27-Feb-2014 11:54:44
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Can we get an idea of the amount of cash/orts you were thinking to charge the initiator and/or recipients?
We'll have to check with Timbo to be sure, but the general idea is to ensure that approximately as much value leaves the overall game economy as would have done if all affected players were using a charge of teleport spell/jewellery.
What if people haven't unlocked the lodestone where you want to teleport them to?
Then most likely they'll not get the option to teleport. I'm hesitant to remove entirely the exploration gameplay that unlocking lodestones represents.
Does it work for clan guests?
Clanmates only, I'm thinking. In part, doing things on a clan basis to people who aren't in your clan system is technically wiggly; in part, these clan teleports are part of the incentive to join your clans.
will it show your slow teleport animation (with the sgs overrides) or the short one?
Most probably it'll be the short one. If we can secure some animator time, we can put in a clan-specific teleporty lightshow, but it's not going to be a priority.
What happens if someone who is really bored decides to cast teleother spells to Clanmates with accept aid turned on while a Clan is trying to do this group teleport?
Clan-wide teleports should take priority over individual teleothers. We can perform sneaky hax to shut a previous teleother request if necessary.
(The opposite problem, of clan members spamming clan teleport requests, I consider a matter of your own internal disciplinary procedures...)
Feed back to us: We could hard-code a limit on clan teleport requests such that only admin rank and above may generate them. We'd not be able to provide it as a customisation; it'd be purely all ranks admin and above can and all ranks below cannot. Would you prefer this?
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05-Mar-2014 18:34:25
- Last edited on
05-Mar-2014 18:36:38
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Calm Enigma