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Teleporting in Bases Should Be Brought Back

Discussion in 'UO Factions' started by JC the Builder, Apr 15, 2010.

  1. JC the Builder

    JC the Builder Crazed Zealot
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    Teleporting was disabled in the original bases due to exploiting through floors. The new bases should be designed with this in mind. Teleporting should not be arbitrarily disabled. If I want to fight an enemy by teleporting on top or past them, it should be an option.
     
  2. I like it the way it is, and i play a thief so shadow jumping would benefit me :)

    But i like the way faction base fighting is a lil different from field fighting where all the mages dont go teleporting all over the place :)
     
  3. JC the Builder

    JC the Builder Crazed Zealot
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    If teleporting is not allowed then the defender can build a one tile wide line of objects. It is impossible to pass without using client exploits.

    People holding sigils are already prohibited from teleporting. There is no reason to have it turned off.
     
  4. Cardell

    Cardell Lore Keeper
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    Not true at all. You can pick the objects up.. dur.
     
  5. JC the Builder

    JC the Builder Crazed Zealot
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    It takes a long time to pick up hundreds of items.
     
  6. Cardell

    Cardell Lore Keeper
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    Well if you're by yourself.. why yes it does.
     
  7. Nonel

    Nonel Sage
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    Bah, we used to raid bases that had stacks upon stacks upon stacks of small crates that were weighed to 400 stones and them GM tinker trapped (back when those traps killed you) on every single tile. But we got it done. 10 hours is a lot of time. :) Not to mention they decay...
     
  8. JC the Builder

    JC the Builder Crazed Zealot
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    The simple fact is teleport was turned off to prevent exploiting. At first it was only turned off in True Britannian and Council of Mages. Then they did it everywhere else to make it balanced.

    With all new bases, they can design them so teleport no longer becomes exploitable. It makes things a lot more fun and interesting to have it on.
     
  9. Lord Strahd

    Lord Strahd Guest

    I dont think people should beable to teleport in faction strongholds. It gives to many unfair advantages to the mages. For one it makes a barricade useless as a defender to mages and be if gives them the ability to use barricades for kiting.
     
  10. JC the Builder

    JC the Builder Crazed Zealot
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    Everyone can teleport with a scroll. Well at least human characters can. Also there is Shadow Jump for those with ninja.
     
  11. Lord Strahd

    Lord Strahd Guest

    There are a few disadvantages to scrolls.

    1. scrolls are not on hotkey
    2. scrolls are a consumable
    3. scrolls unequip weapons

    So is this balanced , I'll let you decide, but the answer is no.

    Here have some broccoli :danceb:
     
  12. JC the Builder

    JC the Builder Crazed Zealot
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    Teleport items used to be in the game. They were available up until Age of Shadows. If you think removing them unbalanced things for non-mages, you should point this out to the developers.

    But this has nothing to do with whether teleport should be allowed inside faction strongholds.
     
  13. Lord Strahd

    Lord Strahd Guest

    Thanks I'll go do that after I get done milking my cat.
     
  14. CroakerTnT

    CroakerTnT Guest

    No. I don't want people being able to teleport past my energy fields. It's possible to set teleport macros in UOAssist, so any prepared guild could run up, hit a button, and jump inside to wreak havoc rather than having to slowly beat down the defenders of the fields.

    Thus, being able to teleport would kill any method or motive to defend the bases as it's deadly exhausting (and boring), and the raiders will always be able to gather and attack the underdefended base.

    Sieges should give the defenders the benefit, teleport would eliminate that.

    That said, this can probably be fixed with a tweak...
     
  15. Kat

    Kat Crazed Zealot
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    No teleporting. I think the way it is now is fair enough.
     
  16. Ls Jax Ls

    Ls Jax Ls Visitor

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    The only reason someone would want teleport disallowed in bases is because it makes it 100% easier to defend...efields are devastating when placed behind a raiding group and teleport is the only RELIABLE way to avoid this (dispel field may very well work, but it only dispels a single tile and it's often difficult to precisely click a tile when fighting large numbers). That being said, teleport SHOULD be allowed but we all know it's not going to happen since the majority of PvPer's play dexxers (dexxers obviously benefit from disallowing teleport). Teleport creates an array of different tactical possibilities in choke fighting and it's a shame there are still areas it is not permitted.
     
  17. JC the Builder

    JC the Builder Crazed Zealot
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    I would think the opposite, that dexers hate no teleporting. When teleporting was allowed I always made sure to carry teleport scrolls with me in case of energy fields.
     
  18. CroakerTnT

    CroakerTnT Guest

    Enabling teleport will make defending a faction base almost impossible - and definitely not worth the effort.
     
  19. Lynk

    Lynk Grand Poobah
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    That isn't true. If that were the case it would be 'impossible' to defend a baracoon spawn. If teleport would ruin your defense then your defense sucks and you need to step your game up.
     
  20. Lore Denin (GL)

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    Give the power to the defenders to activate a stronghold defense that disables teleporting....

    Doing so should require silver from the CL's treasury, be time limited (2 hr duration for a 10hr defense), tied to control of a warrior type town like Jhelom (yes its not a faction town any longer but with the new 16 monlith bases why not).

    -Lore