Page 2 of 3

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 4:28 pm
by amitst
Thank you oshido for clarifying my post, it is usually a problem for me


Thank you everyone else for agreeing that tickets are a form of masochism when compared to this option.


It is true that the only difference is convenience, currently I run out of tickets all the time cause I will port somewhere to rez someone or meet someone then run off and forget to buy a new ticket, this is just plain annoying... or maybe im just not a smart enough player to always get a new ticket, regardless the massive pile of tickets in my inventory is ridiculous unnecessary clutter.

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 5:37 pm
by predzz
amitst wrote:For teleportation we need a simple GW like interface.
What's "a simple GW like interface" ?

And it has been said many times in the past that the ticket system needs a change, including me. I've heard the term "ticket wallet" before. I would be OK with just something like our currently encyclopedia (or support window) but instead of rites it would contain links to TP locations, which i think might be the easiest to implement.

However seeing as the user interface was being worked on by a "small" team and was more of a long-term project, i don't expect any change until 2006 or so...

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 6:15 pm
by oldmess
sx4rlet wrote:You know, I actually like the teleport system. (And then i am not talking about the bulk of the tickets)
I too like the system as it is... mostly. I like the fact that you have to buy your return ticket ahead of time. It forces you to think about that issue ahead of time instead of being able to jump somewhere on a whim.

The only suggestion I'd have is that the TP automatically popup the trade window right as you arrive. If you're in a huge hurry to rez someone, just turn and run. It'll close when you get far enough away. Or just close the window and go. But if you're just chronically forgetful, this would help.

And, this should be a relatively minor change. It's not a new system, just automating an existing one. If the macro system allowed something like this, I'd make a macro and call it good enough.

As far as the UI goes though, I'd really like to see the TP tickets moved into their own tab in my inventory and presented as a tree like the skill tree:

Aeden Aqueous
--- Winds of Muse
------ Winds of Muse - Karavan
------ Winds of Muse - Kami
Verdant Heights
--- Fleeting Garden
------ Fleeting Garden - Karavan
--- Majestic Garden
------ Davae - Karavan
------ Yrkanis - Karavan
------ Yrkanis - Kami

It would make finding the ticket I was much quicker without having any real change to the way the system works (i.e. it doesn't change where I can port to or give me any info I didn't already have). It should only show those TP's that I have. In the example above, the fact that I have "Fleeting Garden - Karavan" doesn't imply whether there is or is not a Kami porter in that region. And since the example above doesn't have any tickets to Grove of Confusion, that whole region is just left off the list.

Re-use the GUI elements from the skill tree if it saves time. I'm not unsympathetic to the time-demands on the devs.

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 6:40 pm
by walls124
My idea might not really be all that practical to implement but I think it would be interresting.

First up is to move all the tickets away from the bag and into somekind of book. When you open this book it will show a very crude map of one of the areas. like when you press "m" but not as precise. you can then flip through the different areas. on the maps the ticket will be placed in the general area of where the tp is. of course not so you can find it in advance.

By doing it this way you can easily locate where you want to go. And also have a general map over all the different areas. It will also be possibel to keep the ticket system as it is at the moment. instead you will have to use some bulk on a book and all the tickets in it wont affect the bulk. :)

Now there might be added a limit on the number of tickets in a book or that you would need to buy a volume for each area.

Problem... Of course there are also problems whit my ideas. Like the devs will have to create a special bag for tp tickets. they will also have to create the book. Time consuming and right now we would rather want the outpost ;)

Just my idea

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 7:46 pm
by amitst
The simple GW like interface goes like this


Open the map, point at the teleporter you want to go to, which is only active if you have visited it before, click, and boom you are charged your dapper and you are sent on your way.

I dont think i can state it any more clearly-er, and oshido already did a good job too

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 8:31 pm
by raynes
amitst wrote:The simple GW like interface goes like this


Open the map, point at the teleporter you want to go to, which is only active if you have visited it before, click, and boom you are charged your dapper and you are sent on your way.

I dont think i can state it any more clearly-er, and oshido already did a good job too
Are the teleporters fame based in GW?

If you want to correct the problem of forgetting to buy a new ticket, then the solution is to have the representive at the alter automatically ask you if you wish to buy a new one upon completion of teleporting. It's not to dump the entire system which has story reasons for the way it is set up.

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 8:43 pm
by mrozzy
raynes wrote:Are the teleporters fame based in GW?

If you want to correct the problem of forgetting to buy a new ticket, then the solution is to have the representive at the alter automatically ask you if you wish to buy a new one upon completion of teleporting. It's not to dump the entire system which has story reasons for the way it is set up.

Hmm, I like that idea :)

On the other hand, I really don't understand what you all are whining about. Latest patch brought many good things, only the teleporter tickets have a bit to much bulk. This problem will be fixed in the next patch (and I bet that will be next week, just for these teleporter tickets - if changing it isn't technicaly to difficult - )

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 8:59 pm
by ncrijns
Teleport tickets are good as they are in my oppinion. Just right now the bulk is annoying, but really not a major thing.

Just changing it to lower the bulk is all.

What could be done however is increasing the price.. per area.
What I'm saying is the same old 12.5k for blue zones. Majestic Garden, Imperial Dunes, Liberty Lake and Cities of Intuition. And price increase for all the others. Something like 20k for yellow zones, 40k for orange zones, 80K for red zones, and 160k for purple zones. Because if you can hunt there, you can pay for it. And this would also solve buying the teleport tickets for when you finally reach a new new country. Well, except the Prime Roots, but they are special anyway.

Re: Tikets need a whole revamp anyways, we all know this

Posted: Fri May 27, 2005 9:04 pm
by vinnyq
Nooooo! Don't listen to heeeeem! I am broke :(

Re: Tikets need a whole revamp anyways, we all know this

Posted: Sat May 28, 2005 9:34 am
by hans1976
vinnyq wrote:Nooooo! Don't listen to heeeeem! I am broke :(
I can give you some dappers in exchange for something small, like your immortal soul?