View Full Version : Premium Update - Transporters and, well, transporters!
JustDan
08-07-2012, 07:48 AM
In case anyone missed the news last night:
During the recent attacks on Merrielle and Arbigail in Mist Harbor, Merishon was seen harnessing a strange power that enabled him to transport himself to another realm instantly, leaving many adventurers trying to run and scramble to different towns over the long and arduous journeys. Lady Merrielle has spent the last day or so with several esteemed sorcerers, wizards, and local builders who have found a way to mimic Merishon’s power in their own way.
Introducing...
The Premium Transport System
Do you live in the Landing but your best friend just moved to Ta'Vaalor? Are you tired of hunting the critters around Solhaven and want to try your hand in the Ta'Illistim? Do you live on Teras and have a hard time making it to events on the mainland? Never fear, Premium Transport is here!
Beginning today, a Transport Room has been added to all eight Premium Halls across the lands (see PREMIUM 4 for directions to the hall in your town.) A colored (different for each town) doorway will lead you there, and most are relatively close to the entrance. Inside this room you'll find a ticket and a portal. When you purchase a ticket, you can use it to enter the portal. Once inside, you'll find a nexus of rooms where you can choose your ultimate destination.
There is a sign with rates and rules in the transport room, but I'll post it here also!
~*~ Welcome to Deluxe Transport Services ~*~
Initial Ticket Prices:
For training range 0 - 9: 5,000 silvers
For training range 10 - 19: 25,000 silvers
For training range 20 and up: 50,000 silvers
Each successive ticket purchase increases by that flat amount again, up to a maximum of 250,000 silvers for the most experienced of travelers.
~~*~~
Transport Rules:
1 - A limit of 10 one-way trips can be made by each traveler per calendar month.
2 - Tickets can only be used by the individual who bought it.
3 - Tickets expire at the end of the calendar month, no matter how close to the end it was purchased.
~~*~~
Thank you for using Four Winds for your travel needs.
Please post any questions you have or issues you find here. Enjoy!
~Just Jainna
This message was originally posted in Four Winds Hall/Premium, Benefits. To discuss the above, follow the link below.
http://forums.play.net/forums/19/221/2436/view/820
And:
Reply
Merrielle isn't done yet! With this newly harnessed power, she was able to make some more improvements. She and the Four Winds builders have been able to make your teleport jewelry more powerful!
--------------------------------------------------------------------------------
In addition to creating the Premium Transport System, some exciting changes were also made to your transport jewelry.
1. Transport jewelry will no longer have a five minute cooldown period. You may teleport at will!
2. You may now hold your jewelry in your hand to activate it, if you do not wish to be wearing it (it will still work while worn, however.)
3. You may now own more than one transport jewelry at a time. Lose one? No problem, you can get another one!
Please post any questions, comments, or bugs/issues about this topic here! Again, enjoy!
~Just Jainna
This message was originally posted in Four Winds Hall/Premium, Benefits. To discuss the above, follow the link below.
http://forums.play.net/forums/19/221/2436/view/821
msconstrew
08-07-2012, 08:54 AM
Awesome! Though it kind of, sort of makes 740 a little less "special". Oh well, I don't care. Now it doesn't take hours to get from one place to another for non-sorcerers.
JustDan
08-07-2012, 08:56 AM
The first thing I thought of was the Sunfist world tour, especially if you're not yet 10 trains. Done and done. It's a great value for the younger crowd, and useful for the old folks as well, though if I still played a sorceror I'd probably be QQing pretty hard. This kinda bones over one of the things that makes them special.
WRoss
08-07-2012, 08:57 AM
And cross world transporters just lost a shit ton of value
msconstrew
08-07-2012, 09:04 AM
The first thing I thought of was the Sunfist world tour, especially if you're not yet 10 trains. Done and done. It's a great value for the younger crowd, and useful for the old folks as well, though if I still played a sorceror I'd probably be QQing pretty hard. This kinda bones over one of the things that makes them special.
LOL, Sorcerers have a ton more to QQ about than this. I think it also devalues chalk pouches, too, sadly.
Sean of the Thread
08-07-2012, 09:12 AM
The long travel times were cool in my opinion. Made it significant to travel or to be in hiding from assholes etc.
And yeah 740, cross world items and chalk pouches just took a huge hit.
Kronius
08-07-2012, 09:29 AM
LOL, Sorcerers have a ton more to QQ about than this. I think it also devalues chalk pouches, too, sadly.
Everyone loves a good Sorc QQ.
