#Disallow superfast travel to Orth

1 messages · Page 1 of 1 (latest)

summer jasper
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Make it so that when dying without a checkpoint, the player is not teleported to spawn, but teleported to a random location within a certain radius from it (for example, 500 blocks), preferably at the same height.
And to return to Orth, the player needs to rise to a certain height (for example, 100 blocks in a maximum of 10 minutes) in order to receive an invitation from the server to teleport to Orth.

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Disallow superfast travel to Orth

mild tinsel
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But... how then we can troll people with "got Orthed"?.. This is what we live for..

winter helm
raw agate
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thats quirky but also annoying

carmine notch
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It would make more sense once the server moves away from orth coin reliance and orth traders.

sharp pulsar
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Yeah not a bad idea overall, but not sure how good it would be depending on where you would be able to spawn in. Feels like it could be scuffed and have a lot of issues.

If you chain die in L5 with graves you could be teleported super far away if you are unlucky and possibly not be able to find your way back. Or continue chain dying in order to get back to your first death. L5 isn't balanced for no armor

lilac bison
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Agree, told about that few weeks ago. The fact it's possible to jump Orth, intentionally or not, with items or not, feels strange and breaks immersion. Abyss should hold you. And should putt much effort to reach orth.

carmine notch
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  1. Make world guarded Elevator hubs in layer 1-2 that let you port up to Orth. Would encourage more players to travel manually to the hubs to then get to Orth instead of /suiciding.
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Was part of the fast travel idea I proposed in #1201710357853524058

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No idea as to how to entirely cut out re spawning in Orth

raw agate
dreamy pewter
# carmine notch Was part of the fast travel idea I proposed in <#1201710357853524058>

@summer jasper Yeah if we do test the gondola thing that 4Layers suggested in the other suggestion, we can also test the vice versa of that in going up and that would probably make a lot more sense.

I'd imagine most people will just see it as an inconvenience if you are randomly spawned back in somewhere randomly in Orth, could also probably result in some buggy scenarios of weird spawn locations that you get stuck in. I think if there was a lot more features consistently spread through Orth it could be a beneficial idea, and maybe when that is a thing you could have set spawn locations in each district of Orth and randomly go to one of them? (just so it's less buggy and confusing)

dreamy pewter
summer jasper
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I like the idea with several spawn locations in Orth

carmine notch
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only way I can imagine it is by the official spawn in Orth disappearing after a set amount of time spent in game or after unlocking a certain quest (perhaps the quest which is connected to the first teleport hub from Orth and to Orth?)

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gradually the official base spawn for each player moves downwards layer 1 with different unlocks or quests

dreamy pewter
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I wouldn't base things on quest, it's such a far off feature unfortunately

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I'd love to relate it to quests, but your suggestions would not be added until 2077 if we did omegalul

carmine notch
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I dont think you can lock out new players out of Orth at the moment

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*due to the traders and oc based economy

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You could try to add it as an extra feature to the fast travel purchase system. Just to test the execution and to probe for bugs. Could make things easier for next resets features

dreamy pewter
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No god no we would never lock players out of Orth

marsh surge
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unless we go to l6