Fix for Coop Zone Teammate in Pocket D
Somebody mentioned to me today that it only matters who is logged in on the team at the time. That's interesting - I would have thought it would count anyone who was on the team, logged in or not. Good to know!
Very good, since you can buy inspires there.
Brilliant! Bloody Brilliant!
Good to know that trick. Thanks.
Good workaround... *Wonders how your team mate didn't notice he had clicked the Pocket D power in the whole interruptible time period with the obvious glowing hands*....
tested this in WarZone works for that TF as well
There is but one truth. Time is limited. ndnw its over
[ QUOTE ]
tested this in WarZone works for that TF as well
[/ QUOTE ]
O RLY?
That's good news.
The other villains probably didn't need to log off, then. Just as long as it wasn't a mixed team.
"K, you four heroes log off, I need to go to Ouroboros to buy wakies."
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
BRAVA!
Thank you for this VERY helpful post!
Dasher
HELP SAVE THIS GAME!
If we can save this game, I promise I will never complain about Travel Power Suppression again! You have my word on it!
"The customer is always right."
[ QUOTE ]
Good workaround... *Wonders how your team mate didn't notice he had clicked the Pocket D power in the whole interruptible time period with the obvious glowing hands*....
[/ QUOTE ]
Perhaps he thought he was using the base teleporter vet power (which has the same animation, and I believe brings you back to the zone you came from when you exit the base.)
In that case, he could very well have not noticed the error until after finding himself in the Tiki Lounge.
[ QUOTE ]
[ QUOTE ]
Good workaround... *Wonders how your team mate didn't notice he had clicked the Pocket D power in the whole interruptible time period with the obvious glowing hands*....
[/ QUOTE ]
Perhaps he thought he was using the base teleporter vet power (which has the same animation, and I believe brings you back to the zone you came from when you exit the base.)
In that case, he could very well have not noticed the error until after finding himself in the Tiki Lounge.
[/ QUOTE ] but going to your base throws you off the team also IIRC
ya, cuz Pocket D is considered a co-op zone, bases are not.
Hopefully people remember this now that we have a base portal in Pocket D. It's a shortcut back to the RWZ but it's still going through a not co-op zone.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Good workaround... *Wonders how your team mate didn't notice he had clicked the Pocket D power in the whole interruptible time period with the obvious glowing hands*....
[/ QUOTE ]
Perhaps he thought he was using the base teleporter vet power (which has the same animation, and I believe brings you back to the zone you came from when you exit the base.)
In that case, he could very well have not noticed the error until after finding himself in the Tiki Lounge.
[/ QUOTE ] but going to your base throws you off the team also IIRC
[/ QUOTE ]
Leaving the zone in any way usually throws someone off a mixed team.
And no matter which teleport option you use, there's a delay and an effect and the power can be canceled before you actually get ported. I've nearly done this many (many!) times and have always been able to cancel it before I left the zone. The player may not have had game sounds on and may have been distracted or gone AFK as soon as the button was clicked though.
~Missi
http://tinyurl.com/yhy333s
Miss Informed in 2016! She can't be worse than all those other guys!
Just throwing in another backing post for the whole "only the heroes had to log" thing. As long as the team isn't mixed when someone zones to a non-co-op zone, no one will be kicked.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Also, if the person 'stuck' in Pocket D has the Mission TP power, they can go into the hallway of Pocket D leading to the zone gates and fire it off there since there is no TP suppression field there.
And if it isn't recharged, or they accidentally lost the charge by trying to TP where there is a suppression field, they can go to War Witch, who is a Trainer now, and switch to their second build to recharge it, then go into the hallway to use it. If they haven't created a second build, they can still use the Mission TPer on their second, unbuilt build without having to create a second build. Then, when they get back to Cimerora or RWZ, they can wait out the 15 minute cooldown on changing builds and see a trainer to go back to their main build.
Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides
I was doing an Imperious TF in Cimerora on a mixed team when the one villain on the team accidentally hit the Pocket D Teleport power end ended up there. As you know, if that teammate would have left Pocket D to return to Cimerora, that would have caused that player to drop from the TF.
We fixed that issue by all logging off except for the one villain, long enough for that villain to make it back to Cimerora, and then waiting for everyone to log back in. The rest of the TF continued without incident.
Manga @ Triumph
"Meanwhile In The Halls Of Titan"...Titan Network Working To Save City Of Heroes
Save Paragon City! Efforts Coordination