Author Topic: Teleportation System  (Read 11684 times)

Mythryndel

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Re: Teleportation System
« Reply #75 on: October 21, 2008, 11:39:03 pm »
Mounts are mentioned on the main website in the history... references to fully trained pterosaurs and such...

[quote main website]
Travel
The Slow Way

Long stairs that wind along the walls or corridors dug deep into the rock connect every adjacent level. Most citizens walk from level to level, even though such a trip is very tiring, especially when going uphill with a load of goods. Because of this, wide landings were built where they can lay down their loads and rest.

The Merchandising Way

Because walking is so slow and cumbersome, an ingenious system of pulleys, wheels, and spider silk ropes was devised. These silk ropes attach to either people or goods and are then lifted up. The winches are privately owned, however, so generally they only belong to the mercantile society, and their use is allowed only after a fee is paid to the society, which varies according to the quality of the winch.

The Elite Way

The fastest way of getting over remarkable distances in a short time is using flying animals: Pterosaurs and Megaras.
[/quote]

Beyond just this explanation of travel, why is it, that with magic so prevalent in Y'liakum (or is this simply because players like magic) that nobody has figured out how to move people/things by magic? Why would this be so bad?

Entevir

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Re: Teleportation System
« Reply #76 on: November 01, 2008, 09:58:11 pm »
Probably because teleportation would be more complicated then that. Think about it. It's not just sending something at somewhere in phenomenal speed then stopping in gently enough so as to not have inertia tear it to shreds within the millisecond you start. You also need to have him somehow avoid each and every obstacle. The simple explanation in most games is that teleportation is a tear in reality. For some reason i think that might not work in PS that easily.
But if we are talking about telekinesis then there i agree it should be ingame as it is the manipulation of air to gather and pressure and object from certain sides thus meaning it should be a decent level Azure way spell.

Also.
after 3 min have past, you are teleported to where you wanted to go, that is if you havent moved during those 3 min.

Ummm... Why not shoot a little higher. The server puts you on an actual mount with a stable worker on it to make sure you don't steal the mount. Then this little parade thingy actually moves to the location you asked them to take you too. This would let the bad guys have some fun if anyone crosses their territory(free PvP). And would be a lot more IC then a magical journey.

Alright... I think that's it. Have a good one.
                                              Peace
« Last Edit: November 01, 2008, 10:17:51 pm by Entevir »
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khoridor

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Re: Teleportation System
« Reply #77 on: November 02, 2008, 05:35:06 am »
Beyond just this explanation of travel, why is it, that with magic so prevalent in Y'liakum (or is this simply because players like magic) that nobody has figured out how to move people/things by magic? Why would this be so bad?

Apanage of the gods.
If Yliakum people can teleport, they are not prisoners of a stalactite anymore.

For now, if you really want to teleport, you can use /unstick.  :)
Seriously, nobody says teleportation is bad, I believe. It's just that some ways of implementing it would be bad; mostly for the setting. And hard to implement (how do you select a destination?)
Two non-disruptive ways seen so far are:
- short distance, line of sight blink
- spells linked to 1 given destination

Tontow's mounts explanation is a very good compromise prior to mounts implementation. Yet, if set, players will instantly complain that there's no depiction of the trip. And others that 3 minutes is not teleportation, too slooooow, etc. Still, a nice temporary feature imo.

Mythryndel

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Re: Teleportation System
« Reply #78 on: November 02, 2008, 07:00:14 am »
If someone complains about 3 minutes to travel from Akkaio to BD Fortress... I'll smack them myself. But again, teleportation, mounts, whatever... I support anything that cuts down on travel time.

khoridor

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Re: Teleportation System
« Reply #79 on: November 02, 2008, 07:40:35 am »
I support anything that cuts down on travel time.
Potions of superspeed.

Entevir

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Re: Teleportation System
« Reply #80 on: November 02, 2008, 11:45:31 am »
Actually that one i would be disappointed if they didn't put in. How else will i be able to RP a hyperactive dwarf in the later versions ?

