Ian
--
AFK [55 Enchanter] Fabno Licious (Erudite)
"Ian Penfold" <ian.pe...@net.ntl.com> wrote in message
news:3C0A63D0...@net.ntl.com...
Don't be surprised if there are no TP spells, at least on Norrath. I'm
betting either sold on Luclin, dropped, or none at all for a while till they
get the 'feel' they want for it.
--
Lannella Velg'larn <Rutabaga Paradox>
Miragul's Highwayman (47), Druzzil Ro
http://COME.TO/THEHIGHWAY
Safehouse Ring Warden (www.thesafehouse.org)
http://www.magelo.com/eq_view_profile.html?num=6443
"Ian Penfold" <ian.pe...@net.ntl.com> wrote in message
news:3C0A63D0...@net.ntl.com...
You will go to one of the wizard spires scattered around the land, and every
45 minutes or so a scripted event will take place and you will get a
confirmation to port to Luclin.
Castable Luclin ports will only work from places inside Luclin, and old world
ports will only work from the old world. They have said taking an old world
port while in Luclin will take you to the gateway zone, where you have to wait
for the event, then port again once in the old world.
Its laughable how each expansion, they have attempted to nerf teleport in
some way. First with kunark, we only got 1 port stuck way down the sw corner
of the continent. Wasnt until recently that it was unnerfed so we could evac
direct to EJ or skyfire.
Then come velious, and ports wouldnt work there (save for IC) until you had
gone there on foot anyway and got the item. Now we have Luclin, with
probably no direct ports at all. Gives one the impression that verant regret
giving port spells in the first place, and are tyring to backstep.
Or maybe they just want you to go through at least *once* the "old
fashioned way" and at least *see* all the content they spent a year or
two building, rather than immediately zoning into the highest end zones
and trying to scoop up the uberloot.
I didn't mind at all that I had to make the run for a GD or WL tooth,
etc. Does ya good to get out and breath some of the fresh air every once
in a while. :-)
--
jaZZ md
*******
"Intellectual brilliance is no guarantee against being dead wrong."
- - David Fasold
>1) i heard long ago, there is a spot that will tp you up every set amount of
>minutes
>2) you probably wont see spells til the luclin patch.....
Here's what I've located:
Wizard NPC every 45 Mins from:
Dreadlands
Greater Faydark
North Karana
Tox Forest
PC Wizards
Standard self gate(level 20)
Group portal to the nexus *ONLY*(24)
Translocate(39)
Given how they also wanted to boot folks out of those same zones if they
were too high a level (aborted TLC for all of SoL), they sure have a funny
way of expressing it. What is wrong with them? Make the travel easy and the
hunting challenging, PLEASE!
James
> Or maybe they just want you to go through at least *once* the "old
> fashioned way" and at least *see* all the content they spent a year or
> two building, rather than immediately zoning into the highest end zones
> and trying to scoop up the uberloot.
>
> I didn't mind at all that I had to make the run for a GD or WL tooth,
> etc. Does ya good to get out and breath some of the fresh air every once
> in a while. :-)
The tooth system was fine. Although I would prefer a code based solution of
the same design that didn't take up one of my valuable inventory slots on a
permanent basis. Reducing every player in the game to "taking the boat",
permanently, is not.
| Given how they also wanted to boot folks out of those same zones if they
|were too high a level (aborted TLC for all of SoL), they sure have a funny
|way of expressing it. What is wrong with them? Make the travel easy and the
|hunting challenging, PLEASE!
If travel is TOO easy, then every point in the world becomes adjacent to
every other point, world size collapses to zero and the entire population of
the game can descend on anything of interest in seconds.
This is not good. One of the major problems with UO was the ability to go
absolutely anywhere at will.
Verant's only real blind spot here is their insistence that teleportation
be done by PCs only. There should be NPCs at the teleport spots who will port
you for a hefty fee -- say 50 pp.
Dennis F. Heffernan EQ: Venture Fletcher(E'ci) dfra...@email.com
Montclair State U #include <disclaim.h> ICQ:9154048 CompSci/Philosophy
"It's better some times if we don't get to touch our dreams."
