Teleport is nerfed.
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This allows your hero to teleport around corners and buildings, but not into solid objects. (Which includes objects with doors.)
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Hmmmmm. Why *not* through a building with a door? Surely this cannot be a limitation with the game mechanics, unless of course we are dealing with Zoning issues? It is still hollowed out (not solid) inside the building's foyer, isn't it? "Nightcrawler" would be pretty gimped if he had to follow all those CoH TP Rules.
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Go to a building, zoom out as far as you can...use the middle mouse button to move your camera around, click teleport, put the locator down around the corner of the building, or on the other side of it if you can, and teleport. There, you teleported through a building. Just because Tsoo Sorc's can do it faster, doesn't mean you can't.
Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin
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The rules for teleportation have changed in order to keep heroes from teleporting to otherwise impossible-to-get-to areas.
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Poz:
I've noticed that I have a lot more trouble teleporting lately. I use the simple left-shirt/left-click bind so I can shift-click my way around the map quickly.
Much more often than before I seem to be clicking into places the game considers 'bad' (get the red circles.... etc.). It's also been a contributing factor in my failure to escape death a number of times because I'll expend several seconds trying to find a 'white' place to teleport to.
I don't know how the teleport code works, but wouldn't it be possible to change it so that if the destination is invalid you simply teleport as far along the line-of-sight as possible? When I shift-click in the middle of battle, I just want to go "that way" as far as possible as fast as possible. I would think it'd be easy to check line of sight from player<->camera and camera<->destination first so that people could still teleport 'through' things if they wanted, but then after that allow for teleporting on a straight line if the destination was invalid.
Hey, I dunno what yer code looks like. I just know this whole invalid-destination thing hurts.
Reality Check
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This is the only thing I want changed, myself. I'd love to see this implemented. Dark Astoria would no longer make me very, very angry.
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It seems most of the issues are when trying to port with a ceiling as a destination. THis used to work great, and was essential for getting around certain maps, to get ofer railings or up to various cave levels.
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So THAT's why I was getting a red circle on the ceilings in many places! Wow, that's very annoying...being able to teleport up to the roof over a ledge and drop/port down to it is pretty vital for porting indoors. I hope they restore the previous behavior in this instance!
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in those cases where you are having trouble teleporting up to the ceiling, set your cam_dist to 200 or so and look down. Then you can just teleport to the ledge that you were trying to teleport above directly.
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This only works well when the ceiling is a lot higher than the ledge you are porting to (works well outdoors as well). However, there are several ledges/walkways on cave/office/lab mapsets where this doesn't work well at all, because the roof is too close to the floor (standard hallway height) and it is tougher to manuever the camera to see the floor. In those cases, I'd port to the roof covering the walkway and just drop down.
To the guy who can't turn around mid-air with teleport. You can do it without hover. You need to be pretty quick though. Also, if you have an older/slower computer or if you are experiencing high lag it is fustrating.
Per the endurance cost thingy. I only have a EndRedux SO in Teleport. I do have 6 SO slotted Stamina. If I port slowly enough, I can gain Endurance as I port and not touch the ground.
I have not tested it since the issue 2 patch, but you used to be able to port behind the walls of buildings. This is a big deal because you could still shoot at and kill thugs and they had no way to attack you. I've seen someone do this in Independence Port. They would port "into" a warehouse and shoot the Tsoo that were standing outside. Devs must have known about this for a very long time. I /bug'd this a few months ago and I can't imagine I was the first person to notice this.
Oh, and I think it is "camdist" not "cam_dist".
To devs I have noticed I can't port up to cielings anymore. That is annoying and I'd love to see that fixed.
I actually have a way of getting on railings without the use of a ceiling. I do this with buildings sometimes too. You put the cursor right on the upper edge of what you want on then click. Immediatly start to press forward after that. When you come out of your motionless hover you will transfer onto the ledge.
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The rules for teleportation have changed in order to keep heroes from teleporting to otherwise impossible-to-get-to areas. Your hero can still teleport "through things", though. There isn't exactly a line-of sight check from the hero to the destination. Instead, there is a line-of-sight check from your viewpoint (the "camera") to the hero and a line-of-sight check from the camera to your destination. If both are clear (and your hero will fit, etc.) then we allow the teleport.
This allows your hero to teleport around corners and buildings, but not into solid objects. (Which includes objects with doors.)
