with them gone, maybe there an inbetween method between waypoints?
like youve passed a waypoint a while ago the end of the dungeon isnt in sight, maybe theres a dusty tome on the shelf that opens a portal, or portal shrine.
that way you dont have an escape route all the time, but still have that option in between waypoints.
if they wanted to keep them in, but still maintain their fast paced action mantra, just make it so you cant use them in combat
Doubt it, the whole point of taking out TPs is that once you enter a dungeon, you are in it. When your hp gets low, you're either going to have to use a potion or hope for some health globes. I'm looking forward to it, has a much more dangerous sense to it. As opposed to refreshing after every group of monsters if you need to, you are in for the long haul, and have to battle through to the next waypoint (assuming they are in the dungeons at all).
like youve passed a waypoint a while ago the end of the dungeon isnt in sight, maybe theres a dusty tome on the shelf that opens a portal, or portal shrine.
I believe they have something like that in mind. I also don't really mind having no TPs, but having to run back to the entrance of the dungeon after exploring all of it would surely be a bummer, especially since they said dungeons will now be somewhat huge. So yeah, I think they're working on some kind of tome to teleport you back to the entrance once you reach the end of it.
I believe they have something like that in mind. I also don't really mind having no TPs, but having to run back to the entrance of the dungeon after exploring all of it would surely be a bummer, especially since they said dungeons will now be somewhat huge. So yeah, I think they're working on some kind of tome to teleport you back to the entrance once you reach the end of it.
There are other ways of getting out of dungeons, though, if they're designed intelligently. Many games(Oblivion especially) feature double-backs in their dungeons, so that even though you're walking back out of the dungeon, it's a different path than your way in, with more enemies. Of course, it would still be lame to fight a big baddy at the bottom of a dungeon only to go back to the beginning fighting weak stuff in a double-back. Also, perhaps more dungeons will have another exit at the end of them. I don't expect these things in all dungeons, but I do think we'll be seeing more of this than in Diablo II.
Still, this whole thing really does suck for Hardcore players. I don't think any game is tense at all if you come back after you die, so all of Blizzard's attempts to make things seem more perilous are lost on me. I just hope the game will still be playable hardcore.
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A thing that would make dying a bit more punishing in non-hardcore would be to teleport everyone in the party back to the last checkpoint and respawn every monster. It is not much but it is something.
You mean, when the whole party dies?
Your "punishment" can be abused to farm more effectively.
I can see their reasoning for getting rid of TP. I personally think TP should stay in the game, but do not make them usable during combat. Sort of like eating/drinking in combat when fighting in WOW. But, my reasoning behind this is because I want to be able to join parties with someone else, through down a TP, and have the guy come to where I'm at.
But, I'm sure that Blizzard has thought this through and they did state than there will be more waypoints than D2. Add the fact that there will be a checkpoint system in place.
Either way, I have faith that without TPs, travel will be just fine including inviting new people to a group and have them join the party and location you're in without it taking too long.
I don't know if anyone else has said this before, but it just occured on me that just because there aren't any more TPs, it doesn't mean that there wont be other ways to get back to town besides waypoints. There can always be other ways.
Maybe Blizzard will throw somthing else out there that will let us get back to town other than Waypoints.
I was thinking since every class is going to have a gap-crossing skill (Like the Barbarians Leap and the Wizards teleport), there might be a type of back-to-town skill that each class might have.
Dunno. Just somthing to think about guys.
Very true. I mean look at WOW. Warlocks can summon, mages can make portals and teleports, and every character has a hearthstone. We have probably only seen a couple percent of what the game will actually contain.
Exactily. Hearthstones or somthing else like that which you could bind to any of the towns in Diablo 3 (Which i'm sure there will be more of instead of just the 5 from Diablo2) would be a great idea. Kind of WoWish, but hell. They work.
I think what blizzard is doing is making the Acts more like Titan Quest, where the character will travel to actual cities, towns, and villages in the world throughout the entire act. And I'm sure there will be traveling merchants in between. This could also open up a new kind of quest, where you find some caravan being ambushed in the desert that you try to save. If you succeed, you can sell to the merchants, and also buy items from them. Maybe they'll have some really epic gear too.