Frankly i think the best way to make teleportation happen is to make it be from set places to set places. And those set places are 99% withing the confines of mage "Guilds". Not the player run ones of course. Thus we can charge it to hell for travel and make this super overpowered method of travel available only to the filthy rich.
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yanom

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Re: Teleportation System
« Reply #81 on: November 03, 2008, 02:42:01 am »
Quote
Teleporting is nearly a must have in games of this size of world
I agree

Walirey

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Re: blink Glyph
« Reply #82 on: November 13, 2008, 04:16:54 pm »
Maybe if there is a glyph(bleu way) to use. The glyph have a limited range so you can only blink to where you can see. If you blink in the air you fall and die, also is you blink in a tree you fall and die. so you have to blink near the top of a hill, than blink to the next hill or to the road below. As it is Glyph magic as you put more mana in it you can blink further but run out of mana faster.

I like the blink glyph idea. Only I would not like it to be so dangerous. Clumsy me would probably die all time. Allso an aber is that it would make it difficult to make the roads difficult and dangerous for travelers. If you simply could bling yourself over any dangers it would not be much fun. But as there currently are no dangers for travelers, I am all for the idea as it would make traveling faster and more fun.

---------


Allso I think teleportation is a must for a game of this size. I think there should only be possible to teleport yoursef, and only to places you have been to. Then it will not spoil the fun of discover new places by foot.

About the trade-argument I think serious traders in future game-updates should be able get theirself a wagon and an animal for carrying big loads of goods.  Then it still would be possible making profit on market distances.  Simply put a few items in your pockets and teleport would make you some trias, but loading up a large wagon, pulled by a strong/fast animal(s), would be far more profitable.



Raa

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Re: Teleportation System
« Reply #83 on: November 13, 2008, 10:10:59 pm »
Blink is already taken by Warcraft, is it not? Might want to think of a new name. Like... Squadelah!

Omni-Tom

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Re: Teleportation System
« Reply #84 on: November 14, 2008, 12:00:26 am »
 Blin and teleport are well known in muds as in teleport in a direction such as north or random blinking which is kind of useless. In a mud this does not work to well as you can get lost very easily.

 Generally this works well in a graphical game and have seen it in another game that I originally thought was useless till I used it. The useless part was that the click distance was very short for such In game I checked the click distance and it is very far so this would be a very usefull spell as in casting teleport and clicking far in front of you. As for cast speed it may be a long spell to cast but generally with low stamina it would greatly help weaker class builds in moving around. Right now my class mage sucks at getting around the world maps.

 Also it may be possible to utilize a portal like spell that is more of a magic enhancement that a game feature such as using a magic map to access the new portal system sort if say scribing a magic scroll like map from an atlas that allows you to use a portal that is neer by. Thinking of this more as a tradeskill type thing for higher level mages that can sell to newer players etc.

khoridor

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Re: Teleportation System
« Reply #85 on: November 14, 2008, 04:38:59 am »
The far distance teleportation system, instead of using a map, would be closer to the existing game mechanics by using a generic spell, combined with tokens that the caster equips in his hand or in the Mind slot; each token connects to a given, fixed spot.
That way, extending the map can lead to the easy addition of a new token in game.

Mythryndel

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Re: Teleportation System
« Reply #86 on: November 14, 2008, 04:07:17 pm »
I like the spell/token combination idea. The only thing, to pacify some... um... people.. would be to implement the tokens in such a way that you cannot give them away or sell them. So the character would have to have visited, on foot, to the places they wanted to teleport to. Maybe acquire the tokens by doing a quest for the local mage? Or... um... the local thief that happened to acquire them from the local mage... or...

But seriously, is this truly a "settings killer" or is this just something that the devs are not entertaining at this point in development?

khoridor

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Re: Teleportation System
« Reply #87 on: November 14, 2008, 04:32:13 pm »
Free teleportation is a setting killer. Fixed spots and "limited" magic are not, as it stays under control of the devs (and of the government/guilds/etc).
Now it would be hard to stop people from selling/buying/borrowing tokens. I'll keep thinking on that one. I don't even know if personalised objects are makable in the current system (although there is that signature thing on the crafted weapons).

