Improve Teleport Travel Power


Adeon Hawkwood

 

Posted

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

 

Posted

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...


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Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

It's possible to set up a bind so that holding down shift and left clicking teleports you.


 

Posted

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]~

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
It's possible to set up a bind so that holding down shift and left clicking teleports you.
I love that bind.

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.


 

Posted

Simple fix:

1. Bind teleport to your 'F' key in the options menu.
2. Press F
3. Click your destination
4. Teleport
5. Repeat



 

Posted

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).


 

Posted

Quote:
Originally Posted by SpecialDelivery View Post
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.


 

Posted

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.


 

Posted

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.


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Posted

Quote:
Originally Posted by Redlynne View Post
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.
I guess my thought with the toggle was that it would not be so endurance heavy. All other travel powers use toggles and they seem fine when it comes to endurance, even allowing them to be left on for short battles.

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

 

Posted

Quote:
Originally Posted by Tonality View Post
I find that the two second cast time for teleport is what is most annoying.
QFT. I'd love a shorter cast on Teleport.


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Posted

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.


 

Posted

Quote:
Originally Posted by luminara View Post
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).
genius!!!


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own

 

Posted

Quote:
Originally Posted by Tonality View Post
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.
^ a thousand times this.
Faster animation, solved.


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Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
It's possible to set up a bind so that holding down shift and left clicking teleports you.
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.


 

Posted

Quote:
Originally Posted by ReclusesPhantom View Post
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.
I use
/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


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Thank you Devs & Community people for a great game.

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Posted

Quote:
Originally Posted by Luminara View Post
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.


 

Posted

Quote:
Originally Posted by Luminara View Post
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.
Quote:
Originally Posted by Clebstein View Post
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.
Yeah, the suggestion is quite inflexible. If you're in combat stance, you're not free to teleport to any place you want. Out of combat, the suggestion is to pull out a map to plan the travel. I believe the current method to teleport should be retained with the suggestion for both in-combat and out-of-combat mode. I'm not sure how it can be done though.

Quote:
Originally Posted by SpecialDelivery View Post
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.
For this original idea, it's actually not bad. I agree with LostHalo that if we just want to do one single teleport, it's a hassle to have a toggle.

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.


 

Posted

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.


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Posted

Quote:
Originally Posted by Clebstein View Post
What if I want to teleport somewhere other than right on top of my target or 100 yards in the direction I'm facing?
Exit combat.

Quote:
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.
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.


 

Posted

Great topic for the OP's user name.


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----------------------------------------------------------

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Posted

Quote:
Originally Posted by Luminara View Post
Exit combat.
There is no "in combat" state in this game, which is a large reason why powers meant to be used out of combat employ secondary metrics to try and judge whether you're in combat or not. You can't rely on the animation stances, either, as there are a lot of them, and they don't always correspond to actual combat.

Quote:
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.
We already have a perfectly good means to aim our teleport - a mouse-controlled reticle. Binding it to the camera is a really big step DOWN from this, because you can generally always click where you can see, but you can't always LOOK at everything you can see. Easy example - look straight down, zoom the camera out and you can teleport to ledges that you can't see the floor of from below. Teleporting to enemy is a good idea, but teleporting to camera direction is most decidedly not.

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.


Quote:
Originally Posted by Arcanaville View Post
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