It has been discussed I believe to varying degrees in other threads, but I wanted to have a platform to state my opinion that there should be sentient (good or otherwise) life outside of the strongholds.towns. Bashiok has previously stated that Blizzard wants a very distinctive line drawn in the sand between Town and Outside;Safe and Treacherous. However I think it would be a cool idea to have people outside of the safe zones of varying degrees of "good" who are either extremely powerful (as with Ormus from act 3) or extremely proficient at survival (pack of assassins or something). It would be interesting to hear their stories and why they do not stay in the town (either left via exile, disgust, or opportunity).
Now here is the critical bit:
They could solve varying roles, acting as a specialist/necessity shop keep, allowing for the hero to sell and buy items during a particular quest sequence, removing the need for a return to town and taking away from the TP back and forth sequence that Blizzard want to avoid!! In this way, they would be an amazing addition in terms of keeping the game pace at High intensity. PLUS it would just be awesome to see someone like Ormus surrounded by monsters in the middle of a swampland, totally protected by this magical force-field against the demon spawn.
These camps could also act as mercenary hiring stations (assassin's camp etc) providing a more....expendable? source of weaponry...
the vendor thing sounds a lil torchlight ish.
the more i think about it, i really think parts of d3 are based off of the original, first production of d3. being that the dude was part of blizard north ( i think, tired and talking out of my ass) it could have been many of his ideas we currently see. torchlight, not only has vendors throughout dungons (not put in with any story but w/e) but also a pet to send back to town.
great idea tho. like stated ^^^^ great way for sidequests. that would be a good way to build the world for people. get them into it a little more. create an enviorment. GOOD THINKING! props for op :thumbsup:
They have actually confirmed they aren't going to stick with the one town per act style Diablo II had.
That was a mad interview, however, Jay only really says that the towns have the ABILITY to be far more dynamic, he doesn't really talk about the potential for "camps". Furthermore, this was a fair time ago, so development has obviously progressed significantly, and what EXACTLY happens to different towns will prob be *almost* set in stone....?
I'd like it well enough as long as it makes sense in terms of the merchant being someone that could survive out there. I don't want to see some wandering merchant and his mule with no explanation of how he's alive when it takes your level 65 wizard everything they've got to stay standing. But like you said, an Ormus- like character or small camp of assassins/mercenaries would be cool.
And yeah, assuming we go to hell again, no merchants there.
As far as I recall, they stated somewhere around last blizzcon that there is currently no plans for vendors out of towns. And there won't be the problem of back and forth TP, because there is no TP in D3.
Hmmm, Interesting...
Is there a forum somewhere discussing possible alternates to TP's?
*Cue The Donkey From Dungeon Siege..*
I enjoy the large disparity between city and ... wilderness? ... making sure to prepare sufficiently with friends before venturing out of a city adds to the uncertainty of the world beyond the walls.
That said, I'm on the fence about NPCs or small encampments or settlements out in the wilderness. The image of Flavie standing between the Blood Moor and the Cold Plains comes to mind. =P
I would like to see npcs in the wilderness that you can only deal with if you save them. Like said before, it's unlikely to see someone just chilling right by monsters not getting attacked. So you come upon them, and they are being chased by a group of monsters. If you kill the monsters before they kill him, you can deal with him. But if he dies, you lost the chance. Kind of like a side quest that gets sprung on you all at once and you have to complete right then and there. And make it so they have a possibility to be carrying something really nice or rare, so it's worth trying to save them every time.
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"You miss 100% of the shots you don't take - Wayne Gretzky"
I love the idea of life outside the city but of course it has to make sense. A little group of warriors camping out or a tiny outpost would work very well but a defenseless merchant would not. I don't even care if such places would be useful gameplay or quest wise, they could be simply there to add some lore and life to the game.
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Now here is the critical bit:
They could solve varying roles, acting as a specialist/necessity shop keep, allowing for the hero to sell and buy items during a particular quest sequence, removing the need for a return to town and taking away from the TP back and forth sequence that Blizzard want to avoid!! In this way, they would be an amazing addition in terms of keeping the game pace at High intensity. PLUS it would just be awesome to see someone like Ormus surrounded by monsters in the middle of a swampland, totally protected by this magical force-field against the demon spawn.
These camps could also act as mercenary hiring stations (assassin's camp etc) providing a more....expendable? source of weaponry...
the more i think about it, i really think parts of d3 are based off of the original, first production of d3. being that the dude was part of blizard north ( i think, tired and talking out of my ass) it could have been many of his ideas we currently see. torchlight, not only has vendors throughout dungons (not put in with any story but w/e) but also a pet to send back to town.
great idea tho. like stated ^^^^ great way for sidequests. that would be a good way to build the world for people. get them into it a little more. create an enviorment. GOOD THINKING! props for op :thumbsup:
So is "Hell" actually a confirmed Act yet?
Or are you just going off
Official Blizzard Quote:
That was a mad interview, however, Jay only really says that the towns have the ABILITY to be far more dynamic, he doesn't really talk about the potential for "camps". Furthermore, this was a fair time ago, so development has obviously progressed significantly, and what EXACTLY happens to different towns will prob be *almost* set in stone....?
*crosses EVERYTHING*
And yeah, assuming we go to hell again, no merchants there.
Signature and avatar courtesy of Indestructible.
Is there a forum somewhere discussing possible alternates to TP's?
*Cue The Donkey From Dungeon Siege..*
Hmmm, Interesting...
Is there a forum somewhere discussing possible alternates to TP's?
*Cue The Donkey From Dungeon Siege..*
One town per act feels generic and it's predictable now.
That said, I'm on the fence about NPCs or small encampments or settlements out in the wilderness. The image of Flavie standing between the Blood Moor and the Cold Plains comes to mind. =P
you don't take - Wayne Gretzky"
- Michael Scott