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Kiroptus
10-06-2008, 17:47
I am probably going to hit a nerve here so I need my flame shield up.

One of the most powerful skills in PvM to me is Town Portal. Its very cheap in terms of cost, it throws you in the town where your mana and health will be full and since gold is pretty much hard to be dried off, lets say it also fills your potions belt.

It makes the distance between the town and the hellish dungeons of diablo way too close, its hard to have a sense of danger and survival when the "exit" is just by your side.

But fine... I gotta confess I dont have too much a problem with TP on the dungeons but on Boss fights, its just cheapens the whole experience, you are in The throne of destruction fighting Baal, the lord of destruction in an epic battle that you got wounded and yours potions are out and suddenly you tell him:

"excuse for me a second please, I gotta go to the town and be completely restocked"

And so the battle goes on.


Its no surprise that the only battle which has a sense of challange, The Ancients, the use of TP is limited. Titan Quest also disabled the use of TP when you were in Boss fights.(and the boss fightsi n TQ were a lot of fun)


Tp definately should stay, its a hack and slash game after all, there are lots of drops you find and need to sell but I really think that it shouldnt be instant cast, it should have channeling time (which would interrupt you if you get attacked) to create those so you cant just zip out of a trick situation so easily and most specially: Disabled in Boss fights so we actually have a challenge just like ancients were. Which is easily the best boss battle in both diablo 1 and 2.

tyranius
10-06-2008, 19:19
It would be fun if the monster could follow your on your TP and start attacking the other players in town.

TopHatCat64
10-06-2008, 19:24
It would be fun if the monster could follow your on your TP and start attacking the other players in town.

That would actually be pretty interesting. It would punish players for porting out of a huge group of monsters and force players to earn the right for safe passage to town.

It would also contribute to a darker, more dangerous tone that I'd like to see in D3.

raishi
10-06-2008, 23:38
people might acctually have to learn how to run like a pansy...i like it...

Planktonboy
11-06-2008, 02:18
It would be fun if the monster could follow your on your TP and start attacking the other players in town.

Interesting concept, but how do you stop people deliberately dragging monsters to town in order to screw up the game? This could be a bigger problem than hostiling was in D2.

stillman
11-06-2008, 07:46
Keep hitting those nerves, Kiroptus. Hit 'em hard.

I think it looks very silly when the town is filled with 8 tps. And with bosses, it is clear that I am really, oh what's the word, buying out the competition. Well, no, the bosses don't even get to buy a single potion. They start with bankruptcy, so we can't loose.

I'd like to get rid of tp altogether so the best palyers are those who can stay far out of town the longest while bad players have to waste time making long retreats to town.

Lyrs
11-06-2008, 07:57
I like the idea of certain maps or monsters limiting TP. Also, I've always found the idea of TP traps to be hilarious and nerve wrecking. No TP should be safe if it stands unattended too long. Players should expect to get hit hard when they get back if they didn't prepare well and have someone guard the TPs.

Kiroptus
11-06-2008, 08:02
The Hell unleashed mod for Diablo 2 did remove TP and made TP shrines more common. Its also a solution in my book. But of course the game would need some design adjustments to support that, like not having too much crap drops that you want to sell for tons of gold (like those +high lvl skill wands and staves). Not having charms to clutter up the inventory because of that as well. Also having the levels to be more non-linear so a single waypoint entrance can fork to many directions in a single act.

I would like an emphasis on survival, there is never really any need to worry about that in Diablo2 because TP is just one click and bam, all problems solved.

Bunty
11-06-2008, 15:50
Good argument.

I think TP's should not be booted, as they are part of the Diablo culture hehe
Also bringing monsters to town sounds cool, but too many idiots will ruin it.

What we should have is, the closer you are to town, the easier it is to do a Town Portal. But as the character goes further and further, tp's become harder to do. Sorta like a restriction based on town distance.