[/ QUOTE ] Aw man the dev ignored my post! I said any lort of line check IS NOT TELEPORTING. Currently TP acts like a light-speed travel from starting point, straight line to camera, straight line to ending point. This means if you're on the ground west of a building, there's no way to get to the east side of that building. This is not a huge deal for me, it's the smaller problems, thin walls and doors, often that you an see right through, that's bothering me.
I'm not saying solving this is going to be easy but... straight line requirements and hover? Come on, this is just a variant of flight.
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Villains can't turn on sprint.
Villains don't use inspirations.
Villains don't use build-up.
Villains can't 'taunt' heroes.
Villains can't, as far as I know, use teleport foe.
Villains don't have access to invisibility, smoke, or any other stealth type powers.
Villains, though accessing powers out-of-level, generally don't have as many powers at that level as heroes. (e.g. a level 30 villain does not have 17 powers like we do)
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heh, yeah some of thos are correct and some aren't.
villains Could use teleport foe, but they haven't been made yet, but they will.
villains DO use invis and stealth, look at the knives or artemis.
taunt and confuese powers, no they don't have that they don't work.
but they do have powers out of level and with different damage modifiers: death shamans use gloom, except its high damage instead of moderate. Villains aren't restricted by At's or the AT damage modifiers.
Being CPU controlled, means they ract faster, work more efficient, and get attacks of at moments we wouldn't because we are too slow.
In the end this offsets, one to the other.
Having villains disregards the mechanics of a certain power is crap, imo.
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Villains can't turn on sprint.
Villains don't use inspirations.
Villains don't use build-up.
Villains can't 'taunt' heroes.
Villains can't, as far as I know, use teleport foe.
Villains don't have access to invisibility, smoke, or any other stealth type powers.
Villains, though accessing powers out-of-level, generally don't have as many powers at that level as heroes. (e.g. a level 30 villain does not have 17 powers like we do)
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heh, yeah some of thos are correct and some aren't.
villains Could use teleport foe, but they haven't been made yet, but they will.
villains DO use invis and stealth, look at the knives or artemis.
taunt and confuese powers, no they don't have that they don't work.
but they do have powers out of level and with different damage modifiers: death shamans use gloom, except its high damage instead of moderate. Villains aren't restricted by At's or the AT damage modifiers.
Being CPU controlled, means they ract faster, work more efficient, and get attacks of at moments we wouldn't because we are too slow.
In the end this offsets, one to the other.
Having villains disregards the mechanics of a certain power is crap, imo.
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Sorry, but the powers foes use may resemble similar powers that heroes use, but it's been stated before that they are not the same powers.
They just use the same animations because it's easier, and also because it gives us as players a reasonable idea of what the particular glowy effect a mob in particular is displaying at a given moment will mean.
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Hmm, that's odd. I can beat almost anybody to any location (within two miles if I have PFF up) with teleport. It's accurate, it's fast, and it only has one end reduction slotted in it. What power are you using?
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It's not accurate. You have to target a point and apparently unless you can code crack to move your camera to illegal places that means porting into the air and then moving your view and trying to port again to your landing spot before you fall out of sight and have to do it again. Sure, I can teleport 100yrds away, but not 30yrds up and 10yrds over to get at a good spot to snipe safely from.
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I have never used /cam_dist. I do have +lookup and +lookdown bound to easily-accessible keys, and I do have the speed at which my camera rotates raised a bit. As far as I know, these are all intentionally provided by Cryptic (since there are keys bound to +lookup and +lookdown by default and the camera rotation speed is just in options). I also stay zoomed out as far as possible without using /cam_dist most of the time. Getting where I want to go is almost always just a matter of turning the right way. I have not noticed many problems with teleporting indoors since the patch, but I am almost never in a situation in which I even want to teleport indoors. Hurdle is a good power. 1-slotted with a jump enhancement, I can jump up to the next railing and across relatively large distances without problem.
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I didn't know they took away the ability to port onto the "bottom of the cieling" but if that is true then they've just made things worse. Like the other guy, I used to target spots on the cieling just above the beam or box I wanted to land on.
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Yes, this would be unfortunate. Looking down on your char and zooming out all the way (with mousewheel or a key bound to +zoomout), however, almost always works.
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I haven't put in any end reducers because I haven't wasted any enhancements slots on teleport. My first enhance went to distance and I was greatly dissapointed to find my 98yrd unenhanced port had become a 103yrd enhanced teleport. Yah, that's a big deal, I'm really racing the guy with superleap now. With the same character, and superleap with no range enhances I can jump 98yrds. And there's no pause while hovering in the air and trying to target in the direction I want to go.