-- Harry Chapin
> Verant's only real blind spot here is their insistence that teleportation
>be done by PCs only. There should be NPCs at the teleport spots who will port
>you for a hefty fee -- say 50 pp.
Doh! That's what I pay PCs.
--Jekke
=====================
Playing on Torvonilous
Qiin Dred (Iksar Necromancer, 54)
Moulin Khmer (Dark Elf Rogue, 49)
Sheava Ebonrezzor (Dark Elf Cleric, 39)
Greebeux Goodkitty (Iksar Warrior, 27)
Persona (Dark Elf Enchanter, 4)
I don't think it's coincidence that the TLC was dropped at about the same
time that Brad left. It's good to have a Vision(tm), but at the same time
you have to be flexible with it, and above all maintain some emotional
distance from it.
I suspect that the port restrictions are a lingering remnant.
Joe D
--
If he would have had more of them, it might have worked.
|On Mon, 03 Dec 2001 15:34:57 GMT, Dennis Francis Heffernan
|<dfra...@email.com> wrote:
|
|> Verant's only real blind spot here is their insistence that teleportation
|>be done by PCs only. There should be NPCs at the teleport spots who will port
|>you for a hefty fee -- say 50 pp.
|
|Doh! That's what I pay PCs.
I only pay 25 pp, and usually have no trouble finding a port.
How did that turn into a problem? Was it swarming during GM events, or a
PvP-related issue, or what? Without a /who all zonename command, one of the
first steps in getting unused areas used has to be making travel easier for
players. Especially since generalized travel requires interacting with other
players (players that might not be available to help you) at present or
playing one of two classes.
> Verant's only real blind spot here is their insistence that teleportation
>be done by PCs only. There should be NPCs at the teleport spots who will
port
>you for a hefty fee -- say 50 pp.
If you can come up with some way of compensating druids and wizards for
the loss to their usefulness by doing that, then I'd consider it.
James
> > If travel is TOO easy, then every point in the world becomes adjacent to
> > every other point, world size collapses to zero and the entire
population
> > of the game can descend on anything of interest in seconds.
> >
> > This is not good. One of the major problems with UO was the ability to
go
> > absolutely anywhere at will.
>
> How did that turn into a problem? Was it swarming during GM events, or a
> PvP-related issue, or what? Without a /who all zonename command, one of
the
> first steps in getting unused areas used has to be making travel easier
for
> players. Especially since generalized travel requires interacting with
other
> players (players that might not be available to help you) at present or
> playing one of two classes.
If everyone can travel easily, high-demand camps become that much
more crowded. How crowded would Rathe Mountains be if it was a
zone off of West Commonlands, for instance? Zones get used because
they're safe and have reasonable loot or XP. Getting into LoIO or OT
isn't exactly safe or easy, for instance, yet look how crowded they are.
> > Verant's only real blind spot here is their insistence that
teleportation
> > be done by PCs only. There should be NPCs at the teleport spots who
> > will port you for a hefty fee -- say 50 pp.
> If you can come up with some way of compensating druids and wizards
> for the loss to their usefulness by doing that, then I'd consider it.
Which "loss to their usefulness" is that, exactly? I used to get a port to
NK when I wanted to hunt in SK. Disband after the port, go get a group,
look for a port out later. The druid/wizard got nothing except a few PP
for doing the port. Today, if I want to go to the Hole, I take a porter
with me because I have to have some way to get the melee classes out
of the zone. That's something that wouldn't be lost by being able to
have everyone form-up at Toxx without having porters jumping all over
picking up people.
"Wolfie" <bgbd...@tampabay.rr.com> wrote in message
news:QSSO7.170156$Yb.42...@typhoon.tampabay.rr.com...
I see it going the opposite way. If you go to area X and it's
overcrowded, at present I grit my teeth and stay OR log to an alt because
travel has a fair amount of downtime associated with it and there's no
guarantees that the place I'm going will be any better. If travel was easy,
I'd leave in a heartbeat to try and find someplace better. I think it might
also aid people who honestly WANT to go to uncamped areas.
>Zones get used because
>they're safe and have reasonable loot or XP.
And because other people are there. My warrior isn't in DL because she
enjoys the ambiance of Gorenaire shouting about killing fool druids in
wolfform - she's there because within a few minutes of /ooc'ing and putting
up the LFG flag she's fighting in a group.
