Mar 10, 2008, 05:18 AM // 05:18
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#1
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Guest
Join Date: Jul 2005
Profession: Me/
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Teleporters for the Fissure of Woe
The Underworld has reapears that teleport you places. So why doesn't Fow? I'd love to see some kind of teleportation system placed in Fow. Perhaps the teleportation spots could be at the npcs that give quests. Anyway, thoughts?
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Mar 10, 2008, 05:46 AM // 05:46
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#2
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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FoW doesn't have teleporters like UW because, oddly enough, FoW isn't UW.
__________________
People are stupid.
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Mar 10, 2008, 05:57 AM // 05:57
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#3
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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Quote:
Originally Posted by Savio
FoW doesn't have teleporters like UW because, oddly enough, FoW isn't UW.
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Oh the incredible irony.
@OP, wouldn't really happen, but would definitely be nice, it's annoying running around all over for that stuff. Especially after you clear and have to run all the way back to the forgemaster (depending on where you finish)
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Mar 10, 2008, 06:14 AM // 06:14
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#4
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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[skill]"Fall Back!"[/skill]
Guild leader made me bring this once.
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Mar 10, 2008, 06:46 AM // 06:46
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#5
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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Quote:
Originally Posted by FengShuiDove
[skill]"Fall Back!"[/skill]
Guild leader made me bring this once.
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Hah, once me and a friend hired a helpless wammo, as a "charger" while we cleared FoW with heroes. Worked good really.
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Mar 10, 2008, 08:25 AM // 08:25
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#6
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I think the next logical progression from this suggestion is to suggest we should add teleporters to DoA, then Deep/Urgoz, then Slavers, which would be bad. So no.
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Mar 10, 2008, 08:49 AM // 08:49
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#7
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Jungle Guide
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Quote:
Originally Posted by Savio
FoW doesn't have teleporters like UW because, oddly enough, FoW isn't UW.
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gasp
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Mar 10, 2008, 04:56 PM // 16:56
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#8
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/notsigned
FoW isn't that large, and if you do the quests in order, you can get everywhere pretty quickly. The only thing that is out of the way is the forest quest chain.
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Mar 10, 2008, 05:48 PM // 17:48
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#9
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Wilds Pathfinder
Join Date: Aug 2007
Location: In my peanut brain
Guild: Zomg Zombies [OMG]
Profession: Mo/E
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Man... FoW runs in thirty minutes... I could use the shards... hehe
FYI... UW has teleporters as part of the missions (Restoring Grenth's Monuments) Putting them into FoW would just detract from the lame experience it already is.
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Mar 10, 2008, 05:49 PM // 17:49
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#10
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Krytan Explorer
Join Date: Oct 2006
Location: The Netherlands
Guild: retired from gw [agro] still ftw
Profession: W/
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FoW is to small for teleports
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Mar 10, 2008, 07:31 PM // 19:31
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#11
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Lion's Arch Merchant
Join Date: Jan 2008
Guild: Rising Rebellion
Profession: E/
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Quote:
Originally Posted by holymasamune
I think the next logical progression from this suggestion is to suggest we should add teleporters to DoA, then Deep/Urgoz, then Slavers, which would be bad. So no.
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I could use one in Old Ascalon, Plains of Jarin, and Sunqua Vale.
There is no need to add these.
/notsigned
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Mar 10, 2008, 07:52 PM // 19:52
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#12
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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I think that there are quests that REQUIRE players to teleport in UW. Like that with Vengeful Aatxes.
But even if FoW and UW are same size, /nosigned.
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Mar 10, 2008, 08:00 PM // 20:00
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#13
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Forge Runner
Join Date: Dec 2005
Location: America. How about you, commie?
Guild: Fellows of Mythgar [FOM]
Profession: R/Mo
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FoW is large but open, unlike the UW. It's not that bad, just bring some speed stances.
A teleport between the Tower of Courage and Tower of Strength may be a good idea though - they are at the far ends of the Fissure of Woe and make it so you cannot activate the teleports until you've completed the quest for each tower.
As The Tower of Strength is later on in FoW, it wouldn't be a bad idea as by then you have probably cleared most of FoW and are just backtracking.
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Mar 10, 2008, 08:24 PM // 20:24
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#14
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Abedeus
I think that there are quests that REQUIRE players to teleport in UW. Like that with Vengeful Aatxes.
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It's not required, but it's better to teleport.
__________________
People are stupid.
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Mar 10, 2008, 09:20 PM // 21:20
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#15
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Lion's Arch Merchant
Join Date: Jan 2008
Guild: Rising Rebellion
Profession: E/
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Quote:
Originally Posted by Eldin
FoW is large but open, unlike the UW. It's not that bad, just bring some speed stances.
A teleport between the Tower of Courage and Tower of Strength may be a good idea though - they are at the far ends of the Fissure of Woe and make it so you cannot activate the teleports until you've completed the quest for each tower.
As The Tower of Strength is later on in FoW, it wouldn't be a bad idea as by then you have probably cleared most of FoW and are just backtracking.
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If implementing this version, I would do the forgemaster too, if for no other reason than that is where the chest is at.
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Mar 11, 2008, 01:48 PM // 13:48
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#16
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Wilds Pathfinder
Join Date: Aug 2007
Location: In my peanut brain
Guild: Zomg Zombies [OMG]
Profession: Mo/E
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Quote:
Originally Posted by Savio
It's not required, but it's better to teleport.
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Teleportation is definitely required due to the Unwanted Guests mission. If you were not to teleport, the Vengeful Aataxe would not die. They would remain on you until you were dead and there were no other party members in their vicinity. The mission was designed so that you would take the quest and teleport behind them, killing the Keeper and whatnot. On another note, I don't even care to point anymore out.
They should give us dirtbikes in FoW once we complete the mission. That would make more sense to me than teleporters.
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Mar 11, 2008, 02:26 PM // 14:26
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#17
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Jungle Guide
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Quote:
Originally Posted by The Way Out
They should give us dirtbikes in FoW once we complete the mission. That would make more sense to me than teleporters.
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+1
Hells ya, now that's an update worth putting into the game
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Mar 11, 2008, 02:46 PM // 14:46
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#18
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Wilds Pathfinder
Join Date: Aug 2007
Location: In my peanut brain
Guild: Zomg Zombies [OMG]
Profession: Mo/E
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Quote:
Originally Posted by Proff
+1
Hells ya, now that's an update worth putting into the game
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I was joking, but now that I think about it...
FoW is the perfect setting for a dirtbike. I would love to wipe around in the dunes. That would rock!
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Mar 11, 2008, 02:50 PM // 14:50
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#19
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EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
Originally Posted by The Way Out
I was joking, but now that I think about it...
FoW is the perfect setting for a dirtbike. I would love to wipe around in the dunes. That would rock!
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Ha, that would be amazing. Lol, mechanical mounts ftw.
Yeah but seriously, it's an elite area. It's SUPPOSED to be HARD. Why make it easier/quicker?
/notsigned
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Mar 11, 2008, 08:39 PM // 20:39
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#20
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Krytan Explorer
Join Date: Jan 2008
Location: Michigan State University, East Lansing, MI
Profession: Mo/
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Quote:
Originally Posted by Savio
FoW doesn't have teleporters like UW because, oddly enough, FoW isn't UW.
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I second that! LOL! What a bad idea lol!
To OP: How about a teleport skill where you can teleport you from UW to FoW then DoA after completing from 1 to another?
Oh wait, maybe you forget your pant in your storage, teleport to town, sell white items, get your pant then teleport back and continue clearing FoW?
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