To me it seems that the removal of town portals means that it will be extremely hard to rush a character through the game the way that you could in d2. Unless there is a way to share a waypoint with someone in the game? Could avoiding game rushes be one of the reasons bliz decided to remove the town portals (as well as the stated reasons)?
Which brings me to a question. If I join a server with my friends, and they began playing about 30 minutes before me and have progressed a bit further than I am does that mean that I would have to take my most progressed waypoint and run all the way to where they are? even if they are standing right next to a waypoint (which i dont have)? no town portals could have some strange impacts on multiplayer imo. Especially in multiplayer games, it seems that on joining a server there is going to be a lot of running before you join the group and the action starts.
Imagine D2 baal runs with no tp's. If you join a baal run midway through the run by the time you get to the action its all over. Things dont seem right to me :/
I think the idea of no TP's is great. The first character I ever made in Diablo 2 was rushed to Nightmare the day I started playing. I think rushes, in a way, ruined the game for some people. But it was good for people who have beaten Diablo 2 several times with no rushes. I'd like to see how these way points work how and how everyone reacts.
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yeah, for me its not so much about the rushing, but its about the ability to goto town when needed. in d1 it was such a good safety net in the lowers levels.
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"to the worm in horseradish, the world is horseradish."
Im glad they are removing the ability to rush. Play the game like it's meant to be played
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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Player 1: C'mon I'll rush you through.
Player 2: I dunno if I can get rushed. Blizzard, can I get rushed?
Blizzard: No.
Player 2: Why not?
Blizzard: Fuck you, that's why.
That dialogue is how I imagine a player trying to get rushed, but can't.
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Just as the Scorpion hunts...
Silently Lurking...
"Nothing is True. Everything is Permitted." ~ Ezio Auditore de Firenze
personally, I hate rushers unless I'm rushing someone, this is because I like to admire the quality blizzard put in their games
Removing tp's gives you a more sense of danger and it's fairly exciting when you think about it
you actually have to think unlike diablo 2
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Secondly, and this is something I could see happening myself, they can just allow "summoning" of party members. This is how it works in WoW; two party members can summon third. This way there's no way to skip to town, but parties can summon reinforcements with ease. It's child's play to prevent rushing. Just include checks so that you can't pass certain points (like in DII you could skip getting the flail if someone had durance waypoint; this was majorly retarded) and/or a level requirement for certain areas.
This is probably how it is going to be done. However I think that it will probably only require one person to summon another, seeing as we're probably looking at smaller than 8 player games, and it would be no fun to try to play with one friend and have to find someone else to join your game just to get your buddy to the same area. They'll probably make it so that you can teleport someone directly to a waypoint that you have activated, that the other person has sufficient quest status / level to reach. IE if someone has cleared the Den of Evil you could teleport them to the Cold Plains or maybe Stony Field but the Dark Wood would be off limits.
With the focus being shifted away from repetitive endgame grinding, the need for rushes would be far lessened, and I'm glad to see Blizzard taking proactive steps to prevent it.
Im also pretty sure that since tps are going, you ought to be prepared by every stage in the game you reach. What I mean by this is; if you get to a boss and can not use tps, you will probably be prepared to fight him without any HUGE need to get to town (granted he will be dropping globes, but that is another issue).
From the fact that blizzard will probably have you be prepared as you reach each area in the game, I can only imagine that they will not support unprepared characters progressing quickly. This leads me to think that they will not support rushing, and instead people will have to experience each part of the game almost completely linearly in order to be at the desired level for each boss, etc.
I am all for the this move by Blizzard! Having the ability to tp back to town every 10 sec on a hard battle just make the game too easy.
This way you must plan out your fights and use the rite skills in order to win and not just run into any fight without a thought.
I also like the fact that u cant rush (I would use it if you could) I want to play the whole game this time around.
As for the matchmaking system I dout I will ever use it, I will just make a game and play if someone wants to join me thats fine but I really dout I will join other games much unless I am trading.
I would have preferred that they kept town portals and instead put some kind of restriction on them.
Like the portal is 'deactivated' if an enemy has targeted you.
It's just I'm thinking about the length of D3(which was said to be similar to D2) and how many waypoints there would have to be to make TPs redundant as an easy access to towns.
To me it seems that the removal of town portals means that it will be extremely hard to rush a character through the game the way that you could in d2. Unless there is a way to share a waypoint with someone in the game? Could avoiding game rushes be one of the reasons bliz decided to remove the town portals (as well as the stated reasons)?
Which brings me to a question. If I join a server with my friends, and they began playing about 30 minutes before me and have progressed a bit further than I am does that mean that I would have to take my most progressed waypoint and run all the way to where they are? even if they are standing right next to a waypoint (which i dont have)? no town portals could have some strange impacts on multiplayer imo. Especially in multiplayer games, it seems that on joining a server there is going to be a lot of running before you join the group and the action starts.
Imagine D2 baal runs with no tp's. If you join a baal run midway through the run by the time you get to the action its all over. Things dont seem right to me :/
They said that, the way the multiplayer feature is going to work is if you have a friend, you click like "join game" and you appear right next to him on the game world.
