Improve Teleport Travel Power
I...actually like this.
BUT (as always), sometimes you need to just use Teleport instantaneously and don't need it repeatedly (yes, some people do actually use it for combat to leapfrog from group to group, including other uses).
Secondly, I don't think there really is a way to set up a power to work in this way or at the least, there doesn't already exist an example of it, which then brings Standard Code Rant into play. Perhaps with a screwy retooling of the click-to-move methodology, it could be done but yeah...
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
It's possible to set up a bind so that holding down shift and left clicking teleports you.
Well, that's not really the same though, because the bind is effectively activating the power at the same time as you click.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
It's possible to set up a bind so that holding down shift and left clicking teleports you.
|
My wish would be for Teleport to work by SHIFT+LBUTTON by default, instead of requiring players to search the forums for a good key bind. Not everyone reads the forums. Players could still change the bind if they liked.
Simple fix:
1. Bind teleport to your 'F' key in the options menu.
2. Press F
3. Click your destination
4. Teleport
5. Repeat
I'd rather see TP changed to be dependent on whether or not you're in combat.
TP in combat - teleports you to the enemy you have targeted, within X range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.
TP out of combat - brings up a map covering the range of your teleport ability. You select waypoints on the map, then activate the power and automatically teleport to each waypoint (1s per point, just enough time for a fast, snazzy animation). Map can be expanded in zones to allow for chained TP over several miles, with an appropriate endurance cost, of course. This makes it easier to use as a travel power, and a heck of a lot more like comic books (in my opinion).
Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.
Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving. |
We have this.
It's called fly.
I find that the two second cast time for teleport is what is most annoying. It would be much more enjoyable if the animation took a half-second, where the biggest limitation to teleport being the endurance cost.
I don't need a toggle. I just don't need to two seconds to do some sort of chicken-wing gesture with my arms.
Yes, BaBs. Chicken-Wing.
They just need to get rid of that ridicilous animation we have now. Would like Map teleporting but I don't see that happening as that might cause unforeseen problems(map is 2d, environment not)
The M.A.D. Files - Me talking about games, films, games, life, games, internet and games
I'm not good at giving advice, can I interest you in a sarcastic comment?
@Lyrik
Accelerating the animation would be fabulous. The delay time to *actually* move is disconcertingly long. You can fall a LONG WAY after clicking teleport before you actually STOP FALLING (which has ground impact damage implications).
I for one would not mind a rebalancing of the power in which shorter animation (and shorter delay before moving via teleport) also reduced endurance cost and range per teleport. That way the time and endurance to move a given amount of distance stayed the same ... but the teleport power would feel more responsive (as a result of being more clicky).
Faster, shorter hops at the same endurance cost per foot travelled.
Accelerating the animation would be fabulous. The delay time to *actually* move is disconcertingly long. You can fall a LONG WAY after clicking teleport before you actually STOP FALLING (which has ground impact damage implications).
I for one would not mind a rebalancing of the power in which shorter animation (and shorter delay before moving via teleport) also reduced endurance cost and range per teleport. That way the time and endurance to move a given amount of distance stayed the same ... but the teleport power would feel more responsive (as a result of being more clicky). Faster, shorter hops at the same endurance cost per foot travelled. |
However, lowering the endurance and streamlining the animation would be a big step in the right direction.
If you don't like something change it; if you can't change it, change the way you think about it.
~Mary Engelbreit
Something that could be done to make teleport much better is keep it mostly the same, BUT instead of falling after a few seconds, you stay floating untill you move. For instance teleport would look like this- after you teleported a hover flag would activate on you but in coding a move cancel tag would be put on the hover effect.
i'd rather see tp changed to be dependent on whether or not you're in combat.
Tp in combat - teleports you to the enemy you have targeted, within x range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering. Tp out of combat - brings up a map covering the range of your teleport ability. You select waypoints on the map, then activate the power and automatically teleport to each waypoint (1s per point, just enough time for a fast, snazzy animation). Map can be expanded in zones to allow for chained tp over several miles, with an appropriate endurance cost, of course. This makes it easier to use as a travel power, and a heck of a lot more like comic books (in my opinion). |
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own
I find that the two second cast time for teleport is what is most annoying. It would be much more enjoyable if the animation took a half-second, where the biggest limitation to teleport being the endurance cost.
