Limit things that interrupt mission/base transporter
Yeah, nothing makes me madder than having my WW, Mission or base transporter fail because somebody somewhere did something. I can't even tell how far they need to be to not affect me!
I agree, that, interruptions of these portals should be strictly limited to one being hit by something such as damage, debuff or status effect.
Smoke
Smoke em if you gottem
Don't forget movement on your part interupts the power as well.
As for the 30 second timer to log out. While I'm sure it could be coded, using tech from the Day Jobs, to determine if you're in a "safe area", I'd wager it's the way it is for consistancy.
Think about it like this. GR just came out, and you've never played CoH/CoV before. You buy the game, install it, make your character, play around for a while, and you happen to log out in what qualifies as a 'safe zone'. Next time you play, when you're ready to log out, you're in a 'non-safe zone', you got the 30 second timer now, and a random mob comes over and kills you. Would be a little confusing.
Don't forget movement on your part interupts the power as well.
As for the 30 second timer to log out. While I'm sure it could be coded, using tech from the Day Jobs, to determine if you're in a "safe area", I'd wager it's the way it is for consistancy. Think about it like this. GR just came out, and you've never played CoH/CoV before. You buy the game, install it, make your character, play around for a while, and you happen to log out in what qualifies as a 'safe zone'. Next time you play, when you're ready to log out, you're in a 'non-safe zone', you got the 30 second timer now, and a random mob comes over and kills you. Would be a little confusing. |
This is mostly a QoL suggestion...
I do not have an issue with the time it takes to activate the power, nor that it can be interrupted. I have an issue with what counts towards interrupting it. I do agree, that using the mission transporter, base transporter, WW, and oro portal as an "oh S..." I am about to get owned, lets get the heck out of here, is not appropriate. Therfore reasonably long transport times and interruptable makes good horse sense. Now, I can see you getting mezzed, melee or ranged struck as a means of being interrupted from teleporting. I can't see having another player run by with effects, opening a portal, stumping the ground as a bonafide reason to interrupt. Sure, we can justify why it could be possible, I am sure lots of jerks who go out of their way to spoil other player's transports would be quick to point those out. Yet they are essentially inappropriate. I would suggest limiting transport interrupts to solely one being successfully damaged or mezzed. Also I would like to question the times to log out, and even transport to an extent. I agree with the 30 second timer to log out to avoid using it as an exploit to avoid defeat. But if you are in a safe environment, say inside WW, Municipal building, Vanguard Building, etc, why the 30 seconds? Hugs Stormy |
/signed 1000 times
At least fixing the bug of being interrupted by ouro portal closing, will greatly improve QoL for users of the transporters. Unfortunately, this bug was around for quite long time (at least from i13, IIRC), and nothing has been done to address it.
This is mostly a QoL suggestion...
I do not have an issue with the time it takes to activate the power, nor that it can be interrupted. I have an issue with what counts towards interrupting it.
I do agree, that using the mission transporter, base transporter, WW, and oro portal as an "oh S..." I am about to get owned, lets get the heck out of here, is not appropriate. Therfore reasonably long transport times and interruptable makes good horse sense.
Now, I can see you getting mezzed, melee or ranged struck as a means of being interrupted from teleporting.
I can't see having another player run by with effects, opening a portal, stumping the ground as a bonafide reason to interrupt. Sure, we can justify why it could be possible, I am sure lots of jerks who go out of their way to spoil other player's transports would be quick to point those out. Yet they are essentially inappropriate.
I would suggest limiting transport interrupts to solely one being successfully damaged or mezzed.
Also I would like to question the times to log out, and even transport to an extent. I agree with the 30 second timer to log out to avoid using it as an exploit to avoid defeat. But if you are in a safe environment, say inside WW, Municipal building, Vanguard Building, etc, why the 30 seconds?
Hugs
Stormy