Teleport changes suck

The Narc2

Well-known member
I got used to the teleport animation pretty fast at cap, always a small irritation and a definite downgrade and IMO they should combine the "preparing..." with the animation, so that they happen at once instead of one after the other, feels silly currently. Not the end of the world either way.

While leveling though... it's really quite awful to use if you have sub-100% chance of success. Failing the umd check after the Preparing... bar is a feels-bad moment, and after getting a few in a row I was down to just exit game or stop using them altogether when before it was not the end of the world. Failing a few and landing on a failed teleport location is just... yeah.
If they can figure out a way to do what you suggest without shortening the potential time to be interrupted by an attacking mob it would be make people happier and that is good.

Definitely think the UMD check should be before the induction but I would be fine with giving it 1/2 second induction and also would like SSG to remove teleport scrolls from the vendors, its far to Monty Haul for such an ability.
 

Rawel

New member
Is it just me or is everyone else also getting TWO umd checks on scrolls? Because I'm quite sure I see two and if either fails the port fails.
 

Hawk

Well-known member
The changes to the teleport system would only be acceptable if:

1> A real 2.5s cast, where it actually teleports when the bar finishes (not another 3 seconds later)

2> UMD check before the cast (i.e. a 0.2s "fail" animation just like the old one)

Otherwise, this is terrible for something that should be a QOL function (which we literally had working for 20 YEARS.) Out of all the clumsy and broken mechanics in this game, they make something that was actually fluid, and make it clumsy and broken. I guess for consistency, right?
 

Mokune

Well-known member
The changes to the teleport system would only be acceptable if:

1> A real 2.5s cast, where it actually teleports when the bar finishes (not another 3 seconds later)

2> UMD check before the cast (i.e. a 0.2s "fail" animation just like the old one)

Otherwise, this is terrible for something that should be a QOL function (which we literally had working for 20 YEARS.) Out of all the clumsy and broken mechanics in this game, they make something that was actually fluid, and make it clumsy and broken. I guess for consistency, right?
Consistency like finding sand in your oatmeal.
 

Smokewolf

Frequently banned member.
Yes ofcourse on a caster going from instant to a few seconds is bad. I would support keeping the item teleporting new version but revert the spell casting version to the old.
Well consider that you now have this delay, and experience a spell / game failure....

With the old setup, I've had 3-4 such events occur one after another while falling towards the market place from orbit. Thankfully, with the quick casting nature of teleport I've always been able to recover. Now I'm fully expecting to walk into the Market-Place to find corpses on the bridge from such cronic failures.
 
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John3000

Well-known member
I just hope monster manual isn't next on that list

Hmmm... looking ahead, it's not looking good : :eek:

65NVTQl.png


...unless some brave heroes manage to stop that mystery SSG Reaper's rampage and unmask them :

i1nDaqB.png


Here's hoping the carnage will stop. 🤞🍀

Cheers
 

John3000

Well-known member
Well consider that you now have this delay, and experience a spell / game failure....

With the old setup, I've had 3-4 such events occur one after another while falling towards the market place from orbit. Thankfully, with the quick casting nature of teleport I've always been able to recover. Now I'm fully expecting to walk into the Market-Place to find corpses on the bridge from such cronic failures.

Lol... perhaps that has been their endgame from the start : Adding online bloodstains for all public area deaths (and dungeons?)... 🧐

sQXo319.png


... and why they are dumping D&D spell rules and mechanics in the garbage bin. 😵‍💫

( Though I doubt it, as it would probably require too much coding and exacerbate lag. )

Cheers
 

kmoustakas

Scourge of Xaos
Hmmm... looking ahead, it's not looking good : :eek:

65NVTQl.png


...unless some brave heroes manage to stop that mystery SSG Reaper's rampage and unmask them :

i1nDaqB.png


Here's hoping the carnage will stop. 🤞🍀

Cheers
My worry is there had been clues about them nuking monster manual.

Nobody had a clue they wanted teleport dead
 

seph1roth5

Well-known member
The changes to the teleport system would only be acceptable if:

1> A real 2.5s cast, where it actually teleports when the bar finishes (not another 3 seconds later)

2> UMD check before the cast (i.e. a 0.2s "fail" animation just like the old one)

Otherwise, this is terrible for something that should be a QOL function (which we literally had working for 20 YEARS.) Out of all the clumsy and broken mechanics in this game, they make something that was actually fluid, and make it clumsy and broken. I guess for consistency, right?
The $$ animation even has a few sec of pointless time at the start. They could totally remove the very beginning (channeling?) and still get the outcome they want.
 
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