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you do know that all powers come with one empty slot, right? So that 1-slotting a power doesn't waste any slots. Also, even with the delay between teleports, if you use a bind such as ctrl+lbutton for teleport, you should be able to basically keep up with super leap. Honestly, it's hard for me to be beaten by somebody else by any significant amount to any distance. (Especially in SS.)
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Don't even get me started about trying to change directions when I find out one of my friends needs help due to an ambush on their way to the store.
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Q and e are your friends. Or whatever you've bound their default binds to. Of course, all I've been saying so far assumes some use of the keyboard. That is something that I feel is relatively necessary (that and not using mouselook, since mouselook makes you tp to the center of your screen, I think) with teleport, unless you're particularly fast at turning with your mouse. In general, I think that teleport requires a keyboard anyway for ctrl+lbutton binds.
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Anyways, three or four teleports takes away more than half of my endurance. With my various characters I can fly, run at superspeed and superleap and recover endurance with each one at the same time. With fly, superleap and superspeed I have one slot end reduced and stamina. Now the same character has superleap and teleport and there is no way I could equal out their end cost without putting three or four end reducers into teleport.
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I not only use teleport; I also use personal force field when doing so with great regularity. If you don't have stamina, then yes, teleport is a bad choice, but if you don't have stamina, there might be greater issues with the effectivenss of your character in general. With stamina 6-slotted and teleport and personal force field 1-slotted (remember those slots they come with? yeah, those), I can go full-speed for at least 1.5mi, and if I wait a tiny bit between teleports, I can get a lot farther. Without PFF, the distance just increases.
Not only is teleport fast and accurate (at least for me), but it gives me recall friend. I like recall friend. A lot. But I wouldn't like recall friend if everybody kept beating me to mission entrances.
Teleport is good. I think that to use it really effectively, it does probably require skill with turning your camera with a mouse or a couple of binds, all of which are bound by default to certain keys already (and of course, ctrl+lbutton is practically necessary). Increasing the camera rotation speed is a boon, too, but I find it to be incredibly useful whether I have teleport or not.
There is also no doubt that it drains more end than any of the other travel powers. However, you get recall friend (useful both for moving teammates around faster and for getting people out of trouble; don't bring up the interrrupt time, I've saved enough people to not care), you don't have to navigate around obstacles (SS), you don't have to bother landing (SJ, alhough only really relevant in SS), and it's a whole lot faster than fly (because I routinely tp teammates with fly to mission entrances). (Yes, I know that you can use SJ to get around in SS; I've even seen someone do it, and when it works, it's very fast. Tp is still a whole lot easier, and you don't have the annoyance of occasionally missing and starting all over.) I think that SJ is probably the only other travel power I would seriously consider, and the extra difficulty in SS that it incurs is, I think, enough to turn me off. At the very least, though, teleport has some things going for it (and not just in SS... just in general, I think that recall friend is more useful than CJ/acrobatics for some characters).
I noticed a few big changes to teleport. When I port now I sometimes randomly end up facing the wrong direction as a result of the port. Also I cant target the sides of objects (cliffs, buildings, rocks, etc) all the time anymore.
I've had some problems targeting map elements (sides/ceilings), but I can still do it.
Today, however, I ran into the perfect situation where my knowledge of exploiting teleport (even in its current state) saved my team.
Timed mission. 5th Column base. Objective was to completely clear the base. We ran into a door (the new Issue 2 doors), but it wouldn't open. At all. Broken, bugged, glitched. Unfortunately, there were mobs on the other side, and we had to get through to complete the mission.
Fortunately, even with the 'fix' to teleport, I was able to manipulate the camera and teleport through the door, where I could bring in my other teammates. I saw there that the door lacked a texture on the opposite side, and I suspect that was related to the problem that we had with it.
We cleared out the mobs, I teleported back to the other side and carried over my teammates and we finished the mission. Without my "cheating", as some people call it, we would have failed the mission because it would have been completely impossible for us to finish it.
As I said before, I'm not so pissy now that I've learned how to master the "new" teleport. If the devs "fix" teleport any further, I am going to be very, very mad.
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Sorry, but the powers foes use may resemble similar powers that heroes use, but it's been stated before that they are not the same powers.
They just use the same animations because it's easier, and also because it gives us as players a reasonable idea of what the particular glowy effect a mob in particular is displaying at a given moment will mean.
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Well yeah that's correct, but does that explain that, for instance, every mob can jump out of caltrops, and we can't (not even with superjump?