They said that, the way the multiplayer feature is going to work is if you have a friend, you click like "join game" and you appear right next to him on the game world.
Surely that is not the solution... Imagine in d2 joining a baal run game and being instantly spawned next to lister, who then kills you in 1 hit. *joins server*, *dead*.
Unless there is some sort of delay after joining a game where you are invincible for a few seconds. But even then, if you realise that you have joined a game and you were spawned in a really hot situation that you cant handle, you cant even tp out of there back to town. For eg, imagine in d2 joining a game and being spawned next to your friend beating up a bunch of lightning enchanted monsters and you have low light resist.
*join server with 3 seconds of invincibility at start*, *realise that you wont survive here*, *cannot find way out*, *3 seconds finish*, *dead*.
I don't think that will be the case, In many interviews Jay Wilson has said that they wish to avoid "punishing" gameplay mechanics so they will have to find some way around the problem you described. It may be that you can only join a game if any existing players are safe in the town...
Didn't they say that they have a system where you can teleport to a party member? Either the D3 team discussed it or it was discussed on here. Im not sure. If you look at the very first gameplay video, after the barbarian kills the thousand pounder, a witch doctor appears next to him. So...problem solved.
I hope they don't have 5 level dungeons that you have to run out of once you complete the quest - was so annoying when you forgot a TP and had to do that.
I hate rushing but i'm not sure if I like the idea of not having town portals, but then again Blizzard has yet to disappoint me on any of the diablo games so I am highly optimistic (and it does sound like they are taking measurements to counter-balance the need to go back to town etc.) It could have a feature like Sacred/Sacred 2 where you join a game with a friend and you simply click on their character portrait and you are instantly teleported to where they are at in the game (could cause for some limited rushing but definitely limits it without TPs.)
They said that, the way the multiplayer feature is going to work is if you have a friend, you click like "join game" and you appear right next to him on the game world.
Surely that is not the solution... Imagine in d2 joining a baal run game and being instantly spawned next to lister, who then kills you in 1 hit. *joins server*, *dead*.
Unless there is some sort of delay after joining a game where you are invincible for a few seconds. But even then, if you realise that you have joined a game and you were spawned in a really hot situation that you cant handle, you cant even tp out of there back to town. For eg, imagine in d2 joining a game and being spawned next to your friend beating up a bunch of lightning enchanted monsters and you have low light resist.
*join server with 3 seconds of invincibility at start*, *realise that you wont survive here*, *cannot find way out*, *3 seconds finish*, *dead*.
The solution for that surely would be to spawn a team-mate (for example) in the closest "safe-zone". I think I remember watching a video somewhere (which is probably too old to be accurate any more) where the joining character ran into screen from the area the first character had previously cleaned out.
Either that or spawn a player where the last in-game trigger occured, then have an arrow/pin on minimap directing to the party member. Or assuming that caves/outdoors are semi-linear in nature, just spawn 30 seconds "behind" the original player.
Honestly rushing is a cheat. You get to skip all the stuff that people, who aren't fortunate enough to have a lvl 99 friend, have to do which isn't really fair. I played through the entire game in Diablo 2 then i'd see people getting rushed to the point i was at which took me a month but it took them less than an hour. In my opinion it's not fair they should be required to experience the game. It even sucks for them too because the second time around i rushed, cause I already beat the game, and it just didn't feel the same. I never rushed again because you miss out on that experience of the storyline and everything. It is allot more fun without rushing anyway. I don't understand why you would want to miss out on that?
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Honestly rushing is a cheat. You get to skip all the stuff that people, who aren't fortunate enough to have a lvl 99 friend, have to do which isn't really fair. I played through the entire game in Diablo 2 then i'd see people getting rushed to the point i was at which took me a month but it took them less than an hour. In my opinion it's not fair they should be required to experience the game. It even sucks for them too because the second time around i rushed, cause I already beat the game, and it just didn't feel the same. I never rushed again because you miss out on that experience of the storyline and everything. It is allot more fun without rushing anyway. I don't understand why you would want to miss out on that?
The main reason why people rushed was to try to create the perfect build. If you were to go through the game normally you would not be able to avoid wasting skill points on skills that are not a part of your desired build, but you need them at the time to progress through the game. Same went with stats, if you rushed a caster to a high level without using any stat points you could get away with using epic gear without wasting a single point on strength. Obviously this wouldn't be possible if you are playing the game normally because it would mean going through the game without being able to equip any decent items.
However it looks like there at a lot of measures being implemented in d3 to avoid these scenarios. Re-specing of skills being one of them and IIRC there was talk about not having to unlock paths to particular skills.
However there is no way around people attempting to speed up the time it takes them to create a new character. If I have played d3 for a year I would most likely have stashed some awesome low level and mid level gear which I can pass on to my next character to make the process super easy.
If a game has a really fun endgame ( such as d2 did with pvp ) then a lot of people will easily justify taking their chars through the game as quickly as possible so that they can get to the fun stuff in the endgame as soon as possible. I.e, If your main source of joy and entertainment in d3 is PvP, would you prefer to be able to take your new character to a PvPable stage in of matter of weeks or a matter of days?
