Topic: Internal teleporters.

We need more internal telerporters on an island.  I believe if you could add enough TPs where you are never more than 2500M from a teleporter you could solve MOST of the, walking is hard QQ.  I suggest this for ALPHA only.

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Re: Internal teleporters.

bandaid fix without future

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Re: Internal teleporters.

Annihilator wrote:

bandaid fix without future

No content post... what do you suggest or you just minus one cause ville suggested it

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Re: Internal teleporters.

Lobo wrote:
Annihilator wrote:

bandaid fix without future

No content post... what do you suggest or you just minus one cause ville suggested it

its the result of analysing the possible benefits and drawbacks and lasting effects of what he suggested.
it has nothing to do with it beeing a post by ville or not.

basicly, your response has no content regarding the topic at all.

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Re: Internal teleporters.

I actually think the game world is too small. I'd support this is we had a hundred islands perhaps.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Internal teleporters.

Not a bad idea. Band aid/ quick fixes is what we need right now because the ship is sinking fast..

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Re: Internal teleporters.

its not the number of internal teleports - its their placement that is INTENTIONALLY bad, and later their connections got messed up to make it even worse.

this can be seen when you measure the distances between teleporter, terminals and outposts on attalica. If they would switch the position of each teleporter of a sector with the outpost of that sector, using the teleport connection instead of walking would suddenly make sense.

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Re: Internal teleporters.

I think if we doubled the number of internal teleporters and strategically had them placed in the "dead" zones we would ALL be a lot happier with travel.

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Re: Internal teleporters.

Ville wrote:

I think if we doubled the number of internal teleporters and strategically had them placed in the "dead" zones we would ALL be a lot happier with travel.

and why would you increase the wall between alpha and beta gameplay even further?

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Re: Internal teleporters.

On Beta the idea is players "hide" they do ops off in the corner, things remotely, travel is not an issue there. 

Adding more teleports to Beta will also have a negative effect with detectors just bouncing internal gates looking for things to kill.

On the other hand -

Adding internal teleporters to Alpha provides faster missioning. (New Players would + 1)
Better access to transportation to minerals.
Increased Logistics.
I would even go as far as placing an internal telerporter as close as 1K from the terminal.

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11 (edited by Yojimbo 2014-07-28 13:02:52)

Re: Internal teleporters.

Ville wrote:

On Beta the idea is players "hide" they do ops off in the corner, things remotely, travel is not an issue there. 

Adding more teleports to Beta will also have a negative effect with detectors just bouncing internal gates looking for things to kill.

On the other hand -

Adding internal teleporters to Alpha provides faster missioning. (New Players would + 1)
Better access to transportation to minerals.
Increased Logistics.
I would even go as far as placing an internal teleporter as close as 1K from the terminal.

I vote for reducing travel time / speeding up access to the action

Having been gone so long, I kinda feel like a new player.  One of the big issues I had upon return is travel time, especially during assignments. 

I generated a thread suggesting the ability to teleport to terminal, and I guess that's not such a great idea.  But I said in that thread and I say again now :: ANYTHING to speed up game play will be a good thing.  For me, I realized I was spending considerably more time traveling to and from the action than actually being IN the action.  This seems very backward from a "having fun" perspective.

Re: Internal teleporters.

After I get done with mspaint I'll post some ideas.

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Re: Internal teleporters.

After playing definance and firefall I'm more of the mind that the problem isn't distance or teleport networks but the dead space between them. You shouldn't have to travel faster to get to content - that just makes the power projection problem worse. There should be more content between the teleports.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Internal teleporters.

I was playing ffxiv and the aerthest crystals allowed easy navigation in between large area like teleports.

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Re: Internal teleporters.

They have cars in defiance and wings in firefail but the point is if there were more to do in between teleports you wouldn't need to rush.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Internal teleporters.

I like the random mini campaigns that happen randomly in the zones in ffxiv, I'd like to see mini invasions to little mission hubs.

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Re: Internal teleporters.

http://i.imgur.com/riS5Hog.png

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18 (edited by Annihilator 2014-07-29 10:47:10)

Re: Internal teleporters.

nice concept

but personally, i would place two teleporters on that elevevated octagon next to the terminal. connect one of them with the three existing internal ones, and the other one with a direct connection to ICS Alpha (like in the old days the connection between the three alpha1 islands)

and in weyster area i would place an outpost where you have your orange rectangle, together with the terrain changes.

and the refinery would be placed either north of ponmantel, or down at kausdamm, dock-able with only a high-efficient refinery and recycling facility, no seeded market but lots of industrial missions.

edit:
then i would place a few defense turrets around the tellesis terminal, and seed the "City" area with lots of patroling Nuimquol NPCs and a non-captureable NPC outpost. together with NPC Industrials that do go out and mine.

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Re: Internal teleporters.

I like the idea Anni!

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Re: Internal teleporters.

Ville wrote:

I like the idea Anni!

thanks,
even though i see i forgot to put a "red" infront of "NPCs".

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