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Group fly and team tp


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Super excited to turn off group fly/team to on my mm when teaming.  Other option of course is take fly and leave my pets on the ground.  Use tp and leave em behind.

 

Everyone says just tell team to hit null the gull.  So when i suggested that to baf league everyone laughed at me.

 

Ive found the best travel for mms is either group fly or team tp (or both, a huge investment just to move).  Then to be told not to use..   

 

Revamp of patron pools and travel powers check.  Everyone loves em check.  Mms still at a disadvantage check.

 

How about make the default it only affects my pets.  Then teamates/ their pets.

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Yeah, this argument gets gotten into on MSRs regularly, too. And you'll find other threads on this, as well (like my wanting an indicator on who I *have* had it turned on or off on - I've got a lot of alts.)

 

I've seen - and made - a few suggestions on this. Your "only affects pets" option, for instance. Slash commands to turn "affected by group travel powers" on or off (it could just be macro'd - say, off on an MSR, on for Hamidon.) I've seen someone (in an MSR) throw out the idea for a MM specific power pool if coding these into existing powers were too much (group travel, exclusive leadership, etc.)

 

Lots of arguing on both sides, so... yeah, a solution other than "go see null" really should be looked at.

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I dont want argue and dont.  In fact i turn it off by default (apologies to the baf the night my team tp and flight macros went haywire lol was bad).

 

  It just reminded me of the mms plight.  Travel powers for MMs doesnt take into account their pets and that sucks.  Probably why some of the better mm players i know just 3 box their own mm team and dont bother with teamates.  

 

This isnt a woe is me, or fix it or i will leave threat.  Its a what other side to this is their?  Cause i dont see it.

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They finally make group fly not totally usless and then people complain when others actually use it.  This comes up alot now, especially during hamidon raids.  Theres a bit of discussion and it usually ends up with people being directed to null the gull.  

 

Team teleport already has a fix through the options menu and its included with the team invite popup (prompt team teleport).  If players cant be bothered to click prompt TP when joining a team then they have no grounds to complain about being teleported around.

 

I would suggest group fly receive a similar treatment with a options menu line and an addition to the team invite popup.  Whether its auto decline group fly or suppress group fly or prompt group fly.  I would imagine it needing to be auto so you dont keep getting confirmation popups as the group fly player moves in and out of range.  

 

It should also be mentioned that teleport didnt always have an option to decline.  Players didnt like having movement forced on them so the option to decline was added.  I feel the situation here, while not identical, is similar enough to warrant the same treatment.

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2 hours ago, TheZag said:

It should also be mentioned that teleport didnt always have an option to decline.  Players didnt like having movement forced on them so the option to decline was added.  I feel the situation here, while not identical, is similar enough to warrant the same treatment.

 

(Top's mostly snipped for space.)

 

Part of the issue with teleport, as well, was people doing things like sticking people in guard towers (before the exits were put in) and teleporting them up to the top of skyscrapers and dropping them (before the anti-one-shot code was put in.) So there was more... impetus to put that popup (and other options) in.  Group fly doesn't do that - it's mostly inconvenient to annoying, depending on who you ask. (And can, of course, cause issues with powers.)

 

I'm not 100% sure how a decline *prompt* would work for group fly, given the mechannics (and that you can wind up in and out of it frequently, though there is the "always set," I suppose) but a menu option? That, I think, would work out better, personally.

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