That would make you want to continue pushing forward to a possible town or merchant (but you wouldn't know how far away) instead of always going backward to the safety of a town.
A "back to town" skill is pointless, and for sure will not be implemented in the game. It takes up an extra spell slot that could be used for doing some really cool damage.
I specifically remember hearing Jay Wilson say that TPs are gone for now, and they hope to make it so they aren't a need anymore. That doesn't mean they are officially gone, just in this build. Blizz will probably try to come up with some other way to somewhat efficiently return to town, but without allowing you to do it mid boss or mid combat.
In fact, I am with Monkage (and I have said this before as well), TP isn't going to ruin the game if its created the right way. No, we should not be able to TP during combat. If mobs are around or we are in a boss chamber, TP should be 100% impossible. You could technically run from mobs and then go TP, of coarse, but if you watched the monster part of the panel, some mobs wont really quit following you. The Dune Thresher, for example, is what they refer to as a "hunter". It will hunt you down until you kill it, leave the area, or go into a dungeon I assume. Maybe if you had the ability to move away fast enough (with speed upgrade if thats still in the game), it would stop, but when you first encounter these its not going to be easy.
What I say is, bring in TP, but don't let it be within combat. Boss rooms should lock you in so you can't leave and TP as well. TP is a very good thing if used correctly. However, I do think they should be a bit more limited than in D2. Make em cost more, make em drop less so they are worth something instead of spam candy like the potions were. If they remove them, there should at least be a definite way to get back to town every once in a while (like the old waypoint system). They gotta make those things easier to find too XD, that got ridiculous. Even if you aren't trying to noob up and sell EVERYTHING you come across, there is still the possibility of getting really luck drops (magic find anybody? it was supposedly in the demo build for 09), and you end up with a buch of uniques. When your inventory is full of shit you want, and then something else nice you wanna keep drops, how are you going to take it if they don't give you a good chance to take shit back to town, sell or stash it, and come back with a fresh open inventory?
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This could also open up a new kind of quest, where you find some caravan being ambushed in the desert that you try to save. If you succeed, you can sell to the merchants, and also buy items from them. Maybe they'll have some really epic gear too.
Blizzard already said that's something they're looking up to, having random quests of the likes.
seeing as d3 is picking up some elements from wow, theres doubt that there will be merchants in between town to sell to. I'm split on the decision with town portals. I like the idea you can't just run whenever you run into trouble, and at the same time its nice to be able to return to town without having to make it through an entire area.
What do you guys think if they made townportals somewhat like the hearthstones in wow? permanent object takes up 1 slot in inventory, can only be used out of combat with a cooldown on it? maybe 30 min or 1 hour? That would still leave the suspense of battles without the option to run, and allow a player to return to town when they desire it most, without overdoing it and dropping one tp after another.
I personally hate the idea of any instant teleport to town other than waypoints. It just seems cheap to me. DIII team is only taking good aspects from WoW. Remember, WoW has MASSIVE distances between missions, compared to Diablo, which is more fluid.
Also, you guys shouldn't worry about the size of your inventory. It is going to be massive. Look at it now, it is 40 spaces, and almost every item is 1 or 2 squares except for certain armor. Plus we have a spot to add extra inventory via "packs". I think the inventory will be plenty big for all the gear you find.
Also, think about when you play/ed LOD. When you were playing through the game in Normal and NM, how often did you actually run back to town to sell gear? I hardly do. The only reason I will return to town is to get more pots or ID scrolls.
Another thing. What is more fun to you? Sitting in a merchant window selling items, or slaughtering massive hordes of demons? For me it is slaughtering.
I for one hated TP's they just annoyed the hell out of me that everyone would bail in a D run and use a tp to get health pots and mana pots and then i'd die all by myself i feel they are pointless and cheap
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Doubt it, the whole point of taking out TPs is that once you enter a dungeon, you are in it. When your hp gets low, you're either going to have to use a potion or hope for some health globes. I'm looking forward to it, has a much more dangerous sense to it. As opposed to refreshing after every group of monsters if you need to, you are in for the long haul, and have to battle through to the next waypoint (assuming they are in the dungeons at all).
