Teleporters


Avernal_EU

 

Posted

Has anyone tried making one of these on a workbench yet? Recipie is showing up, shows as having all the parts. However when I try and fabricate one, it wont create. Everything else on the list will create. Anyone else had any luck? It is the arcane teleporter.

And to pre-empt some of the questions. The workbench list was filtered by items makeable on this table and items you have the ingredients for.


 

Posted

You won't get a message saying that you have created the item. If you go back to the base entrance and click Add Personal Item you should see it though.

Then you can place it in your base and be charged prestige for the priviledge - not sure how much the telepad was but mission computer was 75k!

This of course makes perfect sense since we earned the salvage, earned the prestige to get a workbench up and running, used our earned salvage to make the components and finally used those components to make the item. Why wouldn't we then have to pay a ludicrous amount just to move an item we already own from our inventory into a room? It all makes absolute sense, really....to someone....somewhere....who needs a bloody good kicking!


 

Posted

Teleporter cost 15k to buy once you have manufactured it, but to use it into the hazard zones you need to either have found the SG badge relating to that zone OR spend 10k buying the flag that lets you travel there. I'm going all out to get this up and running for my SGs base as I think it is one of the most useful elements of the SG base concept as it means you can effectively go from Creys folly to Founders fall, to IP with a much shorter travelling time... expensive but worth it... when you think a big TV costs 5k, 15k really ain't that much. It took me a while (and some advice) before I realised that I had it in personal items.... so now I have 3 of the buggers ready to go wish they'd told me from the outset!


 

Posted

[ QUOTE ]
This of course makes perfect sense since we earned the salvage, earned the prestige to get a workbench up and running, used our earned salvage to make the components and finally used those components to make the item. Why wouldn't we then have to pay a ludicrous amount just to move an item we already own from our inventory into a room? It all makes absolute sense, really....to someone....somewhere....who needs a bloody good kicking!

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I can make sense of this... apart from the ridiculous amount...
The cost is what you'd pay a specialized crew to install the system... and hook it up and calibrating it.
Now if your SG has a tech nut that knows it's way around machines, that completely voids this argument, appart from a little wiring...


@ShadowGhost & @Ghostie
The Grav Mistress, Mistress of Gravity

If you have nothing useful to say, you have two choices: Say something useless or stay quiet.

 

Posted

Just read on the US boards that the arcane teleporters are bugged and cant be made atm, only the tech ones can. So guess that answers the question. Its being looked into atm.


 

Posted

On the other hand, tech equipment seems to run perfectly well on magic power and control. (Hence why we have iMacs.)

Just buy tech teleporters until the arcane ones are ready.


Is it time for the dance of joy yet?

 

Posted

got a porter today, only access to 2 hazard zones per porter, need to find badges to unlock othe zones? cool things though...


 

Posted

[ QUOTE ]
got a porter today, only access to 2 hazard zones per porter, need to find badges to unlock othe zones? cool things though...

[/ QUOTE ]

So you can access two hazard zones using one teleporter, and need to build another telepad for more zones?


 

Posted


In villains i think you get sg badges for collecting all the exploration badges in a zone in sg mode - this allows you to hook up the 'porter to that zone.


 

Posted

true quilla, also true above that only 2 beacons can be attached per base tper, but anyone with base edit rights can swap these at will anyways. not sure how many telepads u can put in a tp room, but if its 3 say, then u can have 6 destinations at any one time.

[ QUOTE ]
On the other hand, tech equipment seems to run perfectly well on magic power and control. (Hence why we have iMacs.)

Just buy tech teleporters until the arcane ones are ready.

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dreamer, the tech tper shows as powered, but it doesn actually work on arcane power, whetehr with arcane beacons or tech ones, sorry to be the bringer of bad news.

ETA on a patch if any1 has read?

Plight


 

Posted

You get badges that allow access to other zones but hazard zone access has to be bought (teleporter = 15k,can be attached to 2 zones at 10k each) Pick your harard zones wisely! We have no SG exploration badges yet, maybe we should have a mass explore session with vidiotmaps...


 

Posted

If your gonna explore, dont bother with cap au diable, the sweet tooth badge is bugged atm and cant be gathered.


 

Posted

[ QUOTE ]
If your gonna explore, dont bother with cap au diable, the sweet tooth badge is bugged atm and cant be gathered.

[/ QUOTE ]There is a hole in the map that allows you to fly underground and collect sweet tooth.


 

Posted

our supergroup just recently got 3 telepads up, linking the CoV zones, mercy, oakes, cap, sharkhead, nerva and martial, so far its proved to be useful, but i bet not as useful as they could be in CoH, as the last 4 zones i mentioned are all linked via ferry...


 

Posted

[ QUOTE ]
You get badges that allow access to other zones but hazard zone access has to be bought (teleporter = 15k,can be attached to 2 zones at 10k each) Pick your harard zones wisely! We have no SG exploration badges yet, maybe we should have a mass explore session with vidiotmaps...

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Does this mean we can tp to the non-hazard zones as well? How do we do that? Use the raid teleporter? Yesterday night the Goonies got one telepad working, but I was wondering how to get to the normal zones. (talking COH here) ATM we dont have prest for the raid teleporter, hence I am asking.


 

Posted

[ QUOTE ]

Has anyone tried making one of these on a workbench yet? Recipie is showing up, shows as having all the parts. However when I try and fabricate one, it wont create. Everything else on the list will create. Anyone else had any luck? It is the arcane teleporter.