There is a set of basic rules that mobs and heroes alike should adhere to, no matter what difference there is in their powersets.
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I've had some problems targeting map elements (sides/ceilings), but I can still do it.
Today, however, I ran into the perfect situation where my knowledge of exploiting teleport (even in its current state) saved my team.
Timed mission. 5th Column base. Objective was to completely clear the base. We ran into a door (the new Issue 2 doors), but it wouldn't open. At all. Broken, bugged, glitched. Unfortunately, there were mobs on the other side, and we had to get through to complete the mission.
Fortunately, even with the 'fix' to teleport, I was able to manipulate the camera and teleport through the door, where I could bring in my other teammates. I saw there that the door lacked a texture on the opposite side, and I suspect that was related to the problem that we had with it.
We cleared out the mobs, I teleported back to the other side and carried over my teammates and we finished the mission. Without my "cheating", as some people call it, we would have failed the mission because it would have been completely impossible for us to finish it.
As I said before, I'm not so pissy now that I've learned how to master the "new" teleport. If the devs "fix" teleport any further, I am going to be very, very mad.
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Be prepared to be very very very mad.. it is gonna happen at some point. You got a free ride exploiting a power. Get used to changing the way you play as the game develops.. it is a fact of life for online games.
The exploiters pulling 30-200 foes into a dumpster and killing them all with only a few AOE blasts got their free ride and it is being fixed. Next is your turn. This is all the same thing - people exploit a power or bug of feature it gets addressed you move on. For a period of time you abused the system. Don't worry I am sure you can find another power to exploit down the road.
I am sure your character has not based their entire concept on teleport. I am sure you did not intially buy this game getting all excited about the teleport power. People buy this game because if it s SUPER-HERO game - not a teleporter game.
Did you stand in the computer store and decide to buy CoH based on teleport? I am sure you did not hold the box thinking "wow.. CoH.. hmmmm .. I think will buy this game just for the ability to teleport!!!".
Teleport is a pool power.. not an archetype power and therefore not something that will drastically affect your character concept. You will still be able to play the game if they fixed your exploitive use of ONE power.
Get mad.. throw a temper tantrum it will not make a world of difference. The only thing it will do is make you look foolish when you throw a fit.
Sure you can justify it got your team around a bug... good work! But it does not justify you abusing the system for the most part. It opens up a world of issues for the devs. It is not how the power was intended plain and simple and face it - it WILL change.
Don't think the devs are ignoring this thread. I am sure someone brought their attention to it.
Suck it up - you got a free ride on exploiting a power. Be proud - you are very high in the ranks of the "loop-hole exploiters" club.
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Not much of a code crack to set /cam_dist to 100 ft, look down at yourself, and accurately select that perfect sniping point. Most of the time you wouldn't even have to use /cam_dist directly at all, just mousewheel back to 80 ft and do the same.
[/ QUOTE ] If you want to teleport to anything near a corner or on one of those multi-level storage shelves in the warehouse then backing off on the camera is almost always hampered. The wall prevents you from looking at the spots you want to look at directly. Meanwhile, with superjump I can just hop there; no camera tricks or changing view. (Though sometimes I do hit my head on the overhang and fall into the mob. Owchie!)
What I would like to do is teleport behind a mob and pop him, then my teammates pop from the other side. The crossfire effect can cause its own confusion, drawing Lts away from slower moving mobs, especially the Vhaz. But it rarely works without some waiting around while I fiddle with camera angles. Or I can superjump over the heads of things in rooms where the ceiling is high enough to let me not draw attention on the way. [ QUOTE ]
To the guy who can't turn around mid-air with teleport. You can do it without hover. You need to be pretty quick though. Also, if you have an older/slower computer or if you are experiencing high lag it is frustrating.
[/ QUOTE ] Teleport. Superjump. Yeh, I need another movement power pool. Thanks for the advice but this is so not a viable solution to making teleport useful. [ QUOTE ]
Per the endurance cost thingy. I only have a EndRedux SO in Teleport. I do have 6 SO slotted Stamina. If I port slowly enough, I can gain Endurance as I port and not touch the ground.
[/ QUOTE ] If you port slowly enough? Do you know of any other travel power that requires the person to travel slower to be effective? Im not sure how you port slowly and not touch the ground, unless youre using hover too. If you dont port again at the end of a pop then you fall to the ground.