I don't need a toggle. I just don't need to two seconds to do some sort of chicken-wing gesture with my arms. Yes, BaBs. Chicken-Wing. |
Faster animation, solved.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
It's possible to set up a bind so that holding down shift and left clicking teleports you.
|
I have to agree with the OP. Sometimes it can be annoying travelling with Teleport in it's current state. A lot of the time when I'm really not bothered I'd stick on a Raptor or Zero-G Pack and travel instead.
Care to share that bind?
I have to agree with the OP. Sometimes it can be annoying travelling with Teleport in it's current state. A lot of the time when I'm really not bothered I'd stick on a Raptor or Zero-G Pack and travel instead. |
/bind mousechord "powexecname teleport" which means I can press both buttons of the get the targeting recticle, then a click to bamf.
But the left shift one would be
/bind shift+lbutton "powexecname Teleport"
There is also a bindfile thingajig with steriods I havent tried myself, that rezooms the camera and a few other tweaks to make it even better.
That can be found: http://boards.cityofheroes.com/showthread.php?t=113599
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
TP in combat - teleports you to the enemy you have targeted, within X range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.
|
If the nearest mob is 30 yards in front of me, the next one might be 70 yards. Teleport can go about 100 yards, so wouldn't that send me flying past the second mob, when I'd rather just teleport to slightly in front of the first? It would be taking away my choice of where I'm going, either way.
TP in combat - teleports you to the enemy you have targeted, within X range, or if you have no foe targeted but are still in combat, in the direction you're facing up to the maximum range of the power or the nearest obstruction (wall, for example). That gives it maximum combat flexibility, allowing you to use it to quickly enter or exit a fight, just as it does now, without any of the clicking or hovering.
|
What if I want to teleport somewhere other than right on top of my target or 100 yards in the direction I'm facing?
If the nearest mob is 30 yards in front of me, the next one might be 70 yards. Teleport can go about 100 yards, so wouldn't that send me flying past the second mob, when I'd rather just teleport to slightly in front of the first? It would be taking away my choice of where I'm going, either way. |
Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.
Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving. |
This is not the first time that I want a power to have two different ways to be activated. It would be nice if we can click "A" (for example) to activate teleport as a click for short teleport, but click "B" to toggle on teleport as a toggle for long travels.
Ya know, when I teleport someone in motion, they continue to be in motion at the destination, but I have to do the funky calisthenics everytime I port myself.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
What if I want to teleport somewhere other than right on top of my target or 100 yards in the direction I'm facing?
|
If the nearest mob is 30 yards in front of me, the next one might be 70 yards. Teleport can go about 100 yards, so wouldn't that send me flying past the second mob, when I'd rather just teleport to slightly in front of the first? It would be taking away my choice of where I'm going, either way. |
Great topic for the OP's user name.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Angle the camera to face the floor where you want to stop. Floors are obstructions. Probably would help for players to have some kind of visual reference to show where they'd "land" when teleporting, but it's not terribly difficult to figure out where the center of the screen is even without a graphic. |
Additionally, teleporting over a map is purely impractical, unless you want to use a Descent-style map. 2D maps of a 3D environment never work, as you will note trying to place map marker thumb tacks. They don't land on street level, they end up 200 feet in the air or 100 feet underground or by and large NOT where the surface would really have them be. And that's on a single-storey map. Trying to teleport around Grandville via an overhead map can not work. What's more, trying to teleport via an overhead map in general is restrictive, because it doesn't allow you to teleport up. The only alternate solution to a Descent-style map would be a Homeworld-style map, and all of these make the process far, far more complicated anyway.
That said, I WOULD love to see the animation time sped up. I have serious doubts this would be done for regular Teleport, as that would speed it up significantly, but I've always wanted to see a Combat Teleport power with, say, a 20-30 feet range, instant cast (as in, you click, you're there, no delay) and a recharge time of a few seconds, say 2-3. Mechanically speaking, it shouldn't be faster than Teleport, and should be a LOT more fiddly, but it would be cool to use for in-combat mobility. I completely agree that the huge long animation of Teleport really ruins the effect of instant travel.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
Just an idea for the Teleport Travel Power. Not really sure what the logistics would be for changing it or if there are even enough people who would care, but figured I'd throw it out here and see.
Instead of a click point click system for teleport, have it be a toggled ability. While toggled it could allow you to simply click where you want to teleport for the entire time that it's active. It would also eliminate the forced hover time, since the hover would always be on unless you click the toggle off, thus giving each person the ability to choose when and where they're sitting in the air not moving.
If you don't like something change it; if you can't change it, change the way you think about it.
~Mary Engelbreit