Make some restriction like a time or frequency limit/cost increase/ or ability to only tp in special zones. I'm sure there's a cool idea out there in someone's mind

jamesisbest
11-06-2008, 16:17
One possible solution is allowing/disallowing town portals usage in designated areas. Such as tp use not allowed on bosses, certain dungeons that are meant to be a challenge, etc. Or another way they can change is they could do away with tp's but have several way points per area so fleeing isn't as easy, but if you need to repair or get rid of items in your inventory you won't be completely screwed halfway into an area.

However, if monsters could follow you to town people would purposely round up the strongest monsters and bring them to town just to watch people enter the game and instantly die while loading. Would definately make hardcore mode nearly completely void of pub games.

Bunty also has some interesting ideas. A cost increase could help reduce over-usage in an area but could get aggrevating if you are in a game for a long period of time or if you have to frequently stop what you are doing for out-of-game situations. The idea of a cool down timer would work better in my opinion and would also have a smaller penalty for players who stick in a game for long periods.

Planktonboy
11-06-2008, 17:46
I would like an emphasis on survival, there is never really any need to worry about that in Diablo2 because TP is just one click and bam, all problems solved.

I think that the ability to run away like that is just part of the gameplay of the Diablo series. It helps define it from other games such as WOW

One possible solution is allowing/disallowing town portals usage in designated areas. Such as tp use not allowed on bosses, certain dungeons that are meant to be a challenge, etc.

I'm liking this though, bosses in D2 were more of a marathon than an effort. It was far harder to reach the bosses than to finish them off.

tyranius
11-06-2008, 17:46
Well, I realize that if monsters could get in your tp it would be a big problem with running noobs. What if everybody who joined the game spawned in a safe place? Or have a cooldown time that for 15 seconds they cant get hit. It would be nice if monsters could follow you in your tp and start killing the NPCs. So you cant buy pots or repair gear. This would make many noobs disappear. Also like in act 5 put some NPCs who guard the town to engage a fight against the monster and give players 30-50 seconds to get everything done and back to fight.

sicilian
11-06-2008, 20:15
How about this, instead of it being a scroll or purchaseable item, you make Town Portal a "Natural Gift" that every class has. It would be extremely high mana cost set as a percentage (something really high like 90% of your mana required) and it also drains 75% of your remaining life.

That way, it could be used to go back to town while things are safe, but NOT as an escape, especially during boss fights where they could easily take down the remaining 25% of your life with one hit.

Could also make it take a while to form, like 2 or 3 seconds so you would need some time to cast it.

Dorfoumous
11-06-2008, 21:11
Man that would be an annoyance for those of us who cast TP's when their INV full.

OR when you defeat a boss and the only way out is the way you came.

I like the TP system. Do people abuse it? Yes.

Lyrs
12-06-2008, 00:25
Give some monsters (uniques) as Disturbance factor. When you're within their radius of influence (sight, perhaps), creating a tp has a high chance of failure. For example, creating a TP while being chased by Diablo would have a 95% chance of failure. You'll have to use multiple scrolls for rolling a TP.

Or make the portals corruptible. If no one is protecting it, the return trip would send you to a random place on the map.

BlastDuke
12-06-2008, 10:29
I think that monsters should get the ability to close TPs by touching them. So if you escape to town in mid-battle, the TP will most likely vanish and you would have to walk to the monster again from the nearest WP.
Casting a TP in a safe (=previously "cleared" area) would be no problem.

Bunty
13-06-2008, 09:34
i like blastDuke's idea

stillman
13-06-2008, 13:43
I don't know if this is what was meant with the "cool off period" idea, but maybe there could be an X minute delay between making tp's.

There are a lot of good ideas in this thread. The corruptable tps, less linear maps, more wps, monsters closing tps, etc.

DANIEL3RD
13-06-2008, 14:31
I dont think having 8 tp's in town with umpteen bosses runnning around would be condusive to the game. Sure, it would be funny the first few times but then what happens when a few trades are ongoing and you end up getting battered over the head by Baal!!

Being able to spawn tp`s at any time certainly makes the game easier. Too many demons, lets spawn a tp. Out of mana, hey lets spawn a tp etc etc.