>> > Verant's only real blind spot here is their insistence that
>teleportation
>> > be done by PCs only. There should be NPCs at the teleport spots who
>> > will port you for a hefty fee -- say 50 pp.
>
>> If you can come up with some way of compensating druids and wizards
>> for the loss to their usefulness by doing that, then I'd consider it.
>
>Which "loss to their usefulness" is that, exactly? I used to get a port
to
>NK when I wanted to hunt in SK. Disband after the port, go get a group,
>look for a port out later. The druid/wizard got nothing except a few PP
>for doing the port.
Ding ding ding! Right now, druids and wizards can ALWAYS raise cash by
being porters. This is especially true in some places - I generally don't
hear port requests at the Thurg bank for less than 50 pp. If travel becomes
easy, you've taken away a big source of cash for them.
>Today, if I want to go to the Hole, I take a porter
>with me because I have to have some way to get the melee classes out
>of the zone. That's something that wouldn't be lost by being able to
>have everyone form-up at Toxx without having porters jumping all over
>picking up people.
Now look at a Stonebrunt group. If everyone could get to Tox without a
porter, how likely is it a druid or wizard will be in the party? Now same
situation, only you need a porter or have to take the boat to get there? It
would have an impact.
James
Each time I hear folks say this I cringe. As someone who is willing to
make an effort to get away from the crowds now I am able to enjoy zones
that many other folks refuse to travel to, perhaps you could even say
because the many refuse to. If it was easy to travel to all zones there
would be none left for me to enjoy as all would be like the zones I make
a point of getting away from. Those who honestly WANT to go to uncamped
areas are doing that already, the ones who aren't doing that now are not
very honest about their WANTs ( trying to be nice, I mean they might
just be LAZY).
th
Agree on that one. You will remove a part of the usefullness/cash making
if eveyrone could get a port from NPCs, but binds are a whole
different story. Think i got 15pp in total on binds so far, all
donations, would only be reasonable if you could pay a NPC maybe 10-25pp
for a bind instead of shouting for one for 15 min at WFP gate.
--
Hesten Gnyffa
Level 49 druid
Member of Sceptered Isle
Veeshan server
I would be willing to bind more often if they removed the cast delay time.
As is if I'm running through a gate (with somewhere to be) and someone needs
a bind, I'd have to sit, change spells, wait a minute for it to be active,
then cast.
Its that extra minute that keeps me from stopping. Might seem minor, but
its just enough annoyance to keep me from stopping. Unless I'm in no hurry,
in which case out comes Resolution, Bind, Sheild of Words and I start
buffing newbies =)
| How did that turn into a problem? Was it swarming during GM events, or a
|PvP-related issue, or what?
Both, and a bunch more problems, the specifics of which were particular to
UO but the generalities would most likely apply to any game.
In PvP, PKs could gate into an area, sweep it, and gate or Recall out
before anyone could even TRY to organize a retaliatory strike.
In PvE, all areas with decent resources were marked and hit like
clockwork. You know how Wizards and Druids will bind next to Hadden and gate
over when he's due to see if he's up? Now multiply by every decent spawn
point in the game, and imagine that everyone in the game can do it.
This applied to trade skills, too. All vendors with needed resources were
marked. Tailors, for instance, would carry bags of runes for every tailor
shop in the world, and when thread was due to spawn on the vendors, they'd
Recall around the world and buy it all. Worse: people would hit every spell
reagent vendor in the world, buy up all the reagents...and put them on their
OWN vendors at two or three times the price. (*Every spell* in UO requires
reagents, btw.)
There were other minor annoyances, but they escape me now.
|Without a /who all zonename command, one of the
|first steps in getting unused areas used has to be making travel easier for
|players.
Within limits.
More than ease of travel, the game needs more bind points. Stonebrunt in
particular is absolutely murdered by its bind situation.
| If you can come up with some way of compensating druids and wizards for
|the loss to their usefulness by doing that, then I'd consider it.
I don't believe the average Druid or Wizard would consider NPC teleporters
to be a threat to their usefullness -- more like the allievation of a burden.
