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Emergency Fleet Transport - 18 hours(?!?!?)

One thing I don't get is why BW gave the emergency fleet transport ability a massive 18 hour cool-down.  It essentially means you can only use it once a day.

I've found this to be pretty annoying, because I like to work on my crew skills a lot, and going back to train new recipes between adventuring means I have to quick travel to the space station...walk to the transport...get to the fleet...walk to the main area...

It just seems like an unnecessary hassle for something that would be just as easily accomplished by going directly to the fleet.  I would have much preferred it if they just let your fast travel ability transport you directly to the fleet.  And why not?  It was pretty common in other themepark games to bind in the main city so you can recall back to work on trade skills, and go to the AH.  Why not have that ability in SWTOR?

Thoughts?

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Comments

  • XxjagoxXXxjagoxX Member Posts: 148

    You pic screems CREEPER!!!!!

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  • aesperusaesperus Member UncommonPosts: 5,135

    Originally posted by Creslin321

    One thing I don't get is why BW gave the emergency fleet transport ability a massive 18 hour cool-down.  It essentially means you can only use it once a day.

    I've found this to be pretty annoying, because I like to work on my crew skills a lot, and going back to train new recipes between adventuring means I have to quick travel to the space station...walk to the transport...get to the fleet...walk to the main area...

    It just seems like an unnecessary hassle for something that would be just as easily accomplished by going directly to the fleet.  I would have much preferred it if they just let your fast travel ability transport you directly to the fleet.  And why not?  It was pretty common in other themepark games to bind in the main city so you can recall back to work on trade skills, and go to the AH.  Why not have that ability in SWTOR?

    Thoughts?

    Easiest way around this, is there are flashpoint ships in the later planets. Fast travel to one of those ships (they have bind points) and click on the console to warp to the flashpoint. Voala! you are now @ the fleet of your faction.

  • VirgoThreeVirgoThree Member UncommonPosts: 1,198

    this really becomes  non issue later. The early planets with no crafting hub are rather small in comparison to future planets so its easy to travel back to the fleet in short period of time. Nar Shaddaa and up there are crafting trainers in the main hubs and class trainers as well. There is very little reason to go back to republic fleet other then flashpoints and even then there are FP shuttles on Tatooine and up.

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by aesperus

    Originally posted by Creslin321

    ...

    Easiest way around this, is there are flashpoint ships in the later planets. Fast travel to one of those ships (they have bind points) and click on the console to warp to the flashpoint. Voala! you are now @ the fleet of your faction.

    Hahah nice workaround, thanks for the tip.  I haven't got to them yet but I'll keep them in mind.

    Still, this really just reinforces my point that fleet transport shouldn't have an 18 hour cooldown.  I mean, if they just provide you with a bind point that instantly travels back to the fleet, then why bother with having the 18 hour cooldown ability?

    Are you team Azeroth, team Tyria, or team Jacob?

  • aesperusaesperus Member UncommonPosts: 5,135

    Originally posted by Creslin321

    Originally posted by aesperus


    Originally posted by Creslin321

    ...

    Easiest way around this, is there are flashpoint ships in the later planets. Fast travel to one of those ships (they have bind points) and click on the console to warp to the flashpoint. Voala! you are now @ the fleet of your faction.

    Hahah nice workaround, thanks for the tip.  I haven't got to them yet but I'll keep them in mind.

    Still, this really just reinforces my point that fleet transport shouldn't have an 18 hour cooldown.  I mean, if they just provide you with a bind point that instantly travels back to the fleet, then why bother with having the 18 hour cooldown ability?

    Excellent question! I'll add that to the list of questionable / idiotic design decisions in the game =P.

    Btw, you should already have access to these ships (the first flashpoint offworld = lvl 18), it's just a matter of finding it. If you don't pay attention to the dialogue u can sometimes even miss it w/ out even noticing.

    For Empire I believe it's located on Nar Shadda (then Tatooine, then Alderaan), and the same fo Republic w/ their respective planets. If i had a map i could be more specific about it.

  • ravtecravtec Member Posts: 214

    That skill is purely lulz, its so retarded that i gotta laugh at it.

  • kartoolkartool Member UncommonPosts: 520

    You can buy consumable fleet passes that work every hour. Your first world problem has been solved, no need to thank me.

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by kartool

    You can buy consumable fleet passes that work every hour. Your first world problem has been solved, no need to thank me.

    Oh cool, good to know.  Who sells them?

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  • dubyahitedubyahite Member UncommonPosts: 2,483
    It's the security key vendor that sells the disposable ones. You gotta have a security key linked to your account. They hav an iPhone one and the key fob is $4. Android soon

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  • ravtecravtec Member Posts: 214

    Originally posted by dubyahite

    It's the security key vendor that sells the disposable ones. You gotta have a security key linked to your account. They hav an iPhone one and the key fob is $4. Android soon

    android is out as i already have that on my android phone

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by dubyahite

    It's the security key vendor that sells the disposable ones. You gotta have a security key linked to your account. They hav an iPhone one and the key fob is $4. Android soon

    Ah I see thanks.  I guess it's kind of smart to put an important item on a vendor that requires you to have a security key.  Will encourage people to actually do it ;).

    Are you team Azeroth, team Tyria, or team Jacob?

  • StoneRosesStoneRoses Member RarePosts: 1,814

    Originally posted by Creslin321

    One thing I don't get is why BW gave the emergency fleet transport ability a massive 18 hour cool-down.  It essentially means you can only use it once a day.

    I've found this to be pretty annoying, because I like to work on my crew skills a lot, and going back to train new recipes between adventuring means I have to quick travel to the space station...walk to the transport...get to the fleet...walk to the main area...

    It just seems like an unnecessary hassle for something that would be just as easily accomplished by going directly to the fleet.  I would have much preferred it if they just let your fast travel ability transport you directly to the fleet.  And why not?  It was pretty common in other themepark games to bind in the main city so you can recall back to work on trade skills, and go to the AH.  Why not have that ability in SWTOR?

    Thoughts?

    They put in something convenient, but not as convenient as you want it to be. I say remove the damn thing, then tell us how you feel about it being gone.

    MMORPGs aren't easy, You're just too PRO!
  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by Slowdoves

    Originally posted by Creslin321

    One thing I don't get is why BW gave the emergency fleet transport ability a massive 18 hour cool-down.  It essentially means you can only use it once a day.

    I've found this to be pretty annoying, because I like to work on my crew skills a lot, and going back to train new recipes between adventuring means I have to quick travel to the space station...walk to the transport...get to the fleet...walk to the main area...

    It just seems like an unnecessary hassle for something that would be just as easily accomplished by going directly to the fleet.  I would have much preferred it if they just let your fast travel ability transport you directly to the fleet.  And why not?  It was pretty common in other themepark games to bind in the main city so you can recall back to work on trade skills, and go to the AH.  Why not have that ability in SWTOR?

    Thoughts?

    They put in something convenient, but not as convenient as you want it to be. I say remove the damn thing, then tell us how you feel about it being gone.

    I can tell you right now.  I wouldn't like it lol ;).

    Your post reads like a parent trying to get their child to eat green beans, and then telling them that if they don't want to eat their vegetables then there will be no dinner!  Is this seriously how you want game companies to treat customers?

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