Which brings me to a question. If I join a server with my friends, and they began playing about 30 minutes before me and have progressed a bit further than I am does that mean that I would have to take my most progressed waypoint and run all the way to where they are? even if they are standing right next to a waypoint (which i dont have)? no town portals could have some strange impacts on multiplayer imo. Especially in multiplayer games, it seems that on joining a server there is going to be a lot of running before you join the group and the action starts.
Imagine D2 baal runs with no tp's. If you join a baal run midway through the run by the time you get to the action its all over. Things dont seem right to me :/
"to the worm in horseradish, the world is horseradish."
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Player 2: I dunno if I can get rushed. Blizzard, can I get rushed?
Blizzard: No.
Player 2: Why not?
Blizzard: Fuck you, that's why.
That dialogue is how I imagine a player trying to get rushed, but can't.
Removing tp's gives you a more sense of danger and it's fairly exciting when you think about it
you actually have to think unlike diablo 2
add me if you want to^^
Europe non ladder and ladder player
I'm gonna put my highrune in your socket
flyarion, flyarion_third, flyarion_fourth, flyarion_fifth
This is probably how it is going to be done. However I think that it will probably only require one person to summon another, seeing as we're probably looking at smaller than 8 player games, and it would be no fun to try to play with one friend and have to find someone else to join your game just to get your buddy to the same area. They'll probably make it so that you can teleport someone directly to a waypoint that you have activated, that the other person has sufficient quest status / level to reach. IE if someone has cleared the Den of Evil you could teleport them to the Cold Plains or maybe Stony Field but the Dark Wood would be off limits.
With the focus being shifted away from repetitive endgame grinding, the need for rushes would be far lessened, and I'm glad to see Blizzard taking proactive steps to prevent it.
From the fact that blizzard will probably have you be prepared as you reach each area in the game, I can only imagine that they will not support unprepared characters progressing quickly. This leads me to think that they will not support rushing, and instead people will have to experience each part of the game almost completely linearly in order to be at the desired level for each boss, etc.
It only makes sense.
This way you must plan out your fights and use the rite skills in order to win and not just run into any fight without a thought.
I also like the fact that u cant rush (I would use it if you could) I want to play the whole game this time around.
As for the matchmaking system I dout I will ever use it, I will just make a game and play if someone wants to join me thats fine but I really dout I will join other games much unless I am trading.
Like the portal is 'deactivated' if an enemy has targeted you.
It's just I'm thinking about the length of D3(which was said to be similar to D2) and how many waypoints there would have to be to make TPs redundant as an easy access to towns.
They said that, the way the multiplayer feature is going to work is if you have a friend, you click like "join game" and you appear right next to him on the game world.
Surely that is not the solution... Imagine in d2 joining a baal run game and being instantly spawned next to lister, who then kills you in 1 hit. *joins server*, *dead*.
Unless there is some sort of delay after joining a game where you are invincible for a few seconds. But even then, if you realise that you have joined a game and you were spawned in a really hot situation that you cant handle, you cant even tp out of there back to town. For eg, imagine in d2 joining a game and being spawned next to your friend beating up a bunch of lightning enchanted monsters and you have low light resist.
*join server with 3 seconds of invincibility at start*, *realise that you wont survive here*, *cannot find way out*, *3 seconds finish*, *dead*.
"One does not simply rock into Mordor."
"There's no I in Team America!"
The solution for that surely would be to spawn a team-mate (for example) in the closest "safe-zone". I think I remember watching a video somewhere (which is probably too old to be accurate any more) where the joining character ran into screen from the area the first character had previously cleaned out.
Either that or spawn a player where the last in-game trigger occured, then have an arrow/pin on minimap directing to the party member. Or assuming that caves/outdoors are semi-linear in nature, just spawn 30 seconds "behind" the original player.
The main reason why people rushed was to try to create the perfect build. If you were to go through the game normally you would not be able to avoid wasting skill points on skills that are not a part of your desired build, but you need them at the time to progress through the game. Same went with stats, if you rushed a caster to a high level without using any stat points you could get away with using epic gear without wasting a single point on strength. Obviously this wouldn't be possible if you are playing the game normally because it would mean going through the game without being able to equip any decent items.
However it looks like there at a lot of measures being implemented in d3 to avoid these scenarios. Re-specing of skills being one of them and IIRC there was talk about not having to unlock paths to particular skills.
However there is no way around people attempting to speed up the time it takes them to create a new character. If I have played d3 for a year I would most likely have stashed some awesome low level and mid level gear which I can pass on to my next character to make the process super easy.
If a game has a really fun endgame ( such as d2 did with pvp ) then a lot of people will easily justify taking their chars through the game as quickly as possible so that they can get to the fun stuff in the endgame as soon as possible. I.e, If your main source of joy and entertainment in d3 is PvP, would you prefer to be able to take your new character to a PvPable stage in of matter of weeks or a matter of days?