To answer your other post, if you were to offer teleports for 50 pp on
E'ci, you'd be laughed out of the zone. 25 pp is plenty. The specific price
point for such a hypothetical service as NPC teleports is not really the issue
anyway. The fact that two classes might lose some of their ability to raise
cash is not nearly injurious enough to serve as a counter-argument given the
benefits of such a service.
>
> More than ease of travel, the game needs more bind points.
> Stonebrunt in
> particular is absolutely murdered by its bind situation.
Huh????? You can bind less than 2 minutes travel from Stonebrunt. Its
hardly remote. I could get a bind in the fountain/pool room just across
the Warren zone line in Paineel, and then its a minute in Warrens plus
zoning time from Paineel and to Stonebrunt.
Tim
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568
This is the point of the short science fiction story "Flash Crowd",
by Larry Niven. (It can be found in the collection of his stories
in the volume, "The Flight of the Horse".)
Teleportation booths have been invented -- go into one, dial
the number of another booth anywhere on earth, and *zap*, you're
there.
The downsides quickly become apparent, however. Any event of national
or worldwide interest suddenly gets jammed with hundreds of thousands
of gawkers, almost exactly like the way in which a nationally publicized
internet website becomes overrun with traffic and crashes from the load.
Worse, sites of unrest become flooded with people wanting to
add to the violence, and/or take advantage of it. Imagine how
bad the Los Angeles riots would have been if everyone on the planet
who felt aggrieved by the verdict in the Rodney King trial had
been able to punch a few buttons and go join the riots.
Remote sites of pristine beauty (like Tahiti) get overrun with
weekend tourists.
And so on.
Well, I refused it when it was offered to me, but someone tried to give me
150pp for a bind. Admittedly, that is not the norm, but back when I first
got bind, I was selling binds and sows, made enough to buy some spells, made
it faster than I could fighting at the time. I have long since stopped
accepting payment for binding/buffing, I usually do it if asked, if someone
is annoying, I will refuse, or charge for it.
--
Graeme Faelban, Barbarian Shaman of 41 seasons, Erollisi Marr <The
Appointed>
Tainniel, Halfling Warrior of 23 seasons, Erollisi Marr <Decadence>
Ganwein, Wood Elf Ranger of 11 seasons, Erollisi Marr <Decadence>
Alright, as a newbie I have yet to do intercontinental travel, one
reason being I don't understand how it works other than taking the
boats. How do ports and binds work? If I'm currently based in Felwithe,
is there only a specific location that the wizard spires in Greater
Faydark can use to teleport to? If I wanted to go to Tunaria, for
example, but didn't want to take the boat, what would my options be? And
once there, can I not just have someone bind me there so that if I die I
don't have to cross over from Feydwer again? I'm really confused.
--
=====================================================================
I don't want this anger that's burning in me.
It's something from which it's so hard to be free.
But none of the tears that we cry in sorrow or rage
Can make any difference, or turn back the page.
- David Gilmour
=====================================================================
Jeff George
> reason being I don't understand how it works other than taking the
> boats. How do ports and binds work? If I'm currently based in Felwithe,
OK binds. A caster who can bind can do so just about anywhere. That spot
they cast the spell bind affinity at is where they will return on death.
Casting in in Naggys Lair is therefore.....foolish.
As far as casting on another player is concerned effectively you have you
first bind when the character is created..its where you appear the first
time you die (the newbie spot). Other than that if you are a non-bind
caster then only certain zones and locations work. Usually these are city
zones, Freeport, Kelethin etc. The caster groups with you, casts bind
affinity on you and then you will reappear in that spot the next time you
die. Other than anywhere in a city zone there are a few bind spots around
the world (the gypsy camp in North Karana for instance) where binds work
for non-casters as well.
Ports....essentially casters by a spell for each location that a port goes
to. They can cast the port type spell and the target person or group will
reappear at the destination chosen (spell goes off and you zone to the new
spot basically).
Int based casters have as their destinations assorted wizard spires around
the world and appear in those at the end of the zoning process. Druids use
the various druid henges scattered about the world as their end points.
They can start anywhere, though a taxi service caster will go from
destination to destinnation in sequence.
