Day Trader Teleporter not working?


Aggelakis

 

Posted

I have tried twice today to use the day trader teleporter to get to wentworths and I got the flash and buildup and it used a charge, but I never got the option to teleport anywhere. Has anyone else had this issue?


 

Posted

If you're standing anywhere with an anti-TP field, it won't work. Pocket D, jail cells, a few other places.


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Posted

OK, I must have been in anti-tp zone. Both times I tried after I exited out of a mission so I don't know specifically where I was, but I guess that was the prob. I just tried again and it worked. Are the anti-tp zones on the wiki?


 

Posted

Quote:
Originally Posted by vinque View Post
OK, I must have been in anti-tp zone. Both times I tried after I exited out of a mission so I don't know specifically where I was, but I guess that was the prob. I just tried again and it worked. Are the anti-tp zones on the wiki?
AFAIK, the only "public" place is the Pocket D dance floor. If you were experiencing the problem elsewhere, it could also be the issue many people have with the teleport powers being interrupted when people port to Ouroboros. It's common to see this issue right after a mission when some people use Ouro to get someplace else, and you have to wait a few seconds to use your teleport power again.

That wouldn't explain why you still lost a "charge" in the power though.


 

Posted

Actually it would, when the power fails due to the ouro bug it uses a charge. It's very annoying, and makes me reluctant to use the powers now.


 

Posted

Quote:
Originally Posted by Master-Blade View Post
AFAIK, the only "public" place is the Pocket D dance floor.
Pocket D wastes my Mission Transporter all the time. EVERYWHERE in the club and tiki room (except a small area around the base portal, apparently) is telepot-suppressed. This includes anywhere you can walk to from the dance floor without clicking a door. The Ski Chalet allows teleporting normally, as do the hallways beyond the hero/villain only elevators.


@Roderick

 

Posted

Quote:
Originally Posted by Nights_Dawn View Post
Actually it would, when the power fails due to the ouro bug it uses a charge. It's very annoying, and makes me reluctant to use the powers now.
Any port which gets to the point where it's not interruptible any longer, such as the destination selection screen for the Market Porters, waste the charge when that happens. If there is a selection screen, if the O-portal despwans before you zone... even if you have selected the destination you go no-where.


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Posted

Quote:
Originally Posted by Roderick View Post
Pocket D wastes my Mission Transporter all the time. EVERYWHERE in the club and tiki room (except a small area around the base portal, apparently) is telepot-suppressed.
I would put good money on the likelyhood that the base portal utilizes significant teleport code. So if that small area was port suppressed, the portal would not work.


 

Posted

Quote:
Originally Posted by Roderick View Post
Pocket D wastes my Mission Transporter all the time. EVERYWHERE in the club and tiki room (except a small area around the base portal, apparently) is telepot-suppressed. This includes anywhere you can walk to from the dance floor without clicking a door. The Ski Chalet allows teleporting normally, as do the hallways beyond the hero/villain only elevators.
You can also run into the vaults and use your teleporter powers there.