I've got mixed feelings about this. One on hand, I think it's great they're making cross realms travel easier. It's still somewhat restricted by price and X amount of times per calendar month, so 740 isn't TOTALLY borked, but yeah, it does lose a little luster. At least in the past, people had to wait to chronomage and sorcs could go anywhere INSTANTLY, now that is completely gone.
The transporter cool down removal was just common sense and I'm happy that its gone now.
Fallen
08-07-2012, 10:01 AM
The solution to this is to drop X-realms chalk cost down to something just about same-realm transport. That is what they do in plat. Doesn't fully fix the problem, but it is a short-term bandaid that can be enacted as soon as it is approved. That, and they should allow for adjacent realm transport of multiple people. It would be nice to be able to take a group from OTF to Ta'Illistim.
Mumblz
08-07-2012, 10:21 AM
It was an opportunity to modify the spell so that 740 could take groups and the sorcerer could charge for the service...
As an aside, buying a sorcerer chalk-making pouch for 100k :)
JustDan
08-07-2012, 10:31 AM
That, and they should allow for adjacent realm transport of multiple people. It would be nice to be able to take a group from OTF to Ta'Illistim.
This would be insanely awesome. Take full groups from the Rift to Icemule (or even Pinefar). From the statue to Nelemar. To strategic points during an invasion. It'd make sorcs a much more "essential" utility profession.
Fallen
08-07-2012, 10:33 AM
This would be insanely awesome. Take full groups from the Rift to Icemule (or even Pinefar). From the statue to Nelemar. To strategic points during an invasion. It'd make sorcs a much more "essential" utility profession.
Suggest it!
Buckwheet
08-07-2012, 10:36 AM
That fact that it would be that useful, means it won't happen. You have to add in there sickness like what fogging gets. Or some other really stupid idea.
Kronius
08-07-2012, 10:37 AM
Whoa whoa whoa, you're talking about improving a sorcerer spell. That'll never get approved.
The long travel times were cool in my opinion. Made it significant to travel or to be in hiding from assholes etc.
And yeah 740, cross world items and chalk pouches just took a huge hit.
I actually like real geographic distances segregating the game, I think it helps build community... or it did. Population levels are too low right now however so I see travel requirement easing to be a good thing... but it fucks 740. They need to fix that, and I think they realize it. The first step in fixing a problem is admitting you have one, and that first step is always the hardest with Simu. So if they admit 740 needs something, that right there is half the battle.
JustDan
08-07-2012, 01:52 PM
The first step in fixing a problem is admitting you have one, and that first step is always the hardest with Simu. So if they admit 740 needs something, that right there is half the battle.
http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer's%20Corner%20-%20Sorcerers/view/1454
We're aware of the concerns and listening to feedback.
GameMaster Estild
Popular opinion so far on the officials is group-friendly 740, as well as access to previously "banned" areas with the spell. I, and others, have been pushing, and it's nice to at least see an acknowledgement that there's an inequality here that needs addressing.
Yup Dan, Estild's post is what I was talking about.
Kronius
08-07-2012, 02:28 PM
Yup Dan, Estild's post is what I was talking about.
He's a good dude. Reasonable as well, hopefully, they can come up with a solution to appease the sorc masses. I want to believe, but recent history is not on our side.
Kaerika
08-07-2012, 03:44 PM
Considering the population in some towns, it'd be nice to just have free teleports to all the main hubs. That's what happens in Plat, isn't it? I agree with crb about the distance building community and whatnot, but as he says, the population is too low.
This seems like a pretty small update; it's not like the Chronomage is that expensive.
droit
08-07-2012, 03:54 PM
It's a huge update. I haven't tried it yet, but it looks like transport is instant, so no more waiting 2 hours for chronomage travel. That means that you hear of a merchant showing up on Teras--50k later, you're in line.
It's also cheaper than chronomage.
Elgrim
08-07-2012, 04:01 PM
This has been in plat for a number of years. The teleport is instant although they changed the tickets somewhat it seems. In Plat they were unlimited use for a month, 50k per month for your ticket. So it seems in Prime you will have to buy a ticket each time, and the ticket gets higher with each trip. So while not nearly as useful, it does have value.
Riltus
08-07-2012, 04:54 PM
This has been in plat for a number of years. The teleport is instant although they changed the tickets somewhat it seems. In Plat they were unlimited use for a month, 50k per month for your ticket. So it seems in Prime you will have to buy a ticket each time, and the ticket gets higher with each trip. So while not nearly as useful, it does have value.
Correct.