So to use your situation, in Felwithe, want to go to say Qeynos. You stamp
about finding someone willing to port you..a druid offers Surefall and a
Wizzy offers North Karana. Surefall is closer so if the price is right you
choose that. You meet the druid who groups and casts. You zone in at
Surefall. THe druid could then be prevailed upon to bind you in Surefall
as its a city zone effectively, or you could say thanks and head south to
Qeynos and get bound at the gate of the city.
Alternately if the wizzy says 'Im going to NK anyway I'll take you for
free' you might take him up on that. You do much the same....meet them and
group then zone to the Wiz Spires in NK. Then you have a choice...either
run to Qeynos, assume you will get there without incident and just get
someone to cast bind when you arrive, or hope the nice wizzy will bind you
close by at the gypsy camp, or that someone else will do this for you
before you run off across the plains. If you happen to die at any stage
you will reappear at the last place you got someone to cast bind affinity
on you.
This can cause some mild problems......for instance if hunting in
Everfrost do not forget that the plast place someone cas bind affinity on
you was Firiona Vie (says he from personal experience)....as it will cramp
your style. When you travel, know where you are going and get a bind at
your new city base of ops before you go a-hunting...or cast it yourself if
you can.
Congrats. So you can solo in zones that many folks don't visit. That
doesn't help classes that have to group to XP efficiently. Consider: if you
logged in and your favourite zone du jour was filled to the rafters with
folks, what would you do? Start advertising for that druid or wizard, and
start running. That's actually an OK solution in some places like Kunark,
where zones are arranged well as to difficulty. But in the old world? If you
saw Sol A was too crowded for your level 30 character when you logged on,
get on those running shoes.
>Those who honestly WANT to go to uncamped
>areas are doing that already
Or trying. I've done it myself, with a ready-made group, when we decided
we WERE going to do Sol A. The result? Well, if we logged on and the others
weren't there, time to play an alt. If everyone was there and farmers were
camping all of Sol A that day, time to play an alt. So maybe a third of the
time we'd actually get to play in Sol A. When I log on, I want to KNOW what
I'm going to do for the day, contingent on maybe whether friends are on or
not. That level of uncertainty was unacceptable to an EQ addict like me.
(Recently did my time /played on Delores alone - 96 days after two years of
EQ. I'd guesstimate I'll find out when I'm done that I've averaged 5 hours
per day over the past two years playing EQ. I know Rosy, my second highest
character, is in her mid-20's in days /played.)
>, the ones who aren't doing that now are not
>very honest about their WANTs ( trying to be nice, I mean they might
>just be LAZY).
And I didn't even mention farmers! 8)
James
Nuking all UO-specific problems....
> In PvE, all areas with decent resources were marked and hit like
>clockwork. You know how Wizards and Druids will bind next to Hadden and
gate
>over when he's due to see if he's up? Now multiply by every decent spawn
>point in the game, and imagine that everyone in the game can do it.
Druids can port now, and a high level druid can pretty much sweep most
lower-level dungeons. If it isn't a problem now, it won't be much worse
after a change of this nature.
>|Without a /who all zonename command, one of the
>|first steps in getting unused areas used has to be making travel easier
for
>|players.
>
> Within limits.
>
> More than ease of travel, the game needs more bind points. Stonebrunt in
>particular is absolutely murdered by its bind situation.
I've always favoured the "anyone can be bound anywhere that isn't a
dungeon zone, with a confirmation box for Bind Affinity" approach. Protects
the phat lewt from being Gate-farmed, and the top mobs from being bind-point
rushed (with minor exceptions like Kael).
>| If you can come up with some way of compensating druids and wizards
for
>|the loss to their usefulness by doing that, then I'd consider it.
>
> I don't believe the average Druid or Wizard would consider NPC teleporters
>to be a threat to their usefullness -- more like the allievation of a
burden.
For guild taxi days, sure. But being able to port is a powerful ability,
and in the case of wizards is considered a class-defining ability. You're
pissed because bards and druids can Track, and you don't think a wizard will
be perturbed when a big chunk of his spells are farmed out to some NPC?
> To answer your other post, if you were to offer teleports for 50 pp on
>E'ci, you'd be laughed out of the zone. 25 pp is plenty.
