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That's interesting, I was not even aware of those mechanics for the power since after the first time Mission Transporter failed on me and I read the system message, I always made sure to have an active mission when using it. I also prefer to have only a single mission and when completed get another. (Mission doors can behave oddly, if you have 2+ missions that go to the same door entering that door will take you into the mission closest to the top of your list regardless of what the active one actually is. Ran into this a few times and so now mostly just keep it to one mission in my list.) But thank you everyone for all this interesting information I was not aware of! =D
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Oh that is so cool, thanks for the website link! So then Teleport Target is just a wrapper function with a simple when statement, that works, makes me wonder how they have different cooldowns depending on usage because if the cooldown is determined in the when statement it would still go on the same cooldown even if the target is out of range or such, and if they altered the original power functions to point back to Teleport Target and tell it what the cooldown should be why didn't they they just code the merged powers into a single function. Hmmm, interesting. Thanks again! =D
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Uhm, none of those instances give a Failed system message in the chat window. And really? Upgrade MM minions goes on cooldown when the target is out of range? I wouldn't know that one, however, if you Teleport Target on something that is out of range you get a popup over your character saying so and there is no cooldown like most skills do. But how exactly can you compare Missing a target in combat to using a power and flat out getting a Failed system message? O.O Yea, the Teleport Target use to be two different powers merged into a single one, but I have no idea how they coded it because I am not about to go digging through the code to find out, I just hope that they coded it as a single function instead of activating one of two different powers. O.O Yea snipes can be a little wonky, if the target moves behind an obstacle it will fail and go on full cooldown where other powers that are obstructed have no cooldown, but you are correct for powers that are interruptible they tend to have their cooldown cut in half if they are interrupted, have run into that with Aid Self too. But I have not seen many powers give a flat out Failed system message in the chat window, see it much more often for things like trying to invite 'off sides' team members. But yea, Teleport Target again, if a target is out of range, like a friend in another zone and sometimes even in the same zone if they are far enough away it just says so and there is no cooldown unlike Assemble the Team, and that is only a 10 second cooldown when it actually teleports someone which is a far cry from 30 minutes. I can't imagine many people turn on System messages in their chat window, but I'm odd like that, and when I say it gives a Failed system message I mean it literally flat out says in the chat window that the power Failed, not missed or out of range or a buff ran out on its timer while I was AFK, it clearly states the power Failed, in fact the Mission Teleporter failed system message is quite informative and flat out says it has to be a Door Mission that is the active mission. So I apologize for any confusion not stating that sooner may have caused. ^.^
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Well, that is how most powers function when they fail, a shortened cooldown. And usually no cooldown at all if canceled for powers that can be. I was operating under the line of thought that there was a reason that pressing the big CANCEL button did not actually cancel the power for a reason, I would love for it to just cancel with no cooldown at all when I press the cancel button but there has to be a reason it does not function that way already. Wait what?? That sounds really messy to me, one power accessing two different powers, I really hope they just coded it as a single power that does different things under different circumstances based upon who the target is. O.O Suppose they could have called the older functions, but that still sounds messy to me when it could all be contained inside of a single function. That's a neat idea, and there are powers that do function that way too. I honestly don't really have any issues with Assemble the Team, it was just the first time I used after getting it I realized that it was same zone only, but I did get a system error message stating it failed so I know the game can differentiate. But using your good idea, could have a 5 minute cooldown per individual teleported up to a max of 30 minutes if there are 6 or more, but I just like nice round even numbers. And yes, very yes, I agree completely, especially considering it can be less then obvious what active missions are unable to Mission Teleporter to sometimes.
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Thank you for your replies Rudra, but I do consider you stating twice that the problem is with the player, thus me since I am posting this, as if you are personally attacking me. Can you please refrain? The very first line of my post stated this was not a bug or glitch, so I know there is not a problem with how the powers work and why I posted here in suggestions, as I thought something like this might add a little Quality of Life to these powers, if they can implement them in the game as I know their are probably more important things for them to work on. I actually got the idea from Teleport Target power which has two different cooldowns (and ranges even) depending on how it is used.
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There is a cancel button on the Long Range Teleporter window that closes the window but there is a red circle around the power indicating it is still quasi-active, was saying added a reduced cooldown if that cancel button is pressed. For the Mission Transporter it does not take you inside of the active mission, it teleports you outside of the entry door to a mission, and there is an error message saying the power failed if it is not a Door Mission, which includes missions you have to go talk to someone to enter and missions where you talk to someone and they tell you to go to a door. And the Assemble the Team power will also state that the power failed, so the game can differentiate between these powers activating and if they fail, which is why i suggested a reduced cooldown on the condition that these (and potentially others i do not know about) are either canceled or fail.
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wisprr started following Teleport Powers Cooldown
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Disclaimers: * I would not call these bugs or glitches, thus I am posting this in Suggestions. * I imagine these will be pretty low on the totem pole for implementation, but hey, I may as well mention! Certain (non-pool) teleportation cooldowns can behave oddly, the ones I know of are listed below but there might be more. Long Range Teleporter (Accolades): When activated and canceled, if you transition to another zone the power will go on cooldown for up to its full 10 minutes. Mission Transporter (Prestige Travel): On activation and failure since you do not have a Door Mission selected goes on its full 30 minute cooldown. (This can be problematic since some missions are not flagged as door missions even when you are on a step of the mission that you need to enter a door to.) Assemble the Team (Prestige Travel): If activated and there are no team members in the same zone the power fails and goes on 30 minute cooldown. Now, I know that powers can have multiple cooldowns based on different conditions, so my suggestion is that these powers with long cooldowns (especially since the cooldowns can not be reduced) have a secondary reduced cooldown for when they are canceled or fail. And as a secondary, quasi-related suggestion, the game tracks all kinds of information and has all kinds of awesome badges for doing a lot of certain things, so might be neat to have a badge // multiple badges for things like teleporting or teleporting others as well. Thank you for reading this, and I hope this post might add a little QoL to this great game. ^.^
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(This post contains some story spoilers, -ish.) I have been having a lot of fun with this story chain of missions, but I broke it and thought I should mention it. (I ran this mission twice and it gets stuck at the same point.) So I am at the door I am supposed to finish opening after defeating the corrupted Alpha Team, and I took down the 2 that showed up but it will not let me progress and there are no others inside the entire mission, so I am sadly going to have to auto-complete the mission. (I was really hoping to see the ending too!) A little background (yes I AM really good at breaking things): When given the option I had 1 of the original team members removed and sent to the hospital. Ran the mission where I lost 2 of my original 4 teammates. (When splitting up, I chose to go alone.) 3 replacements were put on the team, after that mission I requested all the replacements be removed and was told only 1 of them would be. Ran final mission, choosing to go by myself, and only the 2 original members that were left on the team spawned for me to fight. At any rate, I hope this might help someone, anyone, but doubt most make the bizarre story choices I do hehe. Props. ^.^