Teleport_Beacon

Feedback, bugs, and general gameplay related discussion.
spunionring
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Teleport_Beacon

Postby spunionring » Mon Jun 23, 2008 2:22 pm

This is a great addition! Thanks Eilistraee for putting this in =)

I hope its not too early for whining.. but heres some feedback..

Now, it seems that i can target typos with well/reloc? This kinda sucks, i dont like it

We definitely need a leuthilspar target!

If possible adding the city acronyms would be sweet (WD, VT, BG... etc)
Not a big deal, ill prolly just add some aliases or something..

Again Thanks! I also noticed that wells are illuminated now! AWESOME :)
Eilistraee
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Re: Teleport_Beacon

Postby Eilistraee » Mon Jun 23, 2008 2:54 pm

Leuthilspar won't be receiving a beacon, sorry. Unless I expand the code to apply racial only restrictions.

Targetting typos - well unfortunately this is a side effect of being able to transport anywhere. If you try to target something that isn't a player, it'll try to target that and then fail after trying to link to the location.

Acronyms is very possible, I'll look to add them in.
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Re: Teleport_Beacon

Postby Netonosel » Mon Jun 23, 2008 3:26 pm

After listening to people talk since last night, there is another suggestion that should be heard. One of the complaints I've heard about the beacons is that people are no longer encouraged to walk anywhere. As soon as you get 41, you can just tele there.
The suggestion I heard this morning, not my idea so can't take credit, is to make it so you have to travel to that city first and set your beacon, at which point teleportation is possible there. At least that way people have to walk it AT LEAST once. Shrug, just something I thought sounded good.
Otherwise, I like the concept. Thanks El.
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Re: Teleport_Beacon

Postby Thrand » Mon Jun 23, 2008 4:14 pm

Thanks for the beacons.

Since em is a problem, how about Moonshae Islands.
So elves can hop in the elfgate.

Lopi
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Re: Teleport_Beacon

Postby Thilindel » Mon Jun 23, 2008 4:58 pm

not walking to an area or being taken by someone is the same thing. You shouldn't have to visit in order to get a means somewhere. Hell, just gate smoke and gate back to prime for portal fishing will render the same beacon idea. Just takes way too long. I think the beacon is so well desired. It's been on the BBS over and over.

Some people come to play in their own way. One shouldn't be forced to explore in order to play. I'm an assister generally here. I like to help out and xp others. I don't like, nor care to, explore. Exploring is best left to the Lilithelle, Ashiwi, Sotana, etc. They've got the mindset and capacity to overcome the chaos that exploring brings.

So, I'm plenty glad for this system now. I would, however, like to see a portal maybe in elemental glades or something.

--Last idea would seemingly fall into this thread: Lich and travel. How can something as powerful as a lich not get a form of relocate? Not get a form of planar travel? Hell, even if they needed components, I'd be all for it. That tangents into why can't shaman planar travel either? At least a gate for spirit world/plane
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Re: Teleport_Beacon

Postby Gormal » Mon Jun 23, 2008 5:44 pm

I really like the teleport beacons, I too was bummed to learn that I could now attempt to relocate to typos but its not that big of a deal. I'd love to be able to relocate to wd/vt/etc though, and as for a city without a beacon; how about Scorn?
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Re: Teleport_Beacon

Postby Disoputlip » Mon Jun 23, 2008 9:00 pm

for new players i think you should make a cross reference in the help files for relocate, well, shift and wormhole and whatever it is liches and illu do.

and there is a typo in the help file: sytnax, its syntax
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Re: Teleport_Beacon

Postby Pril » Mon Jun 23, 2008 9:12 pm

Disoputlip wrote:for new players i think you should make a cross reference in the help files for relocate, well, shift and wormhole and whatever it is liches and illu do.

and there is a typo in the help file: sytnax, its syntax


Liches walk.


I think you mean Necro's and that's "life walk"
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Re: Teleport_Beacon

Postby Jhorr » Tue Jun 24, 2008 1:46 am

Pril wrote:
Liches walk.




No they don't, they shamble!

On a serious note, how come clerics are left out here? Plane shifting to beacons wouldn't be that unreasonable.

With a dwindling and aging pbase, I'm all for anything that can save time without comprimising game play.
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Re: Teleport_Beacon

Postby Raiwen » Tue Jun 24, 2008 4:20 am

Jhorr wrote:On a serious note, how come clerics are left out here? Plane shifting to beacons wouldn't be that unreasonable.

Eww. teleport_beacon is nice, but in my opinion a bit over powered.

Ross had a great idea. Make the caster TRAVEL to that hometown first to setup their beacon.

You can add other things to it as well... money, small quest, etc.

It's really neat how it is now, but still.. a bit overpowered.

I think you should leave clerics/druids alone though..

If anything add plane shift to shamans :)
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Re: Teleport_Beacon

Postby fobble » Tue Jun 24, 2008 11:40 pm

I think I ran into overlooked glitch? of teleport_beacon. Shift cannot send a player to teleport_beacon location.

