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Teleporting
by Taejang
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Taejang

Profession: Elder Druid
Level: 174

Posts: 62
Teleporting
I'm envisioning a teleport rune. Sold in shops, maybe created by players. The user is teleported to their home town, right to the temple, as if they had died (but without the experience or item loss). That may be fairly easy to code using existing mechanics.

The limitations inherent in that kind of rune (only to a town, and only to the temple, and only to your town) would help keep it from being drastically overpowering. It would save significant time returning from hunts, but also helps prevent getting stuck.

Thoughts?
23.07.15 13:57:30
Edited by Taejang
on 23.07.15 17:00:59
Romper

Profession: Elite Knight
Level: 474
Fishing lord of Gone fishing

Posts: 14
sounds actually good and as you said can also solve issues if you get stuck in game
23.07.15 16:42:55
Dragon Knight

Profession: Elite Knight
Level: 361
One of Never Give Up

Posts: 21
More restrictions:
I don't really like the idea of a hearthstone in Tibia mainly because high levels move so fast you take a minute or two to walk from thais to venore.

If this idea were to be implemented, I'd rather have a few more limitations about its use, mainly to prevent abuse.

1) Only when you are not in combat
2) It should have a cooldown, perhaps a 1-2hr cooldown.
3) Additionally, or just as an alternative to the cooldown, it should be recharged like the soft boots.

All of these limitations make the effect a real investment and not just a cheap way to make cash quick or escape certain death because you lured one too many creatures.
23.07.15 17:29:17
Taejang

Profession: Elder Druid
Level: 174

Posts: 62
Oh yeah, totally shouldn't be allowed in combat. And an hour cooldown seems justified, as well.
23.07.15 21:11:22
Zeal

Profession: Knight
Level: 71157

Posts: 169
Seems like a good idea, but yeah, as Dragon Knight said, there would have to be some limitations. Absolutely not in combat. Don't have people hotkeying it and pressing it as an OH SHIT panic button when they're about to die.
24.07.15 07:26:36
Edited by Zeal
on 24.07.15 07:26:58
Rekkmin

Profession: Elder Druid
Level: 471
Fishermen of Gone fishing

Posts: 24
At my point of view:
1.DONĀ“T make them player made! ( This will only ruin economy)
2. Make them expensive.. Teleporting should be costly, maybe the cost will increase with level?

3. Most of all, make a "debuff" maybe lower you main stat for say 20 min - 1 hour depending on your level? (This alone would make people think before they "hearth".
24.07.15 16:19:57
Dragon Knight

Profession: Elite Knight
Level: 361
One of Never Give Up

Posts: 21
@Rekkmin:
While I agree with your intention, an item cant cost depending on level (As opposed to a spell or blessing or non-tangible thing), because unless you put the NPC that sells it in a very awkward place (see assassin star vendor) people will just have level 8's ready to buy them.

About the debuff, I think it would be annoying in the sense that the very reason people play Open Tibia is to break the "stiffness" that real Tibia has, and this item feels designed in this contrived way.

I guess we have to wait and see how Zeal ends up implementing it.
24.07.15 16:35:40
Taejang

Profession: Elder Druid
Level: 174

Posts: 62
I would emphasize that the teleport rune/item shouldn't be so expensive or hard to obtain that low-level characters can't obtain it. With their slow walking speed, they stand to benefit most from any cure for the monotony of walking long distances.
24.07.15 19:13:28


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