1. Hello!

    First of all, welcome to MapleLegends! You are currently viewing the forums as a guest, so you can only view the first post of every topic. We highly recommend registering so you can be part of our community.

    By registering to our forums you can introduce yourself and make your first friends, talk in the shoutbox, contribute, and much more!

    This process only takes a few minutes and you can always decide to lurk even after!

    - MapleLegends Administration-
  2. Experiencing disconnecting after inserting your login info? Make sure you are on the latest MapleLegends version. The current latest version is found by clicking here.
    Dismiss Notice

Feedback Temple of Time teleport portals

Discussion in 'Suggestions' started by Kimmy, Dec 29, 2020.

  1. Kimmy
    Online

    Kimmy Administrator Staff Member Administrator Game Moderator

    10,963
    10,999
    551
    Sep 9, 2014
    The Netherlands
    3:06 PM
    Moderator Post
    Hello!

    Similar to the Deep Ludibrium topic I am currently working on adding additional teleporters to all of Temple of Time, as well as some other maps already

    Since Temple of Time has a lot of maps, I am looking early for feedback, so I am not doing double or triple work.

    The goal here is to make Temple of Time finally a map people want to grind at. In order to do so, additional teleporters have been added, and the spawn will likely be slightly buffed as well.

    This topic is just about the teleporters.

    Examples:

    Memory Lane 1: Click here
    Memory Lane 2: Click here
    Memory Lane 3: Click here

    The other ToT maps are going to have a similar approach. Would this improve the overall navigation of ToT when it comes to the grinding spots?

    Let me know what you think!
     
    • Great Work Great Work x 9
    • Agree Agree x 5
    • Like Like x 1
  2. SwordnBoard
    Offline

    SwordnBoard Selkie Jr.

    215
    81
    210
    Jun 17, 2017
    Male
    2:06 PM
    SwordnBoard
    Paladin
    160
    TeaDrinkers
    Fantastic idea.
     
    • Agree Agree x 1
  3. Trion
    Offline

    Trion Capt. Latanica

    306
    80
    273
    Jul 23, 2019
    9:06 AM
    Trion
    Beginner
    1
    While it remains to be seen if these Teleports (in ludi and ToT) will make them meta maps, this is always a great idea for the purpose of card hunting. Great idea by you to make everything seem more seamless. I commend the hard work on the maps. Thanks again.
     
    • Agree Agree x 1
  4. SaviorSword
    Offline

    SaviorSword Dark Stone Golem

    134
    12
    156
    Feb 9, 2020
    Male
    Aiur
    8:06 AM
    SaviorSword
    Paladin
    192
    Bonfire
    Will these override the old warps that already exist?

    Again, these are definitely lovely additions! I would definitely recommend the same approach on to not overkill with the warps if possible.

    Another suggestion that I would entertain is that these warps could also be a series of one-ways that can make a loop around the map as well.
     
    • Like Like x 2
  5. OP
    OP
    Kimmy
    Online

    Kimmy Administrator Staff Member Administrator Game Moderator

    10,963
    10,999
    551
    Sep 9, 2014
    The Netherlands
    3:06 PM
    Moderator Post
    The ones I find kinda worthless will be removed. The other ones will get a 'hint' effect like was pointed out ToT warp portals didn't had for some reason.
     
    • Like Like x 1
    • Informative Informative x 1
  6. porl
    Offline

    porl Mixed Golem

    156
    40
    168
    May 30, 2020
    Male
    11:06 PM
    Bishop, Night Lord, Buccaneer
    Pasta
    I like the placement and the theory of the diagonal teleport instead of the straight up/down, it fits the way you'd actually progress through the map more naturally and should be a pretty good QoL buff. I'd say this is definitely a step in the right direction.

    The spawns on the other hand are going to be much more tricky to get right, given the ToT maps are often quite tall and wide (in terms of platforms & walkable area), where as the main competition (at least for Oblivion 4/5) 7F, is both flat & narrow. Some of the maps are so big that even duo-ing, the maps feel quite large & require a lot of movement. I feel like the spawns will have to be buffed quite a lot to be a seriously considered as 7F alternatives. That being said, any buff here is welcome.

    On a side note, is there any chance of teleporters being added to skip traversing through each zone map 1 by 1? eg. skip to the safe zone areas in-between each main zones, that don't have mobs? (provided you've done the quests & unlocked said areas).

