Disable TP temp powers in Pocket D


Aett_Thorn

 

Posted

I've wasted too many Wentworths, Base and Mission TPs inside Pocket D. While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers. ("But DarkGob, surely you're just an idiot who can't remember a simple detail about Pocket D!" Sure I am, but everybody has to discover this for a first time.)

On a related note, if at all possible the WW TP should only subtract a charge if you actually use it to teleport. If, say, you begin the process to teleport, then remember that you're in Pocket D while you still have a chance to interrupt it, you shouldn't lose a charge for that.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
I've wasted too many Wentworths, Base and Mission TPs inside Pocket D. While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers. ("But DarkGob, surely you're just an idiot who can't remember a simple detail about Pocket D!" Sure I am, but everybody has to discover this for a first time.)

On a related note, if at all possible the WW TP should only subtract a charge if you actually use it to teleport. If, say, you begin the process to teleport, then remember that you're in Pocket D while you still have a chance to interrupt it, you shouldn't lose a charge for that.
/agreed.

I know full well about the TP suppression field, but I've gone and switched characters to join friends, hit Mission Teleport as I came in - THEN remembered "oh, yeah, can't do that from here" and had to zip to the base portal. I don't log out in Pocket D enough for it to be the first thing on my mind.

Just disable the powers.


 

Posted

/signed!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

The reason it's there is to keep people from TPing their friends into the Tiki Club when they don't have the pass to get in.


�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars

 

Posted

Quote:
Originally Posted by DocArcus View Post
The reason it's there is to keep people from TPing their friends into the Tiki Club when they don't have the pass to get in.
Nobody's arguing about the reason it's there.

The OP is asking that the temp powers (Mission Teleporter, Base teleporter, etc.) not be allowed to activate *specifically because* Teleport doesn't work there, so they're not wasted (since they have charges in many cases, or are on a long recharge.)

From the OP:
Quote:
. While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers.


 

Posted

Quote:
Originally Posted by DarkGob View Post
I've wasted too many Wentworths, Base and Mission TPs inside Pocket D. While the teleport itself is suppressed, the power isn't disabled, which means you go through the entire animation cycle, only to find yourself still in Pocket D, with one less WW TP charge, waiting out the extremely long recharge on any of these powers. ("But DarkGob, surely you're just an idiot who can't remember a simple detail about Pocket D!" Sure I am, but everybody has to discover this for a first time.)
I've done it forgetting about the field myself. One charge lost, supression so I can't use another for 15 minutes.

What I wouldn't mind seeing is full power supression like in the quiet room of the AE building. It would certainly fit better than the current system both for power-spammers and the in-game explanation of 'DJ Zero only permits it when asked'


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Been there done that myself, sometimes I catch it, most often I waste a charge

Good solid suggestion.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by DocArcus View Post
The reason it's there is to keep people from TPing their friends into the Tiki Club when they don't have the pass to get in.
(And also to prevent people from TPing teammates into the dancer cages and then leaving them trapped there.)

That being the case, powers that only teleport oneself away shouldn't be suppressed at all. SG base teleport, mission teleport, market teleport - I can see no possible harm in permitting those to be used to leave the D, apart from the possibility that a whole bunch of people will gang up and use the long, flashy lead-ins to bring people's GPUs to their knees.


 

Posted

Quote:
Originally Posted by DocArcus View Post
The reason it's there is to keep people from TPing their friends into the Tiki Club when they don't have the pass to get in.
That's only one reason. Photon gave another. The main one though is there are a lot of holes in different spots in the structure of PD, and to prevent a lot of issues with people getting stuck or being stuck, it was decided to lock down the power instead of spending a lot more time tweaking the map.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
That's only one reason. Photon gave another. The main one though is there are a lot of holes in different spots in the structure of PD, and to prevent a lot of issues with people getting stuck or being stuck, it was decided to lock down the power instead of spending a lot more time tweaking the map.

Still the tp out powers do not suffer from any of these problems. So I consider this a small QoL thing.

/signed


 

Posted

/signed

I forget this EVERY SINGLE TIME I log back in while going for the Clubber badge.

The only reason I wouldn't want to see an AE-style quiet room is simply because of the convenience of travel powers, but aside from that, not being able to click on a power you cannot even use won't hurt anyone.