Abiotic Factor

Abiotic Factor

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Taehl Feb 20 @ 12:20am
I love Personal Teleporter, but it's OP
I want to be using my Gate SUV, but there's no real reason to - Personal Teleporter supersedes every vehicle and trivializes most situations. Full of loot? Teleport. Lost? Teleport. About to die? Teleport. Forgot to fill your water bottle before you left home? Teleport. Can't find a toilet? Teleport. Etc. All it takes is a quick recharge, and you're practically untouchable and unstoppable. It can solve nearly any situation. You instantly stop being a scared intern, and become a Dr. Who or Rick Sanchez (which is great, but it's too sudden IMHO).

I don't think it should it should be removed, it's way too useful. I just think it's too convenient. What if it was a little less so? Nothing hard, just enough to make it a bit more of a strategic decision instead of a willy-nilly one. Like, perhaps it takes some damage each use (extra for cross-dimensional?), so you eventually have to repair it. Or maybe you have to reload it with a new Exor heart from time to time. I don't know about you, but I usually have like 4 Exor hearts rotting in the fridge so that seems fair to me, they're easy to come by. What do you think?
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Showing 1-15 of 22 comments
the personal teleporter can`t move you forward, only back home. Cars make walking just a bit faster
Mastema Feb 20 @ 4:48am 
The vehicles themselves are more of a novelty, to be honest, considering you get access to stuff like Bionic Legs, Exor Armor, Long Jump Pack, Chieftain Pack, Speed Boost Soup, etc., which make you move a lot faster in their own way. I don't think personal teleporters should get nerfed, especially now since everyone has grown accustomed to how convenient they are and that they're basically the main way of networking destinations. They're a lot better than the pads as well.
Monokuma Feb 20 @ 9:29am 
If nerfing the personal teleporter is absolutely necessary, the most I'm willing to deal with is exor-heart maintenance.
scrapped1 Feb 20 @ 11:12am 
Handhelds are fine as they are, basically no different from the new teleporters added except you carry 1 instead of multiple as all you have to do is name them.

and like Mastema and Crochwhisle basically said, they are meant to be going back they dont teleport you forward as you still have to progress that way.

Also the game allows the player the freedom to use multiple sources of travel which I cant give examples of due to spoilers, its player choice to use what, when, where. Besides the crafting cost for handhelds is already a kick in the nuts with the optical lenses lol.
Taehl Feb 20 @ 12:59pm 
Originally posted by Crochwhisle purple:
the personal teleporter can`t move you forward, only back home.
Sure... Up until you make a second Personal Teleporter and a forward base. Then you're warping from home right to the edge of your territory, too. Unless you're trying to argue that PT doesn't put you behind new locked doors or something, but no vehicle does that, so I don't see how that's relevant.

And they're not "just for going back home" - PT has a ton of uses, including those I just listed:
Originally posted by Taehl:
Full of loot? Teleport. Lost? Teleport. About to die? Teleport. Forgot to fill your water bottle before you left home? Teleport. Can't find a toilet? Teleport. Etc. All it takes is a quick recharge, and you're practically untouchable and unstoppable.
They also let you move more than your maximum weight of loot instantly, let you teleport away before anything kills you, and prevent you from ever getting lost.
Originally posted by Taehl:
Originally posted by Crochwhisle purple:
the personal teleporter can`t move you forward, only back home.
Sure... Up until you make a second Personal Teleporter and a forward base. Then you're warping from home right to the edge of your territory, too. Unless you're trying to argue that PT doesn't put you behind new locked doors or something, but no vehicle does that, so I don't see how that's relevant.

And they're not "just for going back home" - PT has a ton of uses, including those I just listed:
Originally posted by Taehl:
Full of loot? Teleport. Lost? Teleport. About to die? Teleport. Forgot to fill your water bottle before you left home? Teleport. Can't find a toilet? Teleport. Etc. All it takes is a quick recharge, and you're practically untouchable and unstoppable.
They also let you move more than your maximum weight of loot instantly, let you teleport away before anything kills you, and prevent you from ever getting lost.
tbf, you can walk past your max weight or drive as well, and just assuming a few scenarios you can easily run from a death as well, as for getting lost that only matters for new areas, since you will learn the layout roughly organically anyway so getting lost is more for minor inconvenience.
In solo games I use the personal teleporter a lot, but I can see in co-op where outfitting 2-5 other people with them would get tiresome pretty fast; and so would likely go with vehicles.
Monokuma Feb 20 @ 2:47pm 
Originally posted by MechWarden:
In solo games I use the personal teleporter a lot, but I can see in co-op where outfitting 2-5 other people with them would get tiresome pretty fast; and so would likely go with vehicles.
Before staplers being purchasable with fish cuts they were also annoyingly expensive between pet projects (sometimes literally), making a teleporter for every anteverse portal, major landmark (sometimes multiple of each to keep from waiting on people), resource trade bins, etc.
i think Teleporter pads and PT should swap spots in the overall game progression. as by the time you start making a teleporter network your already 1 1/2 sectors from the end of the game. if not that then making them give 2 per craft to make the investment of time less painful or adjust the crafting ingredients to use fragments instead of whole lodestones might feel better. could also make it teleporter pads and personal teleporters have some sort of interaction/alternative use case like a cheaper TP pad that has to recharge with each use and is one way.

