:
<I dislike the boot returning and the Cutter fees reduced.
<Thumbs down from me and Sissi.

Ditto what my bro said. Speaking up for the first time here about the first thing that ever really bugged us.

Thanks for not having us tarred, feathered, and carried in a cart. Yet. 0;D

Hartsong (Sissi)
Did not have time to read the whole thread. Just my two cents thrown in also.


Date: 04/12/2018 10:57 PM CDT
From: HARTSONG
Subj: Re: Teleportation Updates
>>>I also would have preferred to see the log somewhere closer to the Marsh Keep for a tie-in with Syssanis, and to keep things a little more interesting.

>>Oooo….. yea, there’s a couple rooms in the Keep that would be perfect for this. I like the idea of making folk work to take the easy way to town, it’s so Rester!

I still do not like the boot…… but…… if we HAVE to keep it…… then…… I really do like the idea of relocating the log to within Marsh Keep. Hee Hee! It might actually change me from militant-anti-boot to wearing-my-big-Sissi-grin-again. MIGHT!! 0;D

Sissi 🙂


Date: 04/12/2018 11:49 PM CDT
From: FIRENSIA
Subj: Re: Teleportation Updates
>Transference (225)

>Casters of this spell may now target characters who are outside the caster’s realm but still within a teleportation zone. The cast is subject to interception by the Chronomages. If the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied (same base interception chance, with the standard confiscation of the ring and in-pocket silvers and a failure to reach the desired destination if caught). If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Spirit Lore: Blessings beyond 75 ranks (to a minimum interception chance of 5%). Casters not using a gold ring will additionally be Chrono-locked (see above) upon interception.

Dumb question. Does the gold ring need to be SET to the general area where I am traveling to via Transference (225)? Or can it just be a blank gold ring?

Soliere’s player
::sneaking out from behind a tree then quickly disappearing to continue peeking and lurking::


Date: 04/13/2018 12:25 AM CDT
From: GS4-COASE
Subj: Re: Teleportation Updates
>By this, which do you mean: wearing the ring, holding the ring, or carrying it in a worn container?

Some spells can work in conjunction with a gold ring. If so, you must be holding or wearing the gold ring directly upon your person when you teleport. If you are storing your gold ring inside a container (including a gold ring holder), you must first remove it from the container in order for it to be used in this manner.

>Dumb question. Does the gold ring need to be SET to the general area where I am traveling to via Transference (225)? Or can it just be a blank gold ring?

The settings (or lack therof) of the ring don’t matter for that, no.

Coase


Date: 04/13/2018 09:47 AM CDT
From: ROBERTSM8
Subj: Re: Teleportation Updates
<<Some spells can work in conjunction with a gold ring. If so, you must be holding or wearing the gold ring directly upon your person when you teleport. If you are storing your gold ring inside a container (including a gold ring holder), you must first remove it from the container in order for it to be used in this manner.>>

Thanks Coase! I thought I had to actually be holding it. Good to know wearing it is sufficient!


Date: 04/13/2018 10:13 AM CDT
From: BRANDTJRT
Subj: Re: Teleportation Updates
>>If so, you must be holding or wearing the gold ring directly upon your person when you teleport.

With that sort of idea in mind, would it be possible to make gold rings hide-able when worn like adventurers guild badges since there is now much more reason to wear them, but the demands of fashion haven’t changed?

_ _ _
Myasara says, “Raining rocks down on my city was not the best course of action.”


Date: 04/13/2018 03:29 PM CDT
From: TRIPLEGAME226
Subj: Re: Teleportation Updates
>The new version of 740 also has a 75 lore rank requirement. The argument has to be very specialized with many caveats for you to conclude your claim.

Sorcerers need 0 ranks to cast a cross realm teleport. With lore training, they get an improved version.

930 and none of this new stuff is real cross realm anyway, so sorcerers still have a massive advantage over everyone else in the travel department.

If 930 were true cross realm, I’d be ok with the water lore requirement. But all any of this is, at least in the case of 930 vs. the other teleport spells that you simply prep > cast and you’re there, is just a slower way to use a gold ring. In the time it takes for a familiar to TRAVEL to the destination town, you could either ring there instantly or use ;go2 and still get there faster.

~ Methais


Date: 04/13/2018 04:16 PM CDT
From: KARDIOS
Subj: Re: Teleportation Updates
To clarify some of the discussion regarding Planar Shift (740), spell 740 can be cast in 6 ways. It’s become a nicely complicated spell, which is something Sorcerers usually like.

(1) Old: With zero demonology ranks, a Sorcerer can attempt to open a same-realm rift using cheap chalk. The formula is unknown, so I can’t tell you the exact probability of success, but for a Sorcerer with 1x in each mana control and pretty good stats, the spell should become fairly reliable around level 60. Some demonology ranks would certainly help.

(2) Old: With zero demonology ranks a Sorcerer can open a same-realm rift using expensive chalk. So far as I know, the success rate is 100%. Expensive chalk has a base price of 30k per use at the alchemist shop. Or you can make your own with alchemy, which is what I do, but I save my expensive chalk for method (3).

(3) Old: With zero demonology ranks, a Sorcerer can attempt to open a cross-realm rift (either same-zone or cross-zone) using expensive chalk. The success rate is the same as for method (1) above. This version is possibly the most powerful transport spell in the game.