But running half way round the world to get back to camp is also very annoying and boring, especially without teleport skills.

So we need tp's but not all the time. So how about this idea.

The use of TP scrolls can be used anytime and anywhere. However they dont all take you back to town. Theres no indication of where the portal takes you. Make them random so maybe only 1 in 10 leads back to town. Other times you could end up deep in a cavern, dungeon etc where you may find a safe spot or maybe surrounded by other creatures.

If you open another portal and enter it, once again you could end up anywhere. In time you will end up in camp, so to combat this, how about there being a limit of only being able to carry 5 scrolls at any one time and you cant buy them from vendors. They have to be found.

This would mean it being even harder to end up back in camp and make scrolls more valuable

Also when using a tp it automatically closes after you so you cant re-enter, and theres also a timer on opening a new portal for 10 minutes.

This way if you do happen to get killed you cant enter the tp and claim your body and so you have to rejoin the game as you now have no idea where you died. In doing so you lose a much higher percentage of your experience than you presently do. Doing this over time will result in a loss of much experience.

The only sure way to get back to camp by using a portal is to activate a portal shrine as these always take you back to town.

Of course being in a team of 8 players will substantially increase your chances of getting to camp if you all activate a portal. BUT whos portal leads back to town. If you all take one portal each you could potentially all end up in seprate locations, or all back in town. You pays your money and you take your chances. Remember the portals give no indication of where they take you to.

Basically then using a scroll to escape or return to town for supplies etc is a major gamble. Especially if you are low in life and need potions and the end boss is also almost dead. Do you continue the fight or retreat. If you retreat you may eventually have to rejoin the game, by which time the boss will have regenerated their health or hes been killed by the remaining group.

Decisions decisions

DANIEL3RD
13-06-2008, 14:38
edit Lyers didnt notice you also suggested corruptible portals.

tyranius
13-06-2008, 16:30
I dont think having 8 tp's in town with umpteen bosses runnning around would be condusive to the game. Sure, it would be funny the first few times but then what happens when a few trades are ongoing and you end up getting battered over the head by Baal!!

Being able to spawn tp`s at any time certainly makes the game easier. Too many demons, lets spawn a tp. Out of mana, hey lets spawn a tp etc etc.

But running half way round the world to get back to camp is also very annoying and boring, especially without teleport skills.

So we need tp's but not all the time. So how about this idea.

The use of TP scrolls can be used anytime and anywhere. However they dont all take you back to town. Theres no indication of where the portal takes you. Make them random so maybe only 1 in 10 leads back to town. Other times you could end up deep in a cavern, dungeon etc where you may find a safe spot or maybe surrounded by other creatures.

If you open another portal and enter it, once again you could end up anywhere. In time you will end up in camp, so to combat this, how about there being a limit of only being able to carry 5 scrolls at any one time and you cant buy them from vendors. They have to be found.

This would mean it being even harder to end up back in camp and make scrolls more valuable

Also when using a tp it automatically closes after you so you cant re-enter, and theres also a timer on opening a new portal for 10 minutes.

This way if you do happen to get killed you cant enter the tp and claim your body and so you have to rejoin the game as you now have no idea where you died. In doing so you lose a much higher percentage of your experience than you presently do. Doing this over time will result in a loss of much experience.

The only sure way to get back to camp by using a portal is to activate a portal shrine as these always take you back to town.

Of course being in a team of 8 players will substantially increase your chances of getting to camp if you all activate a portal. BUT whos portal leads back to town. If you all take one portal each you could potentially all end up in seprate locations, or all back in town. You pays your money and you take your chances. Remember the portals give no indication of where they take you to.

Basically then using a scroll to escape or return to town for supplies etc is a major gamble. Especially if you are low in life and need potions and the end boss is also almost dead. Do you continue the fight or retreat. If you retreat you may eventually have to rejoin the game, by which time the boss will have regenerated their health or hes been killed by the remaining group.