Mythryndel

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Re: Teleportation System
« Reply #88 on: November 14, 2008, 04:51:55 pm »
I can understand that explanation of what part of things would be against settings. I believe I started out suggesting the ornate circles that are etched into the ground at the Winch and BD Fortress could be fixed spots you could go to/from. If I could use a spell and a token to teleport to a dev-controlled fixed spot, I would be incredibly happy with that.

Is there a way to personalize an quest item like a crafted item? Can you check the crafted tag when the attempt is made to put the token in the mind slot? Sorry if your ponderings were not meant to get an answer, but I am a programmer by trade (just bound by contracts so I can't contribute code directly to PS... but I do hit the bug tracker often). Just some thoughts on an implementation. If you cannot personalize a quest item... can you require a generic token and a special "stock caster" kind of device that you would be allowed to use after completing a quest? Kinda like winch access... only be able to enter a room that contained the device after you complete the quest?

Ok... I'll try to sit back and wait patiently... please let me know if I can be of any help here... either in testing SVN or bouncing more ideas around.

khoridor

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Re: Teleportation System
« Reply #89 on: November 15, 2008, 05:48:09 am »
Bouncing ideas around is always good.
I haven't inspected the source code either, and am not planning to do so since I already spend many hours every day doing something similar (PS shall stay a hobby). However, I don't think the technical issues that have to be considered first; rather, what chances do you think your wish has to be heard? I understand you're concerned mostly with the BG trip, which I agree is a pain, and even a torture since the dark sticky wilderness thingy appeared. Yet, I believe that the long run (apart from the bugs) is exactly as expected for the current game balance.

I don't think that the BG frustration is actually due to the distance. It's rather the fact that... there's nothing to do there. A couple of chats with NPCs and bye. And then, there's a big empty map to cross. Well, there are a few mines, but they are empty. Maybe you'd forget about teleportation if the area becomes more lively.

Then, there is the redundancy issue. Setting up a teleportation network while there are plans for flying mounts, would it make sense? The ornate circles you mention are landing platforms for the flying beasts, I believe. These mounts would have a higher priority in the dev plans, as they are already mentioned and integrated in the setting (we just don't see them).

Then, you 'd still have to explain how the request wouldn't conflict with the economy as it is. The winch, the caravans, the flying beasts. Teleportation does exist, and it's now common knowledge that some staves allow it. But there must be a reason why it's not used in the economy. I'd bet that fact still has to be worked on, as the staves as a quick explanation for needed tools, and not from a pure setting perspective.

Finally, the issue of limiting teleportation to very few individuals. A high enough realm for the spell, and personalised tokens, is that enough? I would put heavy limitations on their use, if my word was worth something in the matter. Possibly dangers. Even carrying very little, if one can go back and forth at will between distant places, the consequences are drastic.

So I do think ideas are still needed before making a formal request. I used to use the bugtracker as well, but since I joined the forums, I prefer to submit ideas here first. They have time to mature. Some limitations I would suggest on the teleport would be:
- carrying capacity: either make the spell fail when too heavy (over 50%? 25%?), or use mana per kilo.
- discomfort, dizziness: temporarily reduce some stat after a jump, cumulatively. That way, the penalty is bearable when the spell is not "abused".
- danger: when 2 persons appear on the same spot at the same time (a very rare occurrence), they get killed.
- target error: make a test on stat/skill when the spell is cast. On failure, shift more or less the destination point. That could be fun near a cliff (like BG or the ring's edge). Well, that's not such a good idea; but too late, I wrote it already, eh eh.
- depletion: give the tokens a limited number of uses. Their quality lowers each time, until they become a pile of dust. That way, one has to carefully consider each time if he will teleport or use another mode of transport.
- cost: make the tokens really expensive; in resources, not only in tria; enough so that nobody can disrupt the economy with his magic.

Applying some of the above, I think, provides enough to keep things under control.