I tried to shift a squid to ixarkon using...

shift hylliaxxiun ixarkon

what happened was that instead of hyll being shifted to ixarkon, I was shifted. Tried buncha times same result. Just to make sure shift itself was the problem, I shifted hyll to kegor and worked fine.
Eilistraee
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Re: Teleport_Beacon

Postby Eilistraee » Wed Jun 25, 2008 3:21 am

Thanks, I'll have that bit fixed up by next copyover/crash.
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Re: Teleport_Beacon

Postby Gormal » Wed Jun 25, 2008 6:44 am

add scorn nub
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Re: Teleport_Beacon

Postby fobble » Wed Jun 25, 2008 12:16 pm

Eilistraee wrote:Thanks, I'll have that bit fixed up by next copyover/crash.


Thanks Boss!
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Re: Teleport_Beacon

Postby Botef » Thu Jun 26, 2008 2:26 pm

Add menzo too
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spunionring
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Re: Teleport_Beacon

Postby spunionring » Thu Jun 26, 2008 9:49 pm

Eilistraee wrote:Leuthilspar won't be receiving a beacon, sorry. Unless I expand the code to apply racial only restrictions.


I dont understand.

Does this mean you are concerned that non-elves would relo there? whats the problem with that?
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Re: Teleport_Beacon

Postby Thilindel » Fri Jun 27, 2008 1:45 am

Confused about that too. EM isn't safe from invaders..so *shrug*
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Eilistraee
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Re: Teleport_Beacon

Postby Eilistraee » Fri Jun 27, 2008 2:03 am

The elves would not set up a beacon to allow others, especially evil races, to relocate or otherwise travel there.
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spunionring
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Re: Teleport_Beacon

Postby spunionring » Fri Jun 27, 2008 3:46 am

Eilistraee wrote:The elves would not set up a beacon to allow others, especially evil races, to relocate or otherwise travel there.


If the elves set up a beacon in the necro or druid guild, then Leuthilspar and all of EM would still be safe from all non elves. This would only allow elf mages to travel to their homeland.
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Re: Teleport_Beacon

Postby Thilindel » Fri Jun 27, 2008 4:48 am

So since they have elfgates, wouldn't they have beacons for their elfkind, just the same?
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Re: Teleport_Beacon

Postby Gormal » Fri Jun 27, 2008 5:22 am

I could see a beacon maybe somewhere on the Moonshaes.
Eilistraee
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Re: Teleport_Beacon

Postby Eilistraee » Fri Jun 27, 2008 1:19 pm

Moonshaes is planned.

Truthfully, there should be no teleportation to or from the island to remain fully thematic. Even the Queen's trusted agents can't usually use magic to travel there. We make some concessions for gameplay; adding a beacon won't be one of them.

Sorry.
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spunionring
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Re: Teleport_Beacon

Postby spunionring » Fri Jun 27, 2008 1:44 pm

Eilistraee wrote:Moonshaes is planned.

Truthfully, there should be no teleportation to or from the island to remain fully thematic. Even the Queen's trusted agents can't usually use magic to travel there. We make some concessions for gameplay; adding a beacon won't be one of them.

Sorry.


Its ok, Eilistraee, ill live. :)

I just dont understand, because at the moment elf clerics and druids get to use magic to travel to evermeet. So allowing elven mages to do the same thing, would seem to me, to be in line with the current thematic precedents that have been established.

I guess I also just assumed that the beacons were being implemented because despite the complaint that ppl not walking places would hurt the theme of the game, that as long as ppl can just choose to idle 24/7 as a relo target then why not just provide it in game.

I guess the answer is make kegor roll an elf! =)


[EDIT] on another note, wouldnt it be better to put the VT beacon in kegor's room? The room 1n of the inn loads most of the mobs that ppl like to kill in VT making it very spammy and potentially dangerous (PK) for a person to relo into / return from zone / form for zone..
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Re: Teleport_Beacon

Postby alendar » Fri Jun 27, 2008 11:26 pm

i just found out about this and havent tried it.

but my 2 blind cents says....

ross is overpowered make the teleport beacon in his room 1n of auction just to downgrade him a bit!!!!


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Re: Teleport_Beacon

Postby Botef » Sun Jun 29, 2008 5:56 am

Teleport beacons don't seem to work with Life Walk.
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Gormal
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Re: Teleport_Beacon

Postby Gormal » Sun Jun 29, 2008 6:53 am

Not supposed to, read the life walk help file.
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Re: Teleport_Beacon

Postby Botef » Sun Jun 29, 2008 3:39 pm

I realize from the rp stand point your walking to a living target, but you can also use life walk to walk to planes which are not exactly living. I don't see it being much of a stretch to life walk to a beacon if you can life walk to a specific plane. But whatever, not a big deal.
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Re: Teleport_Beacon

Postby Gormal » Sun Jun 29, 2008 8:11 pm

How does a specific location on a plane equate to an entire plane at all?

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