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Old Apr 24, 2005, 12:18 PM // 12:18   #21
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Yeah, but I do suppose that they could warp the low level person to a near by area, then take them to the high-level area.

Although they newer person would probably still get slaughtered unless they hid, So people would probably feel that they couldn't be bothered "rushing" if it meant waiting for x amount of time.
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Old Apr 24, 2005, 05:14 PM // 17:14   #22
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i wanted this too, but with plenty of restrictions, as such. Basically i want the mutual agreement to join thing; partly coz if i get home and horogan is in the middle of a quest, i dont want him to stop it, come to town and find me, then restart it, and i dont wnat to let him finish it then drag him along on it while i do it.

yes theres the possibility of rushing, but if you're the kind of guy who will let someone tag along, you're probably the kind of guy who will 'sell' his services in town and let level 3's tag along with his/her level 20 character for the exp anyway.

Or they could go like sacred: you get rubbish exp in that game if the monster is more than 5 levels higher or lower than you (of course they have 206 char levels so would need tweaking but i'll still explain how it works)

Basically this means you *can* tag along with a lvl 100 char while you're lvl 50. But a level 75 goblin will probably give you about 1000 exp, when a level 50 goblin would have given you 3000exp. In other words it penalises you for trying to bite off too much

oh and on the friend list thingy: it'd be nice to at least have a "Player X has added you to their friends list" message pop up.

anyway just my suggestions/opinions
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Old Apr 24, 2005, 05:33 PM // 17:33   #23
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to accomplish this you would have to teleport into the instance of the mission/explorable area which defeats the backbone of the game which is nobody comes into your instanced map
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Old Apr 24, 2005, 05:50 PM // 17:50   #24
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yeah well thats where it gets awkward lol. I'm well aware this isnt another EQ or UO and im glad, i love the game as it is, but its also kinda annoying you cant only have important areas (i.e. boss situations or something) instances so that you would have the chance to meet people somewhere other than town.

I also know that isnt part of this game and never will be, i have to live with it, but its just the fact its instanced that makes a teleport/remotely join party type idea useful. Coz in UO or EQ, you'd just have to find where they were fighting and travel there yourself. Cant do that here unless you both go to town x, district y and stop what one or more of you were doing *shrug*
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Old Apr 24, 2005, 07:27 PM // 19:27   #25
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Quote:
Originally Posted by Loviatar
to accomplish this you would have to teleport into the instance of the mission/explorable area which defeats the backbone of the game which is nobody comes into your instanced map
That's true. The Rushing thing is nonsense in explorable areas, but the fact that the map is tailored specifically for your party when you enter, depending on who does which quests, pretty much makes it impossible, since if someone else entered your instance, the map would have to alter accordingly.

That said, though, it'd be nice if there were some way to join a friend automatically in a town or outpost, as long as you'd been there before and they had the option toggled on. It would be a little more convenient than having to ask them where they are and what district, go there with the map screen, switch to their district, and then hunt for them.
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Old Apr 24, 2005, 07:51 PM // 19:51   #26
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Quote:
Originally Posted by Xellos
Uh that wouldn't work, seeing as the current Friends system doesn't require any permission. Internet Stalkers anyone?
they definitly need to require permission for freinds lists.
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Old Apr 25, 2005, 01:29 AM // 01:29   #27
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Quote:
Originally Posted by Xellos
I can see it now.

Player A, Level 20, fights riverside.

Player B, Level 1, warps in when he's about to win.

Player B: Thanks man.

Player A: No problem.

Player A and B enter town.

Misc Players: WTR for 500 gold! (WTR = Want To Rush)

Diablo 2 all over again.
This is true but...
What if they mad it so that if you could not warp into a mission or into the middle of a quest? This way it would be just to join a friend on the map and only in a area that you would have been in before. So your friend would not have to go back to town and figth thru all the monsters again.
Also if they made it so that a persons exp would depend on level then plvling would be taken care of there too.

Last edited by epyonwing; Apr 25, 2005 at 01:32 AM // 01:32..
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Old Apr 25, 2005, 01:43 AM // 01:43   #28
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I have to say that I don't like the idea either. It seems to blast some of the "close-to-core" code that is in the game. They've done a good job, and I enjoy it.
I do say that it would be nice for disconnects from your party to be able to return (not intentional exits, which the program could register on the server) but such things as your dial-up connection breaking, a spontaneous exit, or a crash. There would probably have to be a parameter also where they could not rejoin if an objective has been met before they get back, and they would rejoin in the same place as they were when they disco'ed. Again I stress, though, that the game is good as it is and that it would be a major PITA to implement.
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Old Apr 25, 2005, 03:59 AM // 03:59   #29
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Yeah, Towns only would be nifty. Not in the field tho. Too many XP deadbeats would skimp in on your missions.
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Old Apr 25, 2005, 11:22 AM // 11:22   #30
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Well, it's definatly a bonus to towns then, so maybe we can get that implemented some how. *bugs guildwars peoples*
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Old Apr 25, 2005, 12:20 PM // 12:20   #31
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Being able to teleport the whole party to a town would be the only valid complaint I can see in this whole thread.