(4) Old: With 40 demonology ranks, a Sorcerer can attempt to use 740 without chalk for same-realm travel to the last departure point or to one preset destination, similar to how gold rings worked before Phase 1. The failure rate is about twice as high as the failure rates for methods (1) and (3) above.

(5) New: With 75 demonology ranks, a Sorcerer can attempt to use cheap chalk for cross-realm same-zone rifting. The failure rate was detailed in the Phase 2 announcement.

(6) New: With 75 demonology ranks, a Sorcerer can attempt to use 740 like a gold ring cross-realm same-zone. The success rate is exactly the same as with method (4).

With methods (1) and (5), a Sorcerer can take others through the rift. The number of extra people is smaller than the number allowed by spell 930. It seems like I should know this, but I’ve never actually tested if it is possible to take other people using method (2).

Failures result in critical injuries, rare death or very rarely unleashing an angry lesser demon. Don’t let the word “lesser” fool you.

You must know the difference between realms and zones.


Date: 04/13/2018 07:39 PM CDT
From: DOUG
Subj: Re: Teleportation Updates
>>If 930 were true cross realm, I’d be ok with the water lore requirement.

I’ve been doing some noodling on these points about the teleportation updates. I was pretty excited about Phase 1. Phase 2 just didn’t do it for me. Couple of reasons, and mostly personal.

But this point. This point quoted right up there. This point that Methais makes. <- Yep.

Bottom line, and I’d argue this holds true for ALL of the transport spells, the ability to do intra-zone casts is just too slow for me to even consider using on ANY character, when I have a gold ring set.

The one potential maybe saving grace would be if I could target a specific room that I hadn’t been to yet to SET the gold ring. But there after, I’m just going to use the ring. And frankly, every single one of my characters can move there faster than the other options (excepting the cleric / sorcerer, since that’s what’s needed anyway).

225 – You need to have someone move to the appropriate room.

325 – You need to have been to the location to create the nexus.

740 – You need to have been to the location and captured it.

930 – You need your familiar there, and even then it’s only going to go to the room IT wants to go to, and even more even then that’s only IF that room it wants to go to even exists in that realm.

And, oh by the way – you STILL need the gold ring, or steep (and in some cases significantly traded-off-against) training. Otherwise, you’re going to make it about half-way, then have to walk the rest of the way anyway.

Yeah, no. That point that Methais makes. <- Yep.

(Granted, it would be nice to take a party along with you but let’s be honest here – there aren’t enough party-goers outside of MA and the occasional Reaming the Reim parties to make that truly a significant use case. And you STILL need a gold ring, EACH.)

Doug


Date: 04/14/2018 08:08 AM CDT
From: DAID
Subj: Re: Teleportation Updates
I just want to clarify that Planar Shift is a different spell than Familiar Gate. They have always been different.

The new update adds an unlocked ability at 75 lore ranks for both spells.


Date: 04/14/2018 09:52 AM CDT
From: KRAKII
Subj: Re: Teleportation Updates
25/50/75/100 Lore rank breakpoints, for going further and further afield.


Date: 04/14/2018 10:02 AM CDT
From: TRIPLEGAME226
Subj: Re: Teleportation Updates
The thing I’m most curious about is why didn’t you give these spells true cross realm ability? Add a silver/component cost if that’s the hangup. Otherwise this whole update is a lot of time spent for what’s at best a sidegrade to a mechanic that’s already existed for the game’s entire life.

The whole time phase 2 was being hyped, it sounded like it was gonna be like one step below Plat portals as far as making traveling around faster and taking the annoyance out of it. Which that’s literally all it is, is an annoyance. It’s not fun, it’s not immersive, and half the time by the time you get to your destination you don’t feel like doing what you were going there to do anymore. And 100% of everybody scripts it, so why not just give us true cross realm abilities? The population is still much lower than it used to be and is still spread pretty thin, and I promise you nobody sits there watching their EN script or Glaesen Star messaging. They go afk and make a sandwich or start trolling on LNet or something. What they’re not doing is saying things like, “Wow, this same messaging that I’ve been ignoring for 483743727 years has me super immersed and I’m glad that this is forced on me every time I want to go somewhere!”

What they’re doing instead, before they go afk while ;go2 does all the work, is saying, “Crap, I gotta deal with these stupid mine carts/Glaesen Star again. Guess I’ll go to the store real quick and get some milk.”

I just think we’re long overdue in this game to start giving our spells cross realm abilities. The amount of people who complain about it would probably be about the same as the amount of people complaining about the RR boot being back.

You can’t argue that it will negatively impact RP either, since Plat is supposed to be this bastion of top tier roleplay while having portals in every town to transport you instantly to any other town, so why not give us cross realm spells in Prime? Travel in this game is literally an annoying and pointless time sink with zero benefit for anybody, including Simu.

~ Methais


Date: 04/14/2018 10:44 AM CDT
From: KRAKII
Subj: Re: Teleportation Updates
In fairness… I don’t recall a whole hell of a lot of ‘hype’. 🙂 I remember a couple of posts, spread over a couple of years, in a couple of places.


Date: 04/14/2018 10:50 AM CDT
From: TRIPLEGAME226
Subj: Re: Teleportation Updates
Oh, my bad. Is “The entire time Simu has been telling us that this was coming down the pipe.” better?

~ Methais


Date: 04/14/2018 10:55 AM CDT
From: DOUG
Subj: Re: Teleportation Updates
>>I just want to clarify

Yeah, Daid – I’m not sure. Did that clarify something in my post?

Doug

 

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