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Posted

Sometimes, that place is crowded. Too crowded. It can be frustrating to leave when 20 characters are just sitting around the portal to the point that its difficult to even get to the portal. 

 

Can the entry spawn point be moved? or maybe multiple portals be up? 

The future is in the past! 

Posted

I hear this complaint from time to time, and in fact sometimes there is someone in Ouro shouting for people to move away from the portal. I always LRT or use a base portal to leave Ouro so I've never had a problem with it. But considering it's a perhaps unintended hub for a lot of team and league stuff that forms it wouldn't be a bad idea to add a couple of (not noisy) portals to the sides.

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Posted

I remember awhile back someone had the idea of a repel field with a timer. Still standing on the portal after 5 minutes? You get politely shoved out of the way. Bonus points if it chucked people over the edge and piled them in the center pool.

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Sky-Hawke: Rad/WP Brute

Alts galore. So...soooo many alts.

Originally Pinnacle Server, then Indomitable and now Excelsior

Posted

I'd like to see an outgoing portal (as well as some other stuff, a trainer, a base portal, maybe a START vendor) placed on some of the outlying floating islands, just to add functionality to all that empty space.

Posted

If it were up to me, I would put the entry/exit portal in the middle of the air, near but slightly under unslotted jump height.  People who pop in AFK, fall like 10 feet down, leaving the portal open.  You just need to make sure a lvl 1 who pops in can make it to the exit. (hence, unslotted jump height)

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Posted
3 hours ago, MTeague said:

If it were up to me, I would put the entry/exit portal in the middle of the air, near but slightly under unslotted jump height.  People who pop in AFK, fall like 10 feet down, leaving the portal open.  You just need to make sure a lvl 1 who pops in can make it to the exit. (hence, unslotted jump height)

I wouldn't want some to need to jump at all to reach it. Some folks might have coordination issues that could make jumping and clicking something at the same time difficult.

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Posted
On 7/3/2025 at 10:44 AM, Skyhawke said:

I remember awhile back someone had the idea of a repel field with a timer. Still standing on the portal after 5 minutes? You get politely shoved out of the way. Bonus points if it chucked people over the edge and piled them in the center pool.

Why not just have them dropped into the pool automatically on arrival? Still have a 1 minute pulsing repel on the exit, but that way they’d have to choose to go over to the exit in the first place, which would diminish the clog up all on its own.

Posted

Just put a gentle slope under it and place an invisible ice slick under it.   

That might have the same coordination issue brought up by Starhammer, so if it's possible then to add Untouchable if that works for that effect for ~15 seconds.

Then if people don't move on entry, they'll just slide away.

Posted
On 7/3/2025 at 6:16 AM, Oklahoman said:

I hear this complaint from time to time, and in fact sometimes there is someone in Ouro shouting for people to move away from the portal. I always LRT or use a base portal to leave Ouro so I've never had a problem with it.

There's another option. Adapted from a macro someone posted to get around the issue of people piling up around the portal for the wedding missions, I created this:

 

/macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 259 670 -764 P"

 

This creates an icon you can drag into whatever power bar slot you want, and like the use of the 'enterbasefrompasscode' command, only requires that you be near the departure portal to bring up the destination window; you don't have to actually click on the proper part of the portal.

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Posted
21 hours ago, srmalloy said:

There's another option. Adapted from a macro someone posted to get around the issue of people piling up around the portal for the wedding missions, I created this:

 

/macroimage "WheelofFortuneFortune" "LvOro" "enterdoor 259 670 -764 P"

 

This creates an icon you can drag into whatever power bar slot you want, and like the use of the 'enterbasefrompasscode' command, only requires that you be near the departure portal to bring up the destination window; you don't have to actually click on the proper part of the portal.

Similarly, I expect the /interact command should do the trick if you are at least near, and facing the portal.

In my case, I keep it bound to doubleclicking...  though that means when buying or selling a lot of stuff at a vendor, you want to face away from it. (I use my right doubleclick for other stuff, or I'd do that instead)

/bind LEFTDOUBLECLICK "interact"

Posted

Although it would devalue base portals a bit, I think just having an exit portal that goes everywhere a player has access to would work.   Have that exit portal be off to the side somewhere. The entrance portal could stay the same.  

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