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I believe they have something like that in mind. I also don't really mind having no TPs, but having to run back to the entrance of the dungeon after exploring all of it would surely be a bummer, especially since they said dungeons will now be somewhat huge. So yeah, I think they're working on some kind of tome to teleport you back to the entrance once you reach the end of it.
Still, this whole thing really does suck for Hardcore players. I don't think any game is tense at all if you come back after you die, so all of Blizzard's attempts to make things seem more perilous are lost on me. I just hope the game will still be playable hardcore.
My typical train of thought: Everything -> Sex -> Diablo
Oh, lol. Totally forgot this one, thanks for the reminder
You mean, when the whole party dies?
Your "punishment" can be abused to farm more effectively.
It's the decisions you make when you have no time to make them that define who you are.
Thats depressing
But, I'm sure that Blizzard has thought this through and they did state than there will be more waypoints than D2. Add the fact that there will be a checkpoint system in place.
Either way, I have faith that without TPs, travel will be just fine including inviting new people to a group and have them join the party and location you're in without it taking too long.
Maybe Blizzard will throw somthing else out there that will let us get back to town other than Waypoints.
I was thinking since every class is going to have a gap-crossing skill (Like the Barbarians Leap and the Wizards teleport), there might be a type of back-to-town skill that each class might have.
Dunno. Just somthing to think about guys.
That would make you want to continue pushing forward to a possible town or merchant (but you wouldn't know how far away) instead of always going backward to the safety of a town.
A "back to town" skill is pointless, and for sure will not be implemented in the game. It takes up an extra spell slot that could be used for doing some really cool damage.
In fact, I am with Monkage (and I have said this before as well), TP isn't going to ruin the game if its created the right way. No, we should not be able to TP during combat. If mobs are around or we are in a boss chamber, TP should be 100% impossible. You could technically run from mobs and then go TP, of coarse, but if you watched the monster part of the panel, some mobs wont really quit following you. The Dune Thresher, for example, is what they refer to as a "hunter". It will hunt you down until you kill it, leave the area, or go into a dungeon I assume. Maybe if you had the ability to move away fast enough (with speed upgrade if thats still in the game), it would stop, but when you first encounter these its not going to be easy.
What I say is, bring in TP, but don't let it be within combat. Boss rooms should lock you in so you can't leave and TP as well. TP is a very good thing if used correctly. However, I do think they should be a bit more limited than in D2. Make em cost more, make em drop less so they are worth something instead of spam candy like the potions were. If they remove them, there should at least be a definite way to get back to town every once in a while (like the old waypoint system). They gotta make those things easier to find too XD, that got ridiculous. Even if you aren't trying to noob up and sell EVERYTHING you come across, there is still the possibility of getting really luck drops (magic find anybody? it was supposedly in the demo build for 09), and you end up with a buch of uniques. When your inventory is full of shit you want, and then something else nice you wanna keep drops, how are you going to take it if they don't give you a good chance to take shit back to town, sell or stash it, and come back with a fresh open inventory?
Blizzard already said that's something they're looking up to, having random quests of the likes.
What do you guys think if they made townportals somewhat like the hearthstones in wow? permanent object takes up 1 slot in inventory, can only be used out of combat with a cooldown on it? maybe 30 min or 1 hour? That would still leave the suspense of battles without the option to run, and allow a player to return to town when they desire it most, without overdoing it and dropping one tp after another.
Also, you guys shouldn't worry about the size of your inventory. It is going to be massive. Look at it now, it is 40 spaces, and almost every item is 1 or 2 squares except for certain armor. Plus we have a spot to add extra inventory via "packs". I think the inventory will be plenty big for all the gear you find.
Also, think about when you play/ed LOD. When you were playing through the game in Normal and NM, how often did you actually run back to town to sell gear? I hardly do. The only reason I will return to town is to get more pots or ID scrolls.
Another thing. What is more fun to you? Sitting in a merchant window selling items, or slaughtering massive hordes of demons? For me it is slaughtering.
Don't be a wimp.
Die with pride!
Somebody will be able to figure something out about the game to compensate for this loss.