-But-

Think of it this way... You've been exploring for 2 hours and a party member has a trade he has to do. The chances of that person being NICE enough to logout, log back in, and then travel to a town would be maybe 50%. Most people would probablly just travel to the town then leave the party for a loss of 2 hours of gameplay.

So for the most part, I don't agree with Party Travel at all because the way things are currently... traveling is the only way to break away from the people in the field without logging out of the game.
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Old Apr 25, 2005, 01:25 PM // 13:25   #32
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but in that instance is where the nice feature of checkboxes would come in. yeah this would be a huge amount of work and i dont expect it any time soon, if at all. But basically someone in a party goes to enter/leave town. Checkboxes come up: do you wish to enter/leave town? *box yes* *box no*

Everyone says no, that one player could go to the town, do what they want and remain in the party. THEN upon leaving town, they would go to the same instance as their party, but have to catch up. Or they could just leave the party, whichever they wanted.
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Old Apr 25, 2005, 01:34 PM // 13:34   #33
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well. this system of teleporting or instanced towning is still similar to d2.
its the waypoints. where in d2 someone who had all the waypoints could/would give them to the rest of the ppl in the same game.

anyways. its prob the same ppl who came up with the original concept.
they cant escape diablo. hehe.
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Old Apr 25, 2005, 02:02 PM // 14:02   #34
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Quote:
Originally Posted by epyonwing
This is true but...
What if they mad it so that if you could not warp into a mission or into the middle of a quest? This way it would be just to join a friend on the map and only in a area that you would have been in before. So your friend would not have to go back to town and figth thru all the monsters again.
Also if they made it so that a persons exp would depend on level then plvling would be taken care of there too.
Yes that can somewhat work, if you've already had it already. But that's still abusable. Say you chose to solo it. You solo 90% then there's a giant mob of creatures. You then call in about 4 of your friends. PVE needs to be balanced too you know.

Quote:
I do say that it would be nice for disconnects from your party to be able to return (not intentional exits, which the program could register on the server) but such things as your dial-up connection breaking, a spontaneous exit, or a crash. There would probably have to be a parameter also where they could not rejoin if an objective has been met before they get back, and they would rejoin in the same place as they were when they disco'ed. Again I stress, though, that the game is good as it is and that it would be a major PITA to implement.
Impossible at the moment, you can literally physically pull the plug on your line, then reattach it. The server can't blame tell if you pulled it or if an earthquake happened or if the connection really disconnected.
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Old Apr 25, 2005, 02:18 PM // 14:18   #35
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I don't like the idea of teleporting into your friend's party from wherever you are. That's the whole reason of having your private fighting world vs. the common public town area.

With that said, what I do suggest is having an "INVITE" option on the friends list that works while you are in TOWNS. Or /invite username.

And a /search option. /search username and maybe /search profession. This would make it easier for guild members and friends to find each other without having to type "hey so&so, where are you?" -- which sucks when so&so is AFK or not responding, etc.

To avoid weird-o internet stalkers, users can also have the option to make themselves "hidden" from searches/locators. Therefore, if I had "hidden" on - then doing /search Galatea Nereid or if someone selects "locate" on their friends list, it will say something like, "Galatea Nereid can not be found."
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Old Apr 25, 2005, 02:45 PM // 14:45   #36
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Comment: No matter how you look at it, it makes Fissure of Woe/Underworld so much easier accessible, making it not as prestigeous.
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Old Apr 25, 2005, 07:32 PM // 19:32   #37
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Default Another way of looking at it

This would be great for people who are disconnected (for whatever reason) in the middle of a mission of while exploring. It's frustrating that there's currently no way to simply reconnect to your party.

With too many safeguards, it wouldn't work.

It would be one thing if you could reconnect to them and had to catch up to them starting from the beginning...they already killed everything in your way (in theory). But you can't, they're in their own instance of that mission or area. If they've moved on without you, you'd preclude those people from rejoining their group. There may be abuses for it, but I think a system to compensate for the frustration of losing hours worth of play should be implemented.

[ ]

Last edited by Phaedrus; Apr 25, 2005 at 07:38 PM // 19:38..
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Old Apr 26, 2005, 02:26 AM // 02:26   #38
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Well i think ur way is VERY good pretty much all the people who are tying to throw u off are saying the eworst case senarious anyways all u gotta do is add a few things to counteract this way of cheating if u got rushed... i mean people do it anyways even if u didnt have the teleporting systemm i think it would great not to have to enter town again justy to get ur friend then leave
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Old Apr 26, 2005, 03:58 AM // 03:58   #39
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It is a nice idea but it would be abused way too much. For example i could be in a party with my friends and if were losing have one person a good ways away and then have the others just teleport to him. Or have my friend clear out an area for a quest i myself am doing and just teleport in with all the monsters dead and when more monsters come just teleport out to another area. Many ways to abuse this ability but if it was only in towns it wouldn't be abused so much. But still it shouldn't be added.
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Old Apr 26, 2005, 04:38 AM // 04:38   #40
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Quote:
Originally Posted by Xellos
Impossible at the moment, you can literally physically pull the plug on your line, then reattach it. The server can't blame tell if you pulled it or if an earthquake happened or if the connection really disconnected.
Yeah, kind of thought of that post-post . It would be hard.
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