Agramon Teleport

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How shall Agramon Milegate Teleporter work?

Like it is now: No port when enemies are around.
12
26%
You can port whenever you want.
5
11%
You can port but get warned by port NPC if inc is around.
28
60%
It should work another way (description please).
2
4%
 
Total votes : 47

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massivmampfer
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Postby massivmampfer » Aug 18, 2008 18:21

The Agramon Teleporter was a nice invention of the Staff. Thx for that.
But since a longer time you cant port when a enemy is near the porting place.
Its really annoying in my opinion. In many cases a rvr fg cant port agramon because one stealther is in milegate zone.

As you can see i added some options. Please vote what you think would be best for the porter.

nixian
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Postby nixian » Aug 18, 2008 18:26

port but get warned.. like an extra click where it says: there is enemies around are you SURE you want to be ported to the dangerous area?

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salbei
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Postby salbei » Aug 18, 2008 18:29

some invulnerability timer after porting would shut some camping issues down . you loose it like 15 seconds after zoning .
just like it was on live when you zone into a rvr dungeon (dodens etc)

i would prefer a warning with an additional confirmation that you really want to port .

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Rector
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Postby Rector » Aug 18, 2008 18:50

Reduce the range maybe

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panachier
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Postby panachier » Aug 18, 2008 20:05

and what s up if a fg is camping you?^^

i think it s nice like that.

(a bit offtopic but would it be possible that your pet got teleported with you?:-))
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">

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salbei
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Postby salbei » Aug 18, 2008 22:46

whats the difference between porting there and get farmed or taking a horse and get farmed 2 minutes later ?

the group won´t move away on its own.

an invulnerability timer after zoning could work wonders against spawn camping.

->
pet thing

if you see the "armor" animation when porting begin casting your pet . if you hit the timing the spell will finish just after "spawning"

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panachier
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Postby panachier » Aug 18, 2008 23:17

the difference is that i hope people won't take horse but go by foot with speed.

if you port and you get inc in your back with healers hiding etc... you ll be dead.

if you can't port if inc around, there won't be any camping, so you'll be able to port everytime.

i think if you allow the porting there will always be free RPs that port even if enemies around.

if you have to walk when there are people on your side, it will be a normal inc. a group meeting another group.

( about pet: oki maybe you can have pet, but it wont be buffed, and what about the charmed pet?

it shouldn be very hard to port the pet with you and it would be live like )
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">

Hornster
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Postby Hornster » Aug 18, 2008 23:45

if you port just after you've released, you wont give ANY rps
<img src="http://www.covod.org/uth_daoc_sig/SigV2.php?chars=Sledge;Ogga;Hornster;Maltepascal">

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massivmampfer
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Postby massivmampfer » Aug 19, 2008 00:11

well...its the same with porting to a keep...you can port anytime as long as you control keep and 2 tower...you can be farmed anyway

Tommez
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Postby Tommez » Aug 19, 2008 09:00

I would leave it as it is now.

No porting if enemies are there. Thats kind of tactical play, if one lonely enemy blocks the reinforcements while others raid ck.

If you can port any time, why dont delete all the other frontier maps? Let's just leave Agramon and the surrounding 3 Keeps on the little isles on the map and throw all other areas away. Then it's the same as porting directly into action.

Btw: Why are the other keeps never be raided? Don't they count to the DF-open list? I say Make them more interesting as they were back on live servers in pre NF!

nixian
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Postby nixian » Aug 19, 2008 09:21

Tommez wrote:
Btw: Why are the other keeps never be raided? Don't they count to the DF-open list? I say Make them more interesting as they were back on live servers in pre NF!


implement some kind of relic? :D :o

Demiurgo
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Postby Demiurgo » Aug 21, 2008 02:37

You mustn't teleport when there are enemy there!!!

Think if there is an inc in mid milegate, with mid vs alb/hib. Both mid healers die, they respawn at svasud and istant teleport there. It is perfect like it is now.

What I would add is another rvr stable master in inner keep (like Nottomor). So when a realm lose both mielgate and outer keep, people don't have to make a so long walk :|

Tommez
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Postby Tommez » Aug 21, 2008 07:05

Demiurgo wrote:What I would add is another rvr stable master in inner keep (like Nottomor). So when a realm lose both mielgate and outer keep, people don't have to make a so long walk :|

Good point!

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massivmampfer
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Postby massivmampfer » Aug 21, 2008 08:24

Demiurgo wrote:You mustn't teleport when there are enemy there!!!

Think if there is an inc in mid milegate, with mid vs alb/hib. Both mid healers die, they respawn at svasud and istant teleport there.


I admit that i havent thought about this problem. But when a whole zerg cant port because of a single stealther for example its just silly. But there would be 2 other possibilities:

Porting Process is longer then now ( lets say 30 seconds)

or you can use port only when your rvr sickness is gone. When you have no more sickness and feel like you want to go fight again than it should be ok.
(no player-get-farmed-QQ plz...everyone can go fight whenever he wants and other players have no right to determine what players may do or not. I for myself dont care too when i get farmed with my chars..ill try anyway)

Demiurgo
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Postby Demiurgo » Aug 21, 2008 16:55

OR we could put the old "massive portal" system like in Origins server :D
A pad in svasud faste (already in NF to avoid the continuos loading) which teleport players every 4-5 minutes.

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