Discussion in   Suggestions   started     10 years ago   June 10, 2014, 01:59:12 AM   by   Loial

Potion Delays and Flawed Combat Personal Teleporters

Loial
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38 Posts
Topic :   Potion Delays and Flawed Combat Personal Teleporters
10 years ago  June 10, 2014, 01:59:12 AM

Please implement some sort of potion delay. The ability to toss or use an infinite amount of potions over a matter of seconds is just plain silly. Also, the ability to personal teleport out of combat when you are actually engaging in combat, is a bit flawed as well. I understand if you do not engage in combat, the ability to escape is a given, but the ability to then go back to the location and actually cast  on the person, it doesn't bring you into combat? Please Fix!

Escobar
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115 Posts
#1 Re :   Potion Delays and Flawed Combat Personal Teleporters
10 years ago  June 10, 2014, 06:05:24 AM

Very true. I would suggest a 1-2 second timer before using an additional explosion potion, Kyn had added a 3 second timer and it seemed to make them practically obsolete (Intended or not).


Attacking someone back and still using the personal teleporter at any second is indeed annoying. Maybe insert a pvp combat flag whenever you attack a player(maybe after healing a player as well to prevent healing and personal teleporting), regardless if they attacked you first. This would not effect people who want to use it an escape, making it just as viable as the current system for escaping PKs.

Chunurai
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65 Posts
#2 Re :   Potion Delays and Flawed Combat Personal Teleporters
10 years ago  June 10, 2014, 06:08:50 AM

I'd also recommend if you are battle flagged on a player or monster you must wait 30-60seconds before using your personal teleporter...

Minos
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230 Posts
#3 Re :   Potion Delays and Flawed Combat Personal Teleporters
10 years ago  June 10, 2014, 09:49:55 AM

Escobar and I were talking about the teleporters recently. Firstly a couple points -- they're massively convenient and an item that sells consistently. Good things. They allow for inveterate Trammies to avoid confrontation in Felucca. There are varying opinions on this, but this is also a good thing.

As Loial mentions, the problem arises in PvP encounters. Currently, players who do not manipulate teleporter mechanics put themselves at a disadvantage by not having the option to instantly leave.

My thoughts are to adjust it so anyone who attacks another player is committed to fighting or fleeing by conventional means. If you want to escape the moment you see a hostile/red player, nothing is changed. If you decide to attack said hostile, you have now committed to the same combat timer as everyone else.

Sturger
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730 Posts
#4 Re :   Potion Delays and Flawed Combat Personal Teleporters
10 years ago  June 10, 2014, 05:07:18 PM

My two cents.

 If some means is added to change things like Minos is asking for...

  Keep in mind reflect damage. The obvious reason is in the name. PK smacks you, than takes 1 damage and you, the victim, can't leave cause your are flagged.


  I still vote that personal teleportals should not work in Fel.  But that's only my opinion.


  --Sturger--