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 Post subject: Teleportational Rift
PostPosted: May 17th, 2008, 3:48 pm 
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...from inside the Rift appeared a Magical creation that had surprising wit, strength and wisdom...

Would you like to be described like that? Imagine appearing from the Magical mist of no-where to your pre-set designation.. Need to restock on food from a far-away location? Not got much time; but want that extra push of XP before you disappear? With the Teleportational Rift Spell - you can!

The spell - "Teleportational Rift", is broken down into three spells. Why? Each spell has a different desired effect. But first of all - What is the Spell, and why is it useful?

What & Why?
The teleportational Rift spell consists of 'two' operations. The first part of the spell creates a rift wherever you happen to be.. Once you have selected the spell - it will bring up a box with all teleportational options you have available (You will obviously need the Runes for the desired spell.) You will then be teleported to that location. So I hear you thinking - whats the second part?
The second part is the teleportation back to where you originally left the Rift! (For a cost).

Why? Think about it. What benefits could this bring you? Shorter travel times, increased XP, less inconvenience - so why not!

How?
As already mentioned, the spell would be broken down into Three individual spells.. Why?
The rift can not be opened indefinitely, and it can't always be stable (more on this later). The higher your magic level; surely you should be rewarded by longer rift openings? YES I hear you cry! Thus..

TR=Teleportational Rift

TR Isingnus - Level 64 Magic [Regular Spell Book] - Requires 25 Law's & 10 Death Runes to return to original location.
Use of this spell allows you to return to your location within a Maximum of 1-Minutes & 30Seconds.
45% Success

TR Axeus - Level 74 Magic [Regular Spell Book] - Requires 40 Law's & 25 Death Runes to return to original location.
Use of this spell allows you to return to your location within a Maximum of 2-Minutes.
60% Success

TR Urta - Level 92 Magic [Regular Spell Book] - Requires 60 Law's & 40 Death Runes to return to original location.
Use of this spell allows you to return to your location within a Maximum of 3-Minutes.
90% Success

But wait there - is this not a Jagex Moderator privilege only? This makes the game too easy..!

The Cons!
So it sounds perfect? Your at a far away distance and low-and-behold, you run out of Monkfish! Darn.. A long walk back! Is it really just as easy as Teleporting away and teleporting back - fat chance!

Firstly - Notice that under each spell, there's a "Success" percentage statement. What's this? When using this spell - whatever percentage therein found is how successful it will be in returning you to your location! But wait there - so what happens if it doesn't? Two things:
- The Rift collapses and places you in a random place.
- The Rift close's even within that Time bracket for each spell.

Heh!

And Secondly - When returning through the temporary rift you located, it may return you to that location - but not necessarily that exact area? Find yourself in a sticky situation in the cave under Baxtorion Falls? Perhaps you would be returned somewhere North of Ardrounge? Camelot or the immediate surroundings?

So - there are methods there to counter-balance the convenience aspect.

Keeping Track of time
As a pure Help Factor - a small timer in the top left corner will appear when the Rift is opened alerting you to how long you have left - similar to that of the Small Icons found around the Mini-map for HP, Prayer, Energy and Summoning points.

Questions?

What Happens if I log out or loose connection when my Rift is opened?
The Rift freezes as soon as your account Logs off the server; as soon as you log back in and Select 'Play' from the Welcome screen - the timing restarts from where it stopped.

Can I freeze the time?
The only time the Rift will freeze its count-down, is if you experience a Random Event, OR need to enter your Bank pin.

Thanks for looking..
:wink:

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 Post subject: Re: Teleportational Rift
PostPosted: May 17th, 2008, 4:15 pm 
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I've heard a lot of suggestions in the past related to having "teleport anywhere" options. These were not practical as skills such as runecraft would be extremely easy with the ability to teleport directly to the altar. However, your idea seems to balance that out quite a bit more. If I may make some suggestions as to tweaks:

1) Make it so that you can only use the ability once every 90 minutes, or something like that. This would accomplish most of what you want while blocking off some abuses of it that I referred to above. Because of that, you could strengthen the spell a little bit.
2) Increase the chances of the lower spells a little bit. 90% is probably good for the best one, but the spell is pretty annoying if you're not even going to succeed half the time.
3) Consider changing the spell as such. All spells have a 90% chance of succeeding. However, the rift closes if you get too far out of its range. Higher spells have better ranges rather than better chance of success. The lowest spell might force you to stay within 25% of the length of the overall map to your rift or it closes. So, if you set up a rift in the elf area, going to Adougne wouldn't close the rift as you're still close enough, but if you went to Al Kharid the rift would close as you're now too far from the rift. The highest spell would have infinite range.
4) There's probably not a need to make the spells so rune-expensive, though it's not unfairly high.


I like the idea, though.

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 Post subject: Re: Teleportational Rift
PostPosted: May 17th, 2008, 4:19 pm 
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Thanks for responding :)

Quote:
1) Make it so that you can only use the ability once every 90 minutes, or something like that. This would accomplish most of what you want while blocking off some abuses of it that I referred to above. Because of that, you could strengthen the spell a little bit.