    Either way, thank you for the additional changes in an effort to better the game, much appreciated.
     
    • Disagree Disagree x 1
  7. Oradious
    Offline

    Oradious Mr. Anchor

    295
    102
    256
    Aug 28, 2018
    Male
    9:06 PM
    Oradious
    F/P Arch Mage, Gunslinger, Buccaneer
    200
    Pasta
    IMO it will be a change for the better in terms of card hunting, though I would very much prefer if the maps with the Horizontal teleporters (top left to top right) are kept status quo.
     
  8. Shivering
    Offline

    Shivering Wolfspider

    537
    207
    325
    Mar 9, 2018
    6:06 AM
    Shivering
    I/L Arch Mage
    183
    ob5 boutta be the new shaolin LETS GO
     
    • Agree Agree x 1
  9. RegalStar
    Offline

    RegalStar Nightshadow

    646
    243
    345
    Sep 23, 2019
    Male
    9:06 AM
    DMsRebirth
    Peronsally, I've done 999s on a number of characters (without ult spamming), and from my experience, the existing teleporters are generally good enough to cycle through the map. There are a few oddballs like regret 1/2 and oblivion 3 that are harder to cycle, but for grinding purposes there are plenty of easy-to-rotate maps to disregard the not-so-easy-to-rotate ones entirely. Just making them visible would already be a huge help.
     
    • Agree Agree x 3
  10. FatSloth
    Offline

    FatSloth Windraider Retired Staff

    422
    249
    296
    Nov 15, 2020
    Male
    8:06 AM
    FatSloth
    Buccaneer
    182
    ImACatMeow
    I'd love an alternative to 7f that promotes more party play even if it means slightly less xph. Definitely a healthy change that I fully support.

    As for the ludi teleports, I've been using them for wrapper hunting here and there and its been pretty effective. Last event I chose to do wrappers at nightshadows and getting 100 pieces typically took about an hour and thats with auto aggro. With the tele updates ive cut that down to 25-35 minutes based on drop luck. To say that adding these teleports breathes life into obsolete maps is an absolute understatement.

    Pardon my rambling, I just wanted to share my experience on the recent changes since im sure ToT would experience a similar revitalization. sweatmush
     
  11. Use1essC0W
    Offline

    Use1essC0W Slime

    20
    2
    30
    Sep 1, 2020
    Male
    9:06 PM
    Use1essC0W
    Buccaneer
    194
    oh nice idea. Imagine when walking through the "Three Doors" and a dialogue pop out and let us choose whether to enter either:
    1. Time Lane: Past of the Verdure
    2. Time Lane: Frozen Past
    3. Time Lane: Burning Past
    of course provided you've done the quests & unlocked said areas
     
    • Disagree Disagree x 1
  12. IHearColors
    Offline

    IHearColors Timer

    109
    16
    125
    Jul 1, 2017
    Male
    6:06 AM
    Shadower, I/L Arch Mage, Bandit
    Although I support the addition of teleports in ToT, I don't feel this would encourage grinding nearly as much as it would leeching. There was a mention that the maps are so wide and tall that it becomes difficult to duo even if we were to add these teleports. Thinking of something like this added to obv4 (plus an eventual spawn buff) will saturate the map purely with I/L selling leeches. Whether this be the intention to these changes or not I'm not too sure.

    There seems to be a fundamental issue with buffing these grind spots where making such changes ends up benefiting leechers more than people who grind. Taking CDs as an example, the sudden popularity of the map quickly shifted from lvl 65-90s duoing/trioing the map to people just selling leech there because their mages can ult 2 platforms at once. Grind spots that get buffed to actually be good get overrun by leeching in this instance and I'm concerned it will just end up being the same for ToT. When mages are capable of ulting multiple platforms in a large map with large spawns, while other classes are having difficulty hitting 3-4 mobs because of how large the map is, its likely to get overrun by leeching.

    I feel as if there isn't a feasible solution to make ToT a grind spot on par with 7f without changing the entire layout of the maps, but that's just me not wanting to bother to find a map when I know every ch will have someone selling leech. Again, if the intention is to provide another great late/end-game leech spot besides 5-6F, then the teleports would be a great addition and will probably make ToT viable, but I'll be disappointed if and when I only see mages selling leech there.
     
