This is a log of my most recent experience with teleport.
An Old Trail
An old trail emerges here from underneath an
enormous sand dune, leading to
the east. The desert continues featurelessly to the
north and south. The giant
dune prevents further passage to the west.
Exits: North East South
H:267/267 M:278/336 V:113/116 G:2959140
X:118925929 S:T (*/*)cast 'teleport' self
Ok.
23206
Empty
Exits: South
You receive 1650 experience from your expert casting
abilities.
H:267/267 M:245/336 V:113/116 G:2959140
X:118925379 S:T (*/*)cast 'teleport' self
Ok.
24360
Empty
Exits:None!
You receive 1650 experience from your expert casting
abilities.
H:267/267 M:212/336 V:113/116 G:2959140
X:118924829 S:T (*/*)cast 'teleport' self
Ok.
Porticullis
A giant coral covered gate towers above gazing
eyes. Rusted shut
perhaps, but the hinges seem oiled and well used as of
late. Maybe
someone is home? The gate is all apart of an exquisite
dwelling.
Looks to be golden, powerful, mayhaps royal?
Exits: South (closed)
You receive 1650 experience from your expert casting
abilities.
H:267/267 M:179/336 V:113/116 G:2959140
X:118924279 S:T (*/*)cast 'teleport' self
Ok.
26945
Empty
Exits:None!
You receive 1650 experience from your expert casting
abilities.
H:267/267 M:271/336 V:116/116 G:2959140
X:118923729 S:T (*/*)cast 'teleport' self
Ok.
48469
Empty
Exits:None!
You receive 1650 experience from your expert casting
abilities.
H:267/267 M:238/336 V:116/116 G:2959140
X:118923179 S:T (*/*)cast 'teleport' self
You lost your concentration!
You learn from your mistake
H:267/267 M:222/336 V:116/116 G:2959140
X:118923179 S:T (*/*)cast 'teleport' self
Ok.
Squished by a falling tree
That's what you get for twiddling you thumbs
underneath a tree that
collapses. As the tree comes crashing down, you try
running, but you
know it's too late. The tree pulverizes your skull, ending
your life
in a brutal way.
You are dead.
Exits:None!
Welcome to -=Havok MUD=-
0) Exit from Havok Mud.
1) Enter the game at Karsynia
2) Enter description.
3) Read the background story
4) Credits & Developer Info
5) Change password.
K) Kill this character!
Make your choice: You receive 1650 experience from
your expert casting abilities.
Would it be possible to exclude any room with
an "empty" description and possibly a DT flag from
teleport. I still can't decide if teleporting to a DT is
reasonable or not as far as gameplay is concerned but I
know I don't like it :P As for the rooms with Empty
descriptions and incomplete zones and so on, couldn't
we include a range of room numbers that teleport
chooses from, such a range would exclude unfinished
zones but not necessarily empty rooms. Then add a
check for room description and if check comes
up "empty" re-roll the teleport? Just wondering.
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user_id=910688
Yes, this sort of a fix is certainly feasible, although I do
believe teleporting into a DT is a reasonable risk. However,
fixing it up so you only get teleported to "finished" rooms is
something to be addressed. There is a very high percentage
of Empty rooms as you have noticed, so this is something
that should be placed on the "TODO" list.
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user_id=1095082
I do agree with IdeaGuy. However i feel that teleport for
mages should be redone on a class level. What i mean is
that there is no sutable spell for mages to get around from
one town/place until they get portal at level 40 something.
However for druids they have transport via plants at level
10. Succor is ok, but i think that mages should be able to
get around at will, way before portal.
How about instead of making teleport work the following way:
1. cast 'teleport' <self or player_name>
teleports player to random location
2. cast 'teleport' <mob name in room>
attempts to teleport mob away from current room (like the
NPCs do)
3. cast 'teleport" <mob not in room>
attempts to teleport to the mob as in portal.
I would like to work on this if no one else does.
Logged In: YES
user_id=722489
after the sql conversion, it is most likely that there will
be no empty rooms on playsite.
teleporting is by the spells nature dangerous. You may hit
a death trap. The way the spell works is simple, it picks a
random spot and puts you there. It very well could be under
a fallen tree, or in a bottomless pit, or anywhere else.
you cannot compare druids ability to transport via plant
with any other characters abilities. They have their own
special restrictions and challenges that ballance their
ability to do this, which is in no way comparable to being
able to "teleport" to a specific mob. We cannot merely say
"class x gets to blah at level 10, every class should be
able to". Each class is balanced their skills vs. the
difficulty of the challanges of playing the class. At least
thats the general idea...