as it is now i think teleporter pads come along too late and require too much investment to make sense for where they are in the tech tree. i think making it so your able to move vehicle spawns as well though through some sort of post-labs craftable item might help smooth some of those rough edges as valuable PT spots rarely are near vehicle spawns..
Originally posted by Taehl:
I want to be using my Gate SUV, but there's no real reason to - Personal Teleporter supersedes every vehicle and trivializes most situations. Full of loot? Teleport. Lost? Teleport. About to die? Teleport. Forgot to fill your water bottle before you left home? Teleport. Can't find a toilet? Teleport. Etc. All it takes is a quick recharge, and you're practically untouchable and unstoppable. It can solve nearly any situation. You instantly stop being a scared intern, and become a Dr. Who or Rick Sanchez (which is great, but it's too sudden IMHO).

I don't think it should it should be removed, it's way too useful. I just think it's too convenient. What if it was a little less so? Nothing hard, just enough to make it a bit more of a strategic decision instead of a willy-nilly one. Like, perhaps it takes some damage each use (extra for cross-dimensional?), so you eventually have to repair it. Or maybe you have to reload it with a new Exor heart from time to time. I don't know about you, but I usually have like 4 Exor hearts rotting in the fridge so that seems fair to me, they're easy to come by. What do you think?


👍 Imo the personal Teleporter should require hearts or other mats to use. Something that makes go: "Do I really want to teleport or can I just walk/drive"

Also the one-click chicken to get out of every death situation really trivializes the game. But it is just soooooo convenient to not use it.

I think they got the upgrade direction wrong. Instead of the personal teleporter we should get the teleporter pads first. They are stationary which makes them way less game breaking. Same with the jump pack and the jetpack imo. The order is wrong, we get the better, more powerful, item first.
Last edited by CombatWombat; Feb 20 @ 9:18pm
Taehl Feb 21 @ 12:39am 
Originally posted by Underqualified Gunman:
i think Teleporter pads and PT should swap spots in the overall game progression.
That's a great idea. I love the PT, but it makes you way too powerful way too early, so putting it closer to the end makes a lot of sense. Teleport pads don't seem like they have much purpose when you can already teleport from anywhere, so put those earlier. It fits so well.
Well given your limited inventory space and the need for jet pack in some areas which lowers your inventory space even more and the need to gather multiple heavy items to progress and also you need space to carry tools for various tasks...

How about you just leave the teleport alone? lol

A good example is Valhiem. In that game you can build teleporters but cannot teleport key materials in vanilla...this sound "cool" right? Until you have to move hundreds of tons of items across the game world because a new update content is located at the map edge haha Oh and the developers are opposed to any automation :emofdr:

This means you either sail for hours over empty oceans or just remove the teleport restrictions via mods.

Now you could simple add a short "wind up" on the personal teleporter to limit its use as the "get out of jail free" card...thats not so bad...but removing it till end game? Be very careful what you wish for as actions have far greater consequences than you think. :waytohell:
Originally posted by Prowler™:
-snip-
this is why my suggestion was swap around the PT and telepad's spots in the game progression because the post labs sections would benefit far more from TP pad for base moving or fast travel purposes.
Taehl Feb 21 @ 1:15am 
Originally posted by Prowler™:
Well given your limited inventory space and the need for jet pack in some areas which lowers your inventory space even more and the need to gather multiple heavy items to progress and also you need space to carry tools for various tasks...

How about you just leave the teleport alone? lol

A good example is Valhiem. In that game you can build teleporters but cannot teleport key materials in vanilla...this sound "cool" right? Until you have to move hundreds of tons of items across the game world[...]
Sure, Valheim definitely made itself a ♥♥♥♥♥♥ experience for players (speaking as a Valheim player :zote:). But Abiotic Factor isn't the same by a long shot. For starters, you don't need hundreds of tons of resources just to make one set of armor, so a little inconvenience isn't multiplied a hundredfold.

Originally posted by Prowler™:
Now you could simple add a short "wind up" on the personal teleporter to limit its use as the "get out of jail free" card...thats not so bad...but removing it till end game? Be very careful what you wish for as actions have far greater consequences than you think. :waytohell:

You probably shouldn't threaten me with a good time, lol. I'm literally the player that first went "STALKER is fantastic but medkits are just too powerful, wouldn't it be much better if they healed you slowly over time so you can't spam them in combat?", so I'm the one whose name to curse if that ever got you killed in a STALKER mod.
Last edited by Taehl; Feb 21 @ 1:21am
Originally posted by CombatWombat:

- snip-
i think PT's also have some QOL features they could use like being able to right click and teleport like we can eat soup. perhaps though with your idea you instead have it so you could use a exor heart like duct tape can be used on damaged furniture when in your inventory? if that was done and then you made it so you could combine multiple PT in the last sector you could have interesting resource management where you now have to bring/find exor hearts to use the multi-destanation personal teleporter.
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Date Posted: Feb 20 @ 12:20am
Posts: 22