    • Informative Informative x 1
  13. RegalStar
    Offline

    RegalStar Nightshadow

    646
    243
    345
    Sep 23, 2019
    Male
    9:06 AM
    DMsRebirth
    I'm not too worried about ToT being saturated with leechers because you have to do a bunch of 999s to even access them, which severely cuts down the size of any buyer market for them, plus there are 15 ToT maps so there's no way all of them are gonna be taken up.
     
    • Agree Agree x 7
  14. whatdatoast
    Offline

    whatdatoast Windraider

    469
    122
    301
    Apr 9, 2020
    6:06 AM
    whatdatoast
    Bowman
    The way the layout of the map is, you can't hit more than 2 platforms at once with blizz, and you sometimes have to stand in awkward places. A spawn buff might help, but I don't think it'll be a heavily leeched place. Only obv2 has a great layout for mages...but they don't even drop piece of time (please fix!).

    And as someone who loves ToT and grinds here constantly for fun, the epm is currently abysmal for single target. My BM was getting <20m eph on most maps, despite being able to kill the mobs near instantaneously with hurricane. The lack of mobility really caps your eph a ton. It's true that the previous teleporters allowed you to have a rotation by down jumping the right path, but it was still incredibly slow.

    I would definitely recommend some cross teleporters for road of regret 2, I think this might be one of the maps that will actually be used to grind. It has a ton of great drops and probably won't be used for leeching (way worse than skele and petri).
     
  15. IHearColors
    Offline

    IHearColors Timer

    109
    16
    125
    Jul 1, 2017
    Male
    6:06 AM
    Shadower, I/L Arch Mage, Bandit
    I mean if there's enough of an incentive for people wanting to grind at ToT to do all the 999 quests, I don't see why buyers wouldn't either. You're right that it is more difficult to gain access, especially if buyers are high-int/can't kill for the 999 quests. I could also see people selling services for the quests and bosses now. Going through all the maps, obv4 is by far the best in terms of exp and spawn rate. There is something about the layout of the map and the way the mobs spawn that makes it easy to hit 3-4 mobs every time. There are other maps in ToT (i think its all the 4/5 maps) that are similar to obv4 in that aspect but they obviously give less exp. If anything I think these additions can greatly benefit the lvl 100-120 grind, which is pretty painful and boring, but won't be as effective for later game grinding (140+ range)
     
  16. IHearColors
    Offline

    IHearColors Timer

    109
    16
    125
    Jul 1, 2017
    Male
    6:06 AM
    Shadower, I/L Arch Mage, Bandit
    Is this applicable to all maps? I don't have a mage that can access the oblivion paths (as I can't ever find/kill the bosses lol), but can hit 2 platforms in the memory paths pretty easily (sometimes you have to switch between ulting on the lower and upper platform) and it will be made even easier with the teleports.
     
    • Agree Agree x 1
  17. whatdatoast
    Offline

    whatdatoast Windraider

    469
    122
    301
    Apr 9, 2020
    6:06 AM
    whatdatoast
    Bowman
    There's also no way for mages to use this map. Obv4 has a ton of the mobs spawn at the bottom, and there's no way to hit them with your ult from top.
     
  18. whatdatoast
    Offline

    whatdatoast Windraider

    469
    122
    301
    Apr 9, 2020
    6:06 AM
    whatdatoast
    Bowman
    yeah, i've tried in every map, ult only reaches 2 platforms. Even with teleports, there's just not enough spawn / places to stand to have a ton of good ults (with the exception of obv 2). I think most mages grind at memory 5 and there's only 1 good ult in the center, and then you rest of your ults in the rotation hit like <6 mobs.
     
  19. IHearColors
    Offline

    IHearColors Timer

    109
    16
    125
    Jul 1, 2017
    Male
    6:06 AM
    Shadower, I/L Arch Mage, Bandit
    But wouldn't adding the teleports resolve that issue? I assume the additions would be similar to the examples Kimmy gave. Sure you won't be able to hit two platforms (especially on the lower left) and you miss out on using 1-2 blizzards with max efficiency, but I don't think it would detrimental enough to prevent leeching entirely.
     
  20. Jaewonnie
    Offline

    Jaewonnie Capt. Latanica

    356
    158
    278
    Apr 21, 2020
    Crimsonwood Mountain: Cavern of Pain
    9:06 AM
    PAWGChamp
    Buccaneer
    I mean if leeching is the only concern, why not just remove ladders/safespots?
     

Share This Page