Had not thought about a time-limit being introduced on the spell. It works well with the Teleport Home option on all spell books! Thanks.

Quote:
4) There's probably not a need to make the spells so rune-expensive, though it's not unfairly high.


Ye - I tried to make them so people would use them, but not often.. I dont think there; 'Unreasonable'?

I'll develop your other points :wink:

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 Post subject: Re: Teleportational Rift
PostPosted: May 17th, 2008, 8:10 pm 
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Malkin wrote:
Thanks for responding :)

Quote:
1) Make it so that you can only use the ability once every 90 minutes, or something like that. This would accomplish most of what you want while blocking off some abuses of it that I referred to above. Because of that, you could strengthen the spell a little bit.


Had not thought about a time-limit being introduced on the spell. It works well with the Teleport Home option on all spell books! Thanks.

Quote:
4) There's probably not a need to make the spells so rune-expensive, though it's not unfairly high.


Ye - I tried to make them so people would use them, but not often.. I dont think there; 'Unreasonable'?

I'll develop your other points :wink:


They cost of the spell isn't unreasonable, which is what I was trying to say. I'm just saying they're more expensive than it needs to be, but at the same time it's not so high that it's useless.

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 Post subject: Re: Teleportational Rift
PostPosted: May 20th, 2008, 6:00 am 
Champion of Saradomin
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I don't see this getting much use. Even a 90% chance is iffy, and it requires way too many runes to cast. However, if you make this viable, it'll probably be overpowered. I'm not sure this can be done.

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 Post subject: Re: Teleportational Rift
PostPosted: May 25th, 2008, 1:35 pm 
Boyakasha
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Even though it's overpowered the rune cost is to high

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 Post subject: Re: Teleportational Rift
PostPosted: June 4th, 2008, 7:34 pm 
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The rune cost is fine. Remember what the rift can do - teleport you ANYWHERE. The rune cost should be high in my opinion.

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 Post subject: Re: Teleportational Rift
PostPosted: July 29th, 2008, 4:03 am 
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The cost should be high, and the teleport back cost should be even higher. and the mage level...


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 Post subject: Re: Teleportational Rift
PostPosted: August 11th, 2008, 5:48 pm 
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Shadow7 wrote:
I've heard a lot of suggestions in the past related to having "teleport anywhere" options. These were not practical as skills such as runecraft would be extremely easy with the ability to teleport directly to the altar. However, your idea seems to balance that out quite a bit more. If I may make some suggestions as to tweaks:

1) Make it so that you can only use the ability once every 90 minutes, or something like that. This would accomplish most of what you want while blocking off some abuses of it that I referred to above. Because of that, you could strengthen the spell a little bit.
2) Increase the chances of the lower spells a little bit. 90% is probably good for the best one, but the spell is pretty annoying if you're not even going to succeed half the time.
3) Consider changing the spell as such. All spells have a 90% chance of succeeding. However, the rift closes if you get too far out of its range. Higher spells have better ranges rather than better chance of success. The lowest spell might force you to stay within 25% of the length of the overall map to your rift or it closes. So, if you set up a rift in the elf area, going to Adougne wouldn't close the rift as you're still close enough, but if you went to Al Kharid the rift would close as you're now too far from the rift. The highest spell would have infinite range.
4) There's probably not a need to make the spells so rune-expensive, though it's not unfairly high.


I like the idea, though.


perfectly said....lol. same here, i like the idea, but even though yopu tried to ballence it out, i feel like it would still be a bit easy. make the tweaks above, and it would be a poerfect high level spell.

(btw, ist teleport anywhere spells in the overused/bad ideas topic?)

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 Post subject: Re: Teleportational Rift
PostPosted: August 12th, 2008, 3:02 am 
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axeslinger72 wrote:
(btw, ist teleport anywhere spells in the overused/bad ideas topic?)

You are correct, however, that was mostly because it was so very unbalanced. Malkin made an idea which balances out the whole "teleporting everywhere", by adding chances of failure - and getting to a random spot instead of your rift place - and the fact that you can only use the rift once, and within a certain time frame. Add the rune cost, and it is actually quite balanced.

So this idea is actually well balanced, opposed to most of the "teleport stone, just drop it somewhere and you'll be able to teleport there until you pick it up"-type of suggestions.

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 Post subject: Re: Teleportational Rift
PostPosted: August 12th, 2008, 10:26 am 
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Elanthiel wrote:
axeslinger72 wrote:
(btw, ist teleport anywhere spells in the overused/bad ideas topic?)

You are correct, however, that was mostly because it was so very unbalanced. Malkin made an idea which balances out the whole "teleporting everywhere", by adding chances of failure - and getting to a random spot instead of your rift place - and the fact that you can only use the rift once, and within a certain time frame. Add the rune cost, and it is actually quite balanced.

So this idea is actually well balanced, opposed to most of the "teleport stone, just drop it somewhere and you'll be able to teleport there until you pick it up"-type of suggestions.


ok, thanks Elanthiel, i also agree, it is balenced with this idea, i just wanted to make sure. :) oh, and another suggestion, i agree with some other people saying that the cost of runes for the spell should be a bit higher. i mean, it would be like one of THE best spells out there.

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