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Wilderness teleports/jewelry discussion


Tyendinaga
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With the rev cave teleport being swapped to the north entrance and the poll data essentially guaranteeing its implementation, I'd like to see how our community feels about the essentially endless options available to return currently. 

As they now stand the ancient tabs, burning necks, and games necks all offer endless returning options for clanners to the point that getting back to a fight is too easy. Extended skirmishes will devolve into ragging shitshows because it is braindead simple to corp/ca/bandit back up instantly. 

Give me your thoughts and suggestions on wilderness teleport tablets/jewelry having a 5-10 minute cooldown timer on returning to that particular spot with the respective equipment. The ancient spellbook teleports would remain unaffected. 

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4 minutes ago, Ryan.. said:

Nah there's plenty clans who suck at returning already l0l

that is kind of the point. war better, or die. 

4 minutes ago, Edjez said:

Kop will take over the rev caves like they did at ca. They should have not changed that teleport..

teleport cooldowns would stifle nonstop ragging, but not kill it off. 

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The game is no longer the way it was when it came out. We have progressed and i personally dont mind. Not just teleport wise but the pvm community has the same, u go to ur house, sip the pool of cockadoodle-do and bahm ur reborn and ready to go. Its a quality of life thing i guess.

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Just now, Tyendinaga said:

because if you want a long drawn out return fight go gdz, that hasn't changed 

what? your point has no benefit to pure clans in wildy and in fact hinders return fights as it slows down returning. why would any1 want this?

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1 minute ago, 17_ said:

what? your point has no benefit to pure clans in wildy and in fact hinders return fights as it slows down returning. why would any1 want this?

this benefits every clan that wants to have a clean 1v1 that won't devolve into ragging. you'll actually have to win your engagements instead of returning in worse and worse gear as time goes on. 

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Just now, Tyendinaga said:

this benefits every clan that wants to have a clean 1v1 that won't devolve into ragging. you'll actually have to win your engagements instead of returning in worse and worse gear as time goes on. 

that literally makes no sense. how does a timer on returning determine if some1's gear downgrades as the fight goes on? thats guna happen if ur members dont have the right mentality, not if theres a cap on how quick u can return l0l

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2 minutes ago, 17_ said:

that literally makes no sense. how does a timer on returning determine if some1's gear downgrades as the fight goes on? thats guna happen if ur members dont have the right mentality, not if theres a cap on how quick u can return l0l

a timer on returning prevents people from instantly teleporting back up in garbage gear. 

being unable to return instantly means you have to win your fights/choose your clusters carefully. 

Even if there was a timer on teleports there are still at a bare minimum 3 individual  teleports to both bandits and corp/ca, of which carralangar/dareeyak are still infinitely available on ancients. 

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8 minutes ago, Tyendinaga said:

this benefits every clan that wants to have a clean 1v1 that won't devolve into ragging. you'll actually have to win your engagements instead of returning in worse and worse gear as time goes on. 

"The ancient spellbook teleports would remain unaffected. "

People will still return to corp/ca via carralanger and GDZ with annakarl? 

Its an interesting idea but i would never want a cooldown on teleports

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1 minute ago, Jamer said:

"The ancient spellbook teleports would remain unaffected. "

People will still return to corp/ca via carralanger and GDZ with annakarl? 

requires the magic level, runes, and are both about 20 seconds away from the fight. games/burning neck are instant and require nothing to use. 

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1 minute ago, Tyendinaga said:

requires the magic level, runes, and are both about 20 seconds away from the fight. games/burning neck are instant and require nothing to use. 

Most people have the mage levels to use those return spots though? nothing would change apart from the inconvenience of having to use a different teleports to get to a location 10 seconds slower?

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2 minutes ago, Jamer said:

Most people have the mage levels to use those return spots though? nothing would change apart from the inconvenience of having to use a different teleports to get to a location 10 seconds slower?

shifting the focus of fights towards cleaner action/winning is my goal here. as it currently stands you can return forever, instantly, to two wild hotspots until the other clan gets bored or everyone is in rag. that's neither fun nor competitive. the seconds it takes to get to a fight make a huge difference in the quality of the fight and the ability of a clan to score a clear on the other. 

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