Six Slotting Stamina just to make a marginal gain of end while teleporting so proves my point I dont know what to say. With every other power pool I can recover endurance while traveling at full speed, and sprint on. With my powersuit character I can fly, while invisible and keep my targeting drone active and still recover end. I think Ive only got two or three slots in stamina with her. [ QUOTE ]
I actually have a way of getting on railings without the use of a ceiling. I do this with buildings sometimes too. You put the cursor right on the upper edge of what you want on then click. Immediatly start to press forward after that. When you come out of your motionless hover you will transfer onto the ledge.
[/ QUOTE ] Yeh, if you dont shoot over the railing because you went too far forward. It is much nicer to land on the spot I was aiming for than three feet above and to the left of it and hope I can grab the ledge before I fall.
The hover pause with teleport is slightly vexing. I know its there to allow time to reorient and pick a target before falling, but when I am at my target and stuck hovering while things attack me Im just reminded again of how not-useful teleport is. [ QUOTE ]
With stamina 6-slotted and teleport and personal force field 1-slotted (remember those slots they come with? yeah, those), I can go full-speed for at least 1.5mi, and if I wait a tiny bit between teleports, I can get a lot farther. Without PFF, the distance just increases.
[/ QUOTE ] Okay, I will cop to maybe exaggerating some in my original post. Yes, teleport is faster for traveling across a city zone than flight. Depending on how far, its even faster than super jump, provided I dont have to make a course change quickly. Its still a debilitating endurance drain and if I do pop in to help a friend Im just there to be a damage sponge if I dont have two or three blue candies to pop for inspiration.
Yeh, teleport comes with one slot. One slotting the end down does not significantly alter the drain. Six slotting it means either (a) dropping slots in it for three levels and ignoring other powers or (b) waiting until the mid 30s I suppose.
Flight, superspeed and superjump are all easy to use, require no other power pools or special key binds or other mess to make turning corners easier and they dont require me to six slot something just to keep from exhausting all my endurance.
When you chose superjump, you face where you want to go and you jump. When you fly, you face where you want to go and you fly. When you superspeed run, you face where you want to go and you run. All of this can be done within seconds of gaining the power. Only with teleport do you have to fiddle around and find tricks to how it is used in order to travel anywhere.
Its a complicated power. Probably was tiresome to code so it works as well as it does. Im not sure what the reasoning behind no more porting to the ceiling above the rail but they probably closed out an exploit I didnt know of. Someone else pointed out, you cannot effectively hunt for mobs with teleport. Exploring a new zone is almost impossible with it.
I am not saying teleport does not have uses, Im not even saying its the worst power out there. I am saying that it has been made difficult to use and the endurance drain is cost prohibitive. And if your answer to making the endurance drain less onerous is six slot then I really dont find it a helpful answer. The debate point isnt how do I get end back while teleporting its how come teleport drains so much more endurance than the other travel powers when it is so less useful and that is what I am concerned about.
"SARS, Bird Flue, 9/11, Anthrax in the Mail, Mad Cow Disease. Pope John Paul didn't die, he preboarded." - Christopher Titus "5th Annual End of the World Tour"
On one of the side topics this thread is discussing, I had a "stuck in the wall" enemy on a mission the other day and bug-reported it. In the past I've had Tsoo Ancestor Spirits with their head stuck in a ceiling and done this, almost always getting a GM within ten minutes to pull them out. This time we waited ten minutes, went thru the rest of the mission and still never got a response. Vexed, we all bug-reported/complained about it.
That night I recieved this in an e-mail from CoH:
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If you have failed a timed mission because of stuck enemies and that mission is still in your mission list please reply to this email with the name of the contact who gave you the mission and we will gladly assist your character in game as soon as possible. If you talk to the contact that gave you the mission it will be removed from your mission list and we will be unable to complete it for you.
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Obviously ya'll can't reply to "this e-mail" but you can send a bug report and include the info. I thought the important thing was the "don't talk to that contact again" bit, because they can't fix it after that.
"SARS, Bird Flue, 9/11, Anthrax in the Mail, Mad Cow Disease. Pope John Paul didn't die, he preboarded." - Christopher Titus "5th Annual End of the World Tour"
No, you don't get it. It's stupidly easy to change your course while teleporting. What did you do, set your turning control down to 100% or some such nonsense?
I'm serious, how can you complain that it's hard to turn while teleporting? I do it all the time, and I've never, ever had another travel power.
well golly, aren't you just better than everyone else...
Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.
http://xx-starhammer-xx.deviantart.com/
Teleporting 200 foes into a dumpster to take them out with one cone/AoE attack is exploiting the system to create an unfair advantage.
