Can we have the Protector Enclave exits also become entrances as well ? Its a real pain traveling half a min to get to the bazaar or workshop when lagging real badly cause of so many issues. Also can you make an entrance/exit over by the druid/ranger grove next throne stairs ? where the illusionist and chest were on the Halloween event. That would make getting to the TOD group and knox much easier.
Thank you for considering it.
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Coriol St is, more or less, central in PE.
Buying VIP for a feature which should just be part of the game is not the answer.
There should be one for going to the Garden directly, btw.
They should do that like workshop in VIP and have various circles around PE to choose in the map or even a separate entrance map just for PE area. Even Underdark has its own map which normally has only one place to go.
That's my 2 cents so dev's can see that not everyone thinks this a priority when there are soooooooooo many other issues in game that need to be taken care of.
e.g.
It already can drop people in front of Hall of Justice if the toon stayed in the expired event zone.
It already can drop people back to outside of AI building after the AI quest.
These two are live hidden entrances.
- go to any place you like in the PE
- use your VIP travel post and travel to your stronghold
- in your stronghold, enter any queue you like
- after the queue is finished, you end up in the PE exactly at the location from where you traveled to your stronghold
(And yes, this happens ALWAYS, even when your stronghold map is still loaded)
Btw, this also works if you do not start from any location within the PE but from any location from any ... uhm... "fixed" map (e.g. Neverdeath Graveyard, Whispering Caverns, Dread Ring, ...)
Because the feature to place a char to any coordinate in any map, I don't think it is too complicated to add more fixed entrance points for the PE to the world map.
What they need to do is to add two extra spots in the travel map to execute the same code to drop people in those 2 places.
I well aware how "SH (and workshop) put you back to where you were" works. I have been taking advantage of that (even more now with workshop). i.e. my routine is counting on that particular behaviour (that others expressed they hate).
That may not be very hard to do (as dropping to X,Y) but it is still a bit more coding than what I proposed. What I propose is to use the locations they are using already.
But avoiding it because of lag has absolutely nothing to do with how long it takes to get from point A to point B in PE. It still isn't enough for me to desire dev attention.
And I still would rather they spend time on important issues.
It was an issue before 15, often during events and no it has nothing to do with ping or package loss, they're the same as always. But mod 16 made this go totally haywire for a lot of players. You don't have the issue, congrats, but this game is nigh on unplayable in PE for some of us to the degree I'm barely logging in right now.
You really are meaning to make life as miserable for your players as you possibly can with this mod.