Um, these druids aren't calling out 50 pp ports. They are answering the
"I'm paying 100 pp to go to EJ, plz!" calls from the Thurg bank. I agree
with the "Porting for X" price you quoted - ours is similar. But the
well-to-do druids don't auction their service - they wait for the
overpayers.
>The specific price
>point for such a hypothetical service as NPC teleports is not really the
issue
>anyway. The fact that two classes might lose some of their ability to
raise
>cash is not nearly injurious enough to serve as a counter-argument given
the
>benefits of such a service.
If the benefit isn't for them, they won't care.
James
>From what i understand the Transporter is going to be in Dreadlands and your
>going to have to wait for the Teleport to Activate ever 20 or 40 mins. Kinda
>like waiting on the boats
It's Dreadlands, North Karana, and one other. The transport is every
15 minutes and it's clearly called out in a zone-wide message.
--Jekke
=====================
Playing on Torvonilous
Qiin Dred (Iksar Necromancer, 55)
Moulin Khmer (Dark Elf Rogue, 50)
> On Mon, 3 Dec 2001 17:12:17 -0600, "Nathan Salyer"
> <Sh...@optelnow.net> wrote:
>
>>From what i understand the Transporter is going to be in Dreadlands and
>>your going to have to wait for the Teleport to Activate ever 20 or 40
>>mins. Kinda like waiting on the boats
>
> It's Dreadlands, North Karana, and one other. The transport is every
> 15 minutes and it's clearly called out in a zone-wide message.
>
Dreadlands, Toxx, Gfay, NK. There are seperate teleporters
in the nexus to take you back to which ever you want.
The mystic voice keeps people apprised of how long 'til
the next activation of the teleporters.
Just Jekke wrote:
> On Mon, 3 Dec 2001 17:12:17 -0600, "Nathan Salyer"
> <Sh...@optelnow.net> wrote:
>
> >From what i understand the Transporter is going to be in Dreadlands and your
> >going to have to wait for the Teleport to Activate ever 20 or 40 mins. Kinda
> >like waiting on the boats
>
> It's Dreadlands, North Karana, and one other. The transport is every
> 15 minutes and it's clearly called out in a zone-wide message.
>
> --Jekke
Also GFay and Tox.
I'm shocked that it doesn't seem to be GD as well, that would make it
one per continent... but I guess its one per continent that has a starting city.
So basically, to go from gfay to tox is now as easy as gating to the nexus
and choose your destination there?
As a wizard not yet capable or porting, that seems to take the fun out if it
a great deal
Wait up to 15 minutes, port to nexus, walk to the other port, wait
a definate 15 minutes, port back down.
Thats one port per continent, which isn't a big deal in the case of
the Tox, of course... but only about a quarter the time when I port
to Kunark do I use the DL port (EJ, Skyfire, and my personal
favorite, Firepot to Cabalis,) the port to GFay is certainly a popular
one, although I usually take BB or Steamfont, got a lot of druid
friends... and the NK port is Brell's own joke on anyone wanting to
go to Antonica, -is- there a zone further from a city?
Ports aren't desired because its impossible to get anywhere
without one, they are desired because they are convenient
and fast ways to travel. With an average of 22 minutes transit
time, the nexus round trip might as well be a boat ride!
Yep, if you're a non-porter, and you're anywhere close
to a Luclin teleporter, getting to another continent
is now much easier.
However, you're in for a (max) 15 minute wait to go
up, and 15 minutes back down.
Nice thing about going to Luclin is that you know
how long you have to wait for the port, and you can
go afk once you get your little stone from the portal
scion.
>have to wait for the Teleport to Activate ever 20 or 40 mins.
I tried to explain to the Nexus Scion that if she would sit down, her
mana would regen faster and she could cast the portal more often.
She was rendered speechless.
--
OK, but how do I, as a newbie non-caster, know where I can effectively
get bound and get ported to?
> OK, but how do I, as a newbie non-caster, know where I can effectively
> get bound and get ported to?
Where you can be bound. Any city zone, The Arena zone, the Gypsy camp in
North Karanas. There are some others but you shouldnt be needing them, and
those locs above should do you nicely for most hunting in newbie zones.