I "exploited" the system to make an otherwise unwinnable timed mission successful. Had I not been able to do it, the mission would have failed, period.
Beyond that, there is no practical use for this trick. Yes, I can teleport through mission doors. This typically is not useful, because it would actually be faster for me to just open the damn thing rather than go through the trouble of setting up a teleport to the other side. I can't even use it as a reliable escape method because the mobs will tear me apart before I can effectively set up my escape -- I'm better off using superspeed to run away. The only other use for this 'exploit' is novelty: getting into and out of shops without using the doors. I cannot use it to give myself an unfair advantage, unless you think that being able to complete a timed mission that was otherwise screwed because of a bug that shoudn't have been there in the first place is giving me an unfair advantage. I would rather the devs fix the door-sticking bug BEFORE they fix teleport.
Please don't compare an obvious abuse of the system for fast enemy kills with a novelty trick with little or no practical value beyond circumventing serious game bugs.
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On one of the side topics this thread is discussing, I had a "stuck in the wall" enemy on a mission the other day and bug-reported it. In the past I've had Tsoo Ancestor Spirits with their head stuck in a ceiling and done this, almost always getting a GM within ten minutes to pull them out. This time we waited ten minutes, went thru the rest of the mission and still never got a response. Vexed, we all bug-reported/complained about it.
That night I recieved this in an e-mail from CoH:
[ QUOTE ]
If you have failed a timed mission because of stuck enemies and that mission is still in your mission list please reply to this email with the name of the contact who gave you the mission and we will gladly assist your character in game as soon as possible. If you talk to the contact that gave you the mission it will be removed from your mission list and we will be unable to complete it for you.
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Obviously ya'll can't reply to "this e-mail" but you can send a bug report and include the info. I thought the important thing was the "don't talk to that contact again" bit, because they can't fix it after that.
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That's a new one. Last time I reported a timed mission failure due to game bug (server-wide bug preventing mission maps from loading), I was told that they couldn't do anything once the mission was a failure, regardless of whether or not I'd spoken with the contact.
Grrrrrrr.... Just wanted to call your attention to the new camdist fix... I've started another thread elsewhere, have a look since it may well concern many of you.
The Recent Camdist Fix
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Anyone with Teleport should be scare S***less of teleporting somewhere they can't see.
I mean - It's suicidal. What if you teleported and came back half-embedded in stone? You're dead. No saving throw.
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People always bring this up, but they never think of what the consequences would be, if this were true. Unless you're porting into a vacuum, the risks should be equal, regardless of whether you can see where you're going or not. The air that surrounds you is matter, just like that wall. If there is a risk of teleporting into something, then you would be getting something very similar to "the bends" every time you ported... um... ANYWHERE. There has to be some cosmic law that prevents two objects from occupying the same place, on a subatomic level.
Furthermore... Any clue what would happen if you ported into a wall or even ported into the air molecules? Think of Hiroshima, except worse. Imagine every atom of your body, plus the atoms of the wall, exploding at nearly the speed of light.
Hell, it could even start a chain reaction capable of destroying the planet...
or worse.
I just want to call to your attention that April Fool's Day doesn't make it appopriate to bump 6-month-old topics.
April Fool's didn't have anything to do with it. The fact is that the information was relevant to the topic. Obviously I'm not the only TPer around who feels that this may end up causing them some grief and I thought this thread one of the better places to catch the attention of those most directly involved. Don't like it, skip it. Nuff said.
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![Smile](images/smilies/smile.gif)
The rules for teleportation have changed in order to keep heroes from teleporting to otherwise impossible-to-get-to areas.
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Poz:
I've noticed that I have a lot more trouble teleporting lately. I use the simple left-shirt/left-click bind so I can shift-click my way around the map quickly.
Much more often than before I seem to be clicking into places the game considers 'bad' (get the red circles.... etc.). It's also been a contributing factor in my failure to escape death a number of times because I'll expend several seconds trying to find a 'white' place to teleport to.
I don't know how the teleport code works, but wouldn't it be possible to change it so that if the destination is invalid you simply teleport as far along the line-of-sight as possible? When I shift-click in the middle of battle, I just want to go "that way" as far as possible as fast as possible. I would think it'd be easy to check line of sight from player<->camera and camera<->destination first so that people could still teleport 'through' things if they wanted, but then after that allow for teleporting on a straight line if the destination was invalid.
Hey, I dunno what yer code looks like. I just know this whole invalid-destination thing hurts.
Reality Check