#1
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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. | ||
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#2
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Awesome. 8D
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#3
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Thats a clever solution, it should help my teleportation business too
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#5
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I cannot comment on an on going investigation....
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#6
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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.
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#7
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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. | ||
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#8
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Quote:
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#9
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My evil enchanter has had no issues with using the translocator's in the Ocean of Tears. Perhaps I was just lucky.
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#10
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Quote:
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