As to being ported, essenitally ask where you want to go and ask the
porters...or indeed any players on the ooc channle and you'll be told
where the nearest druid ring or wizard spire is. Essentially each
continent has a druid and a wizzy port somewhere reasonably central, and
there are I think 3 for the main continent of antonica, one pair in the
east of the continent, one pair in the west and one I think in the south
though Im not 100% percent sure.
Druid rings I know of Butcherblock, West commons, Surefall glade, Toxx
Forest (dunno about Kunark or Velious I walk)
Wizspires, Gfay, North Karanas, Toxx forest, I think there is one in the
commons or desert of Ro.
Essentially they are big enough and important enough features that they wi
be listed on EQatlas maps. look on www.eqatlas.com and find such features
as close to where you want to go as possible.
| I've always favoured the "anyone can be bound anywhere that isn't a
|dungeon zone, with a confirmation box for Bind Affinity" approach. Protects
|the phat lewt from being Gate-farmed, and the top mobs from being bind-point
|rushed (with minor exceptions like Kael).
Kael was pretty much fixed in that regard; you can only bind at the zone
line now.
| For guild taxi days, sure. But being able to port is a powerful ability,
|and in the case of wizards is considered a class-defining ability. You're
|pissed because bards and druids can Track, and you don't think a wizard will
|be perturbed when a big chunk of his spells are farmed out to some NPC?
No, I don't, because no one puts a Druid or Wizard into their group just
because of their ability to teleport, and the Druids and Wizards wouldn't like
it if they did. My ability to Track is an asset to my group, as it improves
our ability to pull, and giving that to other classes does diminish my ability
to leverage it into pickup spots.
| Um, these druids aren't calling out 50 pp ports. They are answering the
|"I'm paying 100 pp to go to EJ, plz!" calls from the Thurg bank. I agree
|with the "Porting for X" price you quoted - ours is similar. But the
|well-to-do druids don't auction their service - they wait for the
|overpayers.
We have those on E'ci too, but I sincerely doubt there are enough of them
to make a difference one way or another. I certainly don't think protecting
the privledge of a few to milk players with more platinum than brains is
something to consider.
That's a case by case thing. For a lot of dungeons, we don't go into
certain camps until we get one of the guild druids into our group.
Reason? Because they have port/evac. Yes, a damage shield is nice, but
for general buffing I'd take a shammy for that slot any day. But if the
shit hits the fan, and we have to get out NOW, or if it's a one way
dungeon where we're going to have to crawl through hell to get to the
exit when we're done, I'll take the porter every time for just that
reason. For a smallish, low fifties group, Seb guards can be a pain in
the ass to fight your way out from. The Hole beyond the ledge is another
great example.
I'm not saying that the Druid doesn't add a lot of value once she's in
the group in addition to that. The skins, DS, other buffs, etc. are very
nice and they can nuke towards the end as well. But if I didn't need the
evac capability, depending on the rest of the group makeup, I'd probably
be eyeing a shammy, a wizard, or another melee damage dealer for that
slot.
--
jaZZ md
- - - -
"Power is not revealed by striking hard or often, but by striking true."
-- Honoré de Balzac
|That's a case by case thing. For a lot of dungeons, we don't go into
|certain camps until we get one of the guild druids into our group.
And the fact that a vendor at a Druid circle will port you to another
circle for 50 pp detracts from this exactly how?
evac != ports.
> |That's a case by case thing. For a lot of dungeons, we don't go into
> |certain camps until we get one of the guild druids into our group.
>
> And the fact that a vendor at a Druid circle will port you to another
> circle for 50 pp detracts from this exactly how?
Not in the least that I can imagine. I was answering this comment from
you:
> No, I don't, because no one puts a Druid or Wizard into their group just
> because of their ability to teleport, and the Druids and Wizards wouldn't like
> it if they did.
--
jaZZ md
*******
"In traditional fantasy, Paladins weren't whiny bitches"
- - David Navarro
And he responded to that. They don't get into your group from the ability to
port. They get into your group for the ability to evac.
It's longer than 15 minutes. I've cast an 18 minute spell after
porting to Tox, and the spell expired before the transport time,
making it at least 18 minutes.
--Tim Smith