The issues related to logging in to the European PC/Mac megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

A port skill

Ommamar
Ommamar
✭✭✭✭
So I was down in the sewers earlier today trying to get to my group, I had the thought that the ability to be teleported to the group leader would be very helpful. I could see a place for it in the alliance support branch. It is also supported in the lore and past games utilized it, there is also a similar system already in the game would just be nice to activate things manually.
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Suuuure...

    ...group leader stays at sewer homebase, allows players to port back to safety when feeling in danger, or just having a nice bunch of TV stones, bypassing any TV stone loss or transport rune purchases...

    ...group leader dragonleaps on wall, goes stealth, hides in corner, invasion force ports after and take keep defenders from behind...

    ...group leader scouts, group ports after if demeed safe, or upon finding gankworthy target...

    ...enemy threatens two keeps? No problem, send one each per keep, make the one attacked group leader, port whole group to defense...

    ...and that are only the exploits I could think of right in the first five seconds! I am sure inventive players would find more...

    No, thanks, better keep it to an "port to wayshrine nearest guildmate/friend/etc." like we already have... and when in group for sewers or such, just spend a few thoughts on coordination...
  • CGPsaint
    CGPsaint
    ✭✭✭✭✭
    ✭✭
    TL;DR version of TheShadowScout's reply.

    NO.
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    Back in old country we call these mechanic "Forward Camp".
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Ommamar
    Ommamar
    ✭✭✭✭
    Suuuure...

    ...group leader stays at sewer homebase, allows players to port back to safety when feeling in danger, or just having a nice bunch of TV stones, bypassing any TV stone loss or transport rune purchases...

    ...group leader dragonleaps on wall, goes stealth, hides in corner, invasion force ports after and take keep defenders from behind...

    ...group leader scouts, group ports after if demeed safe, or upon finding gankworthy target...

    ...enemy threatens two keeps? No problem, send one each per keep, make the one attacked group leader, port whole group to defense...

    ...and that are only the exploits I could think of right in the first five seconds! I am sure inventive players would find more...

    No, thanks, better keep it to an "port to wayshrine nearest guildmate/friend/etc." like we already have... and when in group for sewers or such, just spend a few thoughts on coordination...

    These all require effort. Do you really think someone would just stay at home base as a leader so others could get the rewards? There are character skills designed to combat stealth not to mention the ability to use potions to negate it, there would be a reason for players to patrol those corners. Too split ones force is a tactical decision. Make the skill channel so it is interruptible then the DK from the other side could dragonleap then sneak around to find this action take place.

    If you want to just use the port to wayshrine then place at least two in the sewers to allow for this.
    Recremen wrote: »
    Back in old country we call these mechanic "Forward Camp".

    That is another option make a stone you can buy that allows you to target another person for a port to you instead of you teleporting to the base camp.

    I am not saying that it doesn't have potential to be exploited but that is not a reason to not look into it. The second part of the Justice system is suppose to allow for players to target other players, that definitely has huge potential to be exploited which is likely why ZOS is being so cautious about it. Should they not do that even thought it also has the potential for some great dynamic fun?
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ommamar wrote: »
    These all require effort....
    ...that's a bit like saying "Oh, hitting that eshaust port on the death star required too much effort, it's fine, we don't need to split it up in multiple less then torpedo sized subports..." or if you prefer more historical examples "Oh, we don't need any precautions in the poop chute at Chateau Gaillard, it would require way too much effort to crawl up that..."

    In my experience, if something IS possible to abuse, someone WILL abuse it. And I see just too many ways this could turn into some sort of "reinforcements appearing out of thin air from halfway around tamriel" mess...

    I mean, take the aforementioned forward camps, I remember what kind of mess those made of neverending sieges and instant defense forces through bloodporting to the camp in your keep the moment a siege started...

    No thanks. Coordinate with your group from the start instead of asking for a shortcut through dungeons.
  • Ommamar
    Ommamar
    ✭✭✭✭
    Ommamar wrote: »
    These all require effort....
    ...that's a bit like saying "Oh, hitting that eshaust port on the death star required too much effort, it's fine, we don't need to split it up in multiple less then torpedo sized subports..." or if you prefer more historical examples "Oh, we don't need any precautions in the poop chute at Chateau Gaillard, it would require way too much effort to crawl up that..."

    In my experience, if something IS possible to abuse, someone WILL abuse it. And I see just too many ways this could turn into some sort of "reinforcements appearing out of thin air from halfway around tamriel" mess...

    I mean, take the aforementioned forward camps, I remember what kind of mess those made of neverending sieges and instant defense forces through bloodporting to the camp in your keep the moment a siege started...

    No thanks. Coordinate with your group from the start instead of asking for a shortcut through dungeons.

    All I have ran in the sewers is pug groups whose attitude is come to us now or leave. It is odd in this game how even guild groups seem to be pugs for the most part. I have had cases where a solid group existed for a couple of weeks then people move on.
    I am not saying that wouldn't happen but to me something that requires effort to use or an expense is a valid way to allow people to group up together.
  • Darlgon
    Darlgon
    ✭✭✭✭✭
    Ommamar wrote: »
    So I was down in the sewers earlier today trying to get to my group, I had the thought that the ability to be teleported to the group leader would be very helpful. I could see a place for it in the alliance support branch. It is also supported in the lore and past games utilized it, there is also a similar system already in the game would just be nice to activate things manually.

    No.. its not.

    You cannot port to a group leader inside Cyrodiil, ever, since game launch. You CAN port to their CAMPAIGN, but will be put inside the starter base of your faction.

    The porting you describe has been disabled because this is an AVA zone and that would be an unfair advantage..
    Edited by Darlgon on September 26, 2015 12:18AM
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    Good lord. Strike teams where ever I want them? Sign me up. /sarcasm
    Edited by Spottswoode on September 26, 2015 3:08AM
    Proud Player of The Elder Bank Screen Online.
    My khajiit loves his moon sugar.
    Steam Profile
    Libertas est periculosum. Liberum cogitandi est haeresis. Ergo, et ego terroristis.
    Current main PC build:
    i7 3770 (Not overclocking currently.)
    MSI Gaming X GTX 1070
    32gb RAM

    Laptop:
    i7-7700HQ
    GTX 1060
    16gb RAM

    Secondary build:
    i3 2330
    GTX 660
    8gb RAM
  • Ackwalan
    Ackwalan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Not a very good idea, and the exploit of it would be high. Send one sneaky guy ahead and keep one guy at the base, swap group leader as needed. You would have entire raids porting around the sewers.
Sign In or Register to comment.