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Flexible teleport cooldown.


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Problem:


   Four hours cooldown for many of us –those who can “only” play 2-3 hours daily most days-  this means  one  teleport a day.  This  is limiting our ability to play socially quite more than a bit


 


Proposed solution:


 


As teleport between outpost –with no ship- does not confer  so definitive advantage game-wisely .. other than to react to port attacks and as that creates more play opportunities… I propose making a hard limit on the teleports (5-6 a day?) but with a very reduced CD (15 min?)


 


Teleport to the capital - with ship- should remain limited as is now or even to once a day, to avoid abuse of “teleport trade” (bringing full loads of materials via the teleport regularly)

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  • 2 weeks later...

Remove teleport from game.  Replace with AI navigation that can happen while offline.  Nobody should be warping resources or ships across the map without any risk.

 

There've been many comments elsewhere on the forum regarding whether or not to teleport.  I agree remove with remove from game, however disagree with this idea of AI offline navigation.  I hadn't seen that suggestion before, but if you want to play the game then you should play the game, and all activity ceases when you don't.  It's not unlike any other game, if you don't have the time you don't play.  The idea of offline AI gaming produces much the same result as teleporting.  Go to bed and wake up and your ship is at the other port (perhaps some risk involved but assuming no event, then the result is the same).  (....IMO.... :) )

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There've been many comments elsewhere on the forum regarding whether or not to teleport.  I agree remove with remove from game, however disagree with this idea of AI offline navigation.  I hadn't seen that suggestion before, but if you want to play the game then you should play the game, and all activity ceases when you don't.  It's not unlike any other game, if you don't have the time you don't play.  The idea of offline AI gaming produces much the same result as teleporting.  Go to bed and wake up and your ship is at the other port (perhaps some risk involved but assuming no event, then the result is the same).  (....IMO.... :) )

 

Fact of the matter is, this is a game not a job.  People will complain to high heaven about being forced to complete mundane tasks such as sailing back and forth on the same four hour long journey and I can understand their plight.

 

Teleportation is too easily exploitable and is ruining the game imho.

 

We will never get rid of teleportation without a compromise that allows people the ability to do mundane tasks like that of supply logistics easily.

 

So the AI navigation is my compromise.  It is realistic in a few senses:

 

1) the captain of a ship (you) was not awake 24/7.  There had to be some time that they slept and would give the helm to the appropriate officer who could navigate the ship in the same way the captain would've based on the captains orders.

 

2) being turned into an NPC that navigates to the prescribed destination opens you up to exposure on the high seas and a certain element of risk.  If the voyage were particularly risky like transiting near enemy controlled territory... the captain could opt to make the journey himself and do it all manually.  Either way, people have the option to decide.. easy risky way, or hard safer way. 

 

3) removing the teleportation means that people cant warp supplies and big ships behind enemy lines.  This will reduce the ganking, surprise attacks that make no sense, and will concentrate PVP on the front lines of a nations territory where it should be.  You will always know where to go for a fight, just look at the border of your countries controlled ports.

 

4) people could still get behind enemy lines, but they have to do it in open waters where they can be spotted, reported, intercepted, and engaged.  Not just warping a 3rd rate to the nearest free port and then coming out to attack a noob and teleporting back to capitol unabated. 

 

 

So, in my opinion, this compromise is fair.  It will give the game a more realistic feel, open up high seas piracy, make patrolling of your borders relevant, concentrate PvP to areas of conflict, mitigate ganking of new players, make supply runs even more important and profitable, and promote intra-faction cooperation.  Furthermore, the AI pathing from port to port already exists and can be used just the same.  The AI can take your destination and take the normal NPC routes leap frogging from one port to the next until it gets there.

 

Teleporting breaks the game, people will abuse it so long as you let them.  It needs to be removed, but it also needs a compromise.  This game is awesome, it's a great simulation style way to handle an MMO... but even super realistic flight simulators have time compression and other tools which aid in long distance navigation because developers know that part isn't fun.  Want to get into PvP? Set the AI to move your ship to the front lines and go to sleep, four hours later your ship hopefully arrives safe and sound, and you are in position to fight the enemy.  Have a particularly valuable cargo, or don't want to lose your ship in transit... do it yourself manually, or opt to hire a fleet escort which cuts into your profits...

 

it will add a risk vs reward mentality for each player to make his own decision as to how he accomplishes certain objectives.  It will also promote cooperation and make clan headquarters more important.

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Fact of the matter is, this is a game not a job.  People will complain to high heaven about being forced to complete mundane tasks such as sailing back and forth on the same four hour long journey and I can understand their plight.

 

Teleportation is too easily exploitable and is ruining the game imho.

 

We will never get rid of teleportation without a compromise that allows people the ability to do mundane tasks like that of supply logistics easily.

 

So the AI navigation is my compromise.  It is realistic in a few senses:

 

1) the captain of a ship (you) was not awake 24/7.  There had to be some time that they slept and would give the helm to the appropriate officer who could navigate the ship in the same way the captain would've based on the captains orders.

 

2) being turned into an NPC that navigates to the prescribed destination opens you up to exposure on the high seas and a certain element of risk.  If the voyage were particularly risky like transiting near enemy controlled territory... the captain could opt to make the journey himself and do it all manually.  Either way, people have the option to decide.. easy risky way, or hard safer way. 

 

3) removing the teleportation means that people cant warp supplies and big ships behind enemy lines.  This will reduce the ganking, surprise attacks that make no sense, and will concentrate PVP on the front lines of a nations territory where it should be.  You will always know where to go for a fight, just look at the border of your countries controlled ports.

 

4) people could still get behind enemy lines, but they have to do it in open waters where they can be spotted, reported, intercepted, and engaged.  Not just warping a 3rd rate to the nearest free port and then coming out to attack a noob and teleporting back to capitol unabated. 

 

 

I agree about the complaining, already happens a lot here.  Also about teleporting, except that I wouldn't go so far as to say it is ruining the game.  I would just say it's less desirable.

 

To your 4 comments on realism: the first point doesn't make sense to me.  In the old world, they wake up the captain when the action arrives, no matter who is sailing the ship.  Jump to new world, I'm not setting my cellphone to text me every time the game says my ship is in danger.  That is not realistic.

 

To the second point, I have acknowledged and continue to agree that there should be a travel risk involved, commensurate also IMO with the route.

 

Points 3 and 4 I agree with, but it's your first point that still does not hold water as realism IMO.  But like you say, it could be offered as a compromise between whining and fairer play.

Edited by Jean Ribault
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I think the AI autopilot idea should work regardless of whether or not the player is online.

Somebody suggested the ability to "Agent Smith" into an auto piloted ship if it comes under attack... assuming you're in an outpost. That's a good idea.

I have advocated for a greatly reduced player teleport cool down. I think the bigger problem for the game is around ship teleports (both back to capital and after capturing) but I feel like player teleport - without the ship, between outposts - is not only not bad, but desirable on many levels.

Sure, it allows people to quickly gather to defend a port (assuming they have an outpost and a suitable ship nearby), but so long as it's not possible to teleport ships themselves, I think there'd be no more, and possibly less, threat of Zerg rushes than currently. And it might help reduce the frequency of undefended port battles. To say nothing of what I feel is the most important aspect of the autopilot solution, which is getting ships out of hyperspace and back into the open world where they can be interdicted.

That would open up whole new meaningful avenues of gameplay for small ships that the current port battle meta X teleport mechanic had made largely irrelevant in an RVR sense.

Edited by surfimp
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