[/ QUOTE ]

I experienced this last night and I didn't make any of the mistakes listed here. For the record the exact sequence of events.

Go to forge and click on it.
filter by not createable here and not got ingredients.
Theres the arcane teleporter, expand out the entry.
There is no picture associated with it so where there should be a picture it is blank.
I have 11 foci and only need 6
So hit the create button.
then hit the create button.
then hit the create button.
Nothing. Still got the foci and not got a teleporter. The tech one creates correctly. But not the arcane one.

My advice is to go back to your table, try it again, then bug it. The more bug reports they get on the same problem the more likely it is to be fixed.


 

Posted

Aye have already bugged it. They confirm it is a known issue. Have also bugged bundle of other arcane recipies that dont create either

Max whereabouts is the hole? Spent about 45 mins trolling around looking for a way in.


 

Posted

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Does this mean we can tp to the non-hazard zones as well? How do we do that?

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Nope, you can only get hazard zone access on the hero side. You don't have to pay to unlock the beacons either, what you do is explore a hazard zone and collect all of the exploration badges (if you've already collected them prioer to I6 simply walk over them all a second time, even though you don't get the badges again it still registers the SG Badge when you walk over the final one), when you've collected all of them you get a supergroup badge under the exploration tab saying you've unlocked the beacon. After unlocking, you can purchase beacons within the base editor under the teleporter menu - if you have found you have some there to buy that just means your SG has collected the SG Badge for the zone already, not that you are paying to unlock the item. You just have to pay to place them as you do with any base item, same way workbench items work even though you just collected all the materials together to build it yourself, it still costs prestige to place.


 

Posted

[ QUOTE ]
[ QUOTE ]
Does this mean we can tp to the non-hazard zones as well? How do we do that?

[/ QUOTE ]

Nope, you can only get hazard zone access on the hero side. You don't have to pay to unlock the beacons either, what you do is explore a hazard zone and collect all of the exploration badges (if you've already collected them prioer to I6 simply walk over them all a second time, even though you don't get the badges again it still registers the SG Badge when you walk over the final one), when you've collected all of them you get a supergroup badge under the exploration tab saying you've unlocked the beacon. After unlocking, you can purchase beacons within the base editor under the teleporter menu - if you have found you have some there to buy that just means your SG has collected the SG Badge for the zone already, not that you are paying to unlock the item. You just have to pay to place them as you do with any base item, same way workbench items work even though you just collected all the materials together to build it yourself, it still costs prestige to place.

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Actually I thought that you couldnt get them the second time cause nothing got registered, thanks for this info. We have gathered all the known beacon badges now anyway, so it wouldnt matter. Plus it wouldve been difficult to find them without the "badge earned" message

I hope they add beacons for the normal zones in the future..


 

Posted

hm, you sure you only need the explo badges to unlock the beacon? Because in CoV got all the mercy island, port oakes and cap au diable (including sweet tooth) explo badges in SG mode, yet only got the port oakes beacon in return. The same in CoH, got all the explo badges in sg mode of striga, hollows and boomtown (just to test it) but only got the boomtown beacon. Maybe you can only unlock 1 beacon per person?


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

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hm, you sure you only need the explo badges to unlock the beacon? Because in CoV got all the mercy island, port oakes and cap au diable (including sweet tooth) explo badges in SG mode, yet only got the port oakes beacon in return. The same in CoH, got all the explo badges in sg mode of striga, hollows and boomtown (just to test it) but only got the boomtown beacon. Maybe you can only unlock 1 beacon per person?

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Yes I'm sure, I've got all of the beacons available in the base editor. Lord Recluse also posted that it was exploration badges only, after the initial theory it was exploration badges *and* plaques, Mercy Island and Cap Au Diable were completely unattainable during the beta too whereas they're working now and correctly award the SG Badge.

As I said, it's not based on one person in the SG collecting all the badges for a zone, just that each badge has been discovered by one of your members *whilst in SG mode*. If you had already obtained the badges before forming the SG or toggling SG mode, you simply walk over all of them in a zone a second time, it won't give you the "Badge Earned!" text for them but after you've visited them all you will see it along with a notification in the chat window that your SG received the SG beacon badge for that zone. As soon as you have the beacon badge you can buy the beacon items within the base editor.


 

Posted

thats what i thought as well... ah well better petition it then..


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

[ QUOTE ]
hm, you sure you only need the explo badges to unlock the beacon? Because in CoV got all the mercy island, port oakes and cap au diable (including sweet tooth) explo badges in SG mode, yet only got the port oakes beacon in return. The same in CoH, got all the explo badges in sg mode of striga, hollows and boomtown (just to test it) but only got the boomtown beacon. Maybe you can only unlock 1 beacon per person?

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1 beacon per person is definitely NOT true, I can confirm that at least for COH. The Goonies have all the beacons mentioned in vidiotmaps collected and working.


 

Posted

yeah like i said, thats what i thought as well, seeing it would be kinda ridiculous for the small SGs.. i've now tped a low lvl char around to the badges so im sure he got badges IN sg mode, and still no beacon think the game doesnt like our SG


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

No, I unlocked all zone beacons by doing exploration in SG mode (except for Warburg and bloody/sirens). Make sure that you're not using an outdated exploration list, some were missing on some sites.