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Aeolwind 11-22-2009 11:18 PM

Translocator operation
 
As an FYI to the masses: Translocators will no longer always be up. They now will despawn after being available for transport for 100 seconds. They have a respawn all less than 13 minutes, and as such you'd have a maximum wait time of 23 minutes.

There are several reasons that this was done. There are several quests, such as the knight card quest among others that had to be curtailed due to the rapid transit that was available. These will now be made more available & actually work. The other is to actually give a benefit to those that choose to play teleporting classes & create more interdependence between players.

Morphnblorsh rejoice.

Jify 11-22-2009 11:22 PM

Awesome. 8D

Vonyor 11-22-2009 11:23 PM

Thats a clever solution, it should help my teleportation business too

messiah_b 11-22-2009 11:25 PM

In other news a recent investigation shows Aeolwind recently bought into fish bait futures. Insider trader charges pending.

:)

Aeolwind 11-22-2009 11:26 PM

Quote:

Originally Posted by messiah_b (Post 6281)
In other news a recent investigation shows Aeolwind recently bought into fish bait futures. Insider trader charges pending.

:)

I cannot comment on an on going investigation....

yaaaflow 11-22-2009 11:26 PM

Wow do I hate this idea so much. That was one of the things I was happy to just look at purely as an improvement over old eq.

foxdragoon 11-22-2009 11:33 PM

The only problem I can see is for the evil races who might agro the wood elf npcs by the ocean of tears dock not having an easy way out by quickly running to the translocator. Of course, you can sometimes avoid them by running to the side, but it seems that a few times you will agro them. This wasn't a problem on old EQ, since you could just stay on the boat. Maybe if the translocator didn't place you in the middle of these two npcs it would help.

We'll see.

Aeolwind 11-22-2009 11:37 PM

Quote:

Originally Posted by foxdragoon (Post 6284)
The only problem I can see is for the evil races who might agro the wood elf npcs by the ocean of tears dock not having an easy way out by quickly running to the translocator. Of course, you can sometimes avoid them by running to the side, but it seems that a few times you will agro them. This wasn't a problem on old EQ, since you could just stay on the boat. Maybe if the translocator didn't place you in the middle of these two npcs it would help.

We'll see.

I foresaw this problem on Sister Isle and there are 2 solutions, one implemented and 1 player "driven".

Firrewhisper 11-22-2009 11:38 PM

My evil enchanter has had no issues with using the translocator's in the Ocean of Tears. Perhaps I was just lucky.

Bones 11-22-2009 11:39 PM

Quote:

Originally Posted by yaaaflow (Post 6283)
Wow do I hate this idea so much. That was one of the things I was happy to just look at purely as an improvement over old eq.

Its more of a convenience than an "improvement"


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