>look
[Zephyr Hall, Transport Room]
Gold-trimmed, dark green walls surround this small room that is little more than a spacious closet. Leaning up against one wall, a small table stands beside a curved mottled green doorway that leads out of the room. Nearby, a young attendant stands ready to serve. The focal point of the room is a swirling green and gold portal framed by an oval of wrought silver. Intricate foliage has been etched into the metal, the vines intertwining to form a complex lattice pattern.
Obvious exits: none
>buy ticket
You fork out 5000 silvers for a ticket.
>put ticket in cloak
You put a silver-sheened transport ticket in your spidersilk cloak.
>get ticket
A young attendant steps forward and says, "You're looking for a transportation ticket, <Name>? This'll be number 2 for the month, and will cost you 10000 silver. Also, note that the ticket expires at the end of this calendar month and will only be valid for your own travel needs. Be sure to hold the ticket in one of your hands as you pass through the portal to use it."
GET the ticket again if you want to really purchase it within 10 seconds.
>go portal
You hand your ticket to a nearby young attendant and step through a swirling green and gold portal. You seem to float in place for a second before a burst of wind signals your arrival at your destination.
[Swirling Nexus, Transport Hub]
Warm wind rushes through the area in a constant cyclone, carrying with it the floral scents of each corner of Elanthia, all blending with the smell of ozone. Eight gently pointed alcoves, spaced like the points of a star, spread out from this center room, each one painted a different hue. A large black directional sign takes up residence in the center of the white marble floor, its bold white writing standing out against the dark background.
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest
>read sign
In the Common language, it reads:
West of the Dragonspine:
Icemule - North
Wehnimer's Landing - West
River's Rest - Northwest
Solhaven - Southwest
Kharam Dzu - South
East of the Dragonspine:
Ta'Illistim - Northeast
Ta'Vaalor - East
Zul Logoth - Southeast
>peer w
You peer west and see ...
[Wehnimer's Landing Room]
Dark green walls surround this small alcove off the central nexus to the east. The focal point of the space is a swirling green and gold portal framed by an oval of wrought silver. Intricate foliage has been etched into the metal, the vines intertwining to form a complex lattice pattern. A warm breeze swirls around the area, scented of the flora of Wehnimer's Landing.
Obvious exits: east
>w
[Wehnimer's Landing Room]
Dark green walls surround this small alcove off the central nexus to the east. The focal point of the space is a swirling green and gold portal framed by an oval of wrought silver. Intricate foliage has been etched into the metal, the vines intertwining to form a complex lattice pattern. A warm breeze swirls around the area, scented of the flora of Wehnimer's Landing.
Obvious exits: east
Note: East will take you back to the hub.
>go portal
[Zephyr Hall, Transport Room]
Gold-trimmed, dark green walls surround this small room that is little more than a spacious closet. Leaning up against one wall, a small table stands beside a curved mottled green doorway that leads out of the room. Nearby, a young attendant stands ready to serve. The focal point of the room is a swirling green and gold portal framed by an oval of wrought silver. Intricate foliage has been etched into the metal, the vines intertwining to form a complex lattice pattern.
Obvious exits: none
>go doorway
[Zephyr Hall, Hallway]
Completely paneled in polished pine planking, the walls hold elaborate antler sconces. Several doors lead off to the east, and the nearest one rests ajar, revealing shelves of linens and cleaning supplies. A carved pine door leads to a dimly lit room, while a faint glow emanates from a curved mottled green doorway. The granite floor is polished to a gleam, its mica flecks sparkling as the candles gutter and flare.
Obvious exits: northeast, southwest
Mark
BriarFox
08-08-2012, 12:01 PM
Cool change. Rather screws the value of the chronomage disks and such, though.
Gweneivia
08-08-2012, 12:43 PM
Cool change. Rather screws the value of the chronomage disks and such, though.
Not necessarily, I'm sure some people would rather pay a one time large amount for transport items than have to pay the monthly fee to be premium. It does narrow the potential market for items, though, for sure.
audioserf
08-10-2012, 12:15 PM
It's a huge update. I haven't tried it yet, but it looks like transport is instant, so no more waiting 2 hours for chronomage travel. That means that you hear of a merchant showing up on Teras--50k later, you're in line.
It's also cheaper than chronomage.
Hahahaha, merchant on Teras. Good one!
mrjrd222
08-10-2012, 01:14 PM
As to the jumping around with a group version of 740. If they made it not that different from a nexus gem I think that would be a nice change. Nexus is one way, but just using an orb gem makes it really cheap. And I can use the same gem multiple times even with a group.
So having to use chalk, being more expensive, 740 could be round trip travel for a group. There's also a chance at failure which Nexus really doesn't have. All you do is make another nexus gem. 740 can kill you.
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.