Decisions decisions

I didn't like your idea. It would be too hard to go to town so nobody would use tps if they are that dangerous. I think the way to go would be giving a 1 minute limit. You open your TP then you have 1 minute to get pots and go back otherwise the portal would close and you'd have to walk all over again.

DANIEL3RD
13-06-2008, 17:31
This will always be the problem with a game like this. Some players would like a much more complex difficult game play and others not so difficult. Personally tps make the game very easy in all situations. Maybe 10 minutes is too long to wait but the fear of the unknown must instil something into the gameplay. And you would still have a chance of getting to town.

Batang
14-06-2008, 15:05
The idea I've liked best so far is allowing/disallowing town portals usage in designated areas. Imo this'd be the best solution for different special encounters such as boss fights, quest dungeons, etc. While it could be useful to be able to tp freely in large wilderness areas for instance, where the mobs generally aren't as tough in the first place, and the waypoints are often set huge distances from eachother. In areas like those you'd generally use the tp to make some more space in your inventory anyway, not to make the area easier by restocking all the time.

Sacrificer
15-06-2008, 10:29
I hope they keep the town portal system so that is similar to what it is in d2. Imaging rushing someone without tps working everywhere, or having to channel them for ages. It would just be annoying and take time. The thing I like about Diablo compared to many other games such as WoW is that it doesnt drain all your time. You dont have to always actively play diablo to be good. You can play it in short breaks. Tp's are a key factor to this, and that is why i hope they keep them relatively similar to the way they function in d2.

LozHinge the Unhinged
15-06-2008, 12:31
I think that monsters should get the ability to close TPs by touching them. So if you escape to town in mid-battle, the TP will most likely vanish and you would have to walk to the monster again from the nearest WP.
Casting a TP in a safe (=previously "cleared" area) would be no problem.

BlastDuke basically ended the discussion with this suggestion. :thumbup:

You still have all the convenience of returning to Town with a full inventory when you want, but your escape routes are made very chancey affairs if you are in a tough fight. Allow monsters to close the portal by touch, missile or spell, and make the TP the highest target priority in the programming.

Job's a good'un. :jig:

jakotaco
15-06-2008, 13:38
Monsters and bosses fully healed if no players in zone.
Change AI to swarm tps and prepare an ambush for the players.

Or make them more expensive as you progress.

I think having a tp closed or being forced to run for a long time would be detrimental to diablo's action oriented gameplay.

Dirkw
16-06-2008, 02:39
I think having a tp closed or being forced to run for a long time would be detrimental to diablo's action oriented gameplay.

Think so too. The TP system seems fine to me. Maybe they could make it so that tp scrolls are no longer necassary. I'd be fine with that as well, to be fair.


I think that monsters should get the ability to close TPs by touching them. So if you escape to town in mid-battle, the TP will most likely vanish and you would have to walk to the monster again from the nearest WP.
Casting a TP in a safe (=previously "cleared" area) would be no problem.

Meh. That would set upon the player so much risk and trouble. Muling items from one map to town would be unnecassarily risky and frustrating, when for instance you think you've cleared the entire map then in comes some lame resurrected fallen from out a corner and checks your tp and when worst comes to worst it's goodbye expensive item T_T.

DANIEL3RD
16-06-2008, 08:40
Think so too. The TP system seems fine to me. Maybe they could make it so that tp scrolls are no longer necassary. I'd be fine with that as well, to be fair.



Meh. That would set upon the player so much risk and trouble. Muling items from one map to town would be unnecassarily risky and frustrating, when for instance you think you've cleared the entire map then in comes some lame resurrected fallen from out a corner and checks your tp and when worst comes to worst it's goodbye expensive item T_T.

For those of us who have played this game for far too long I believe we need somthing more challanging. The use of portals simply makes the game so much easier. But I also agree that having to walk back to town is also a pain in the butt. Portals are generally created to either escape a tricky situation, stash items back at camp or stock up on potions, which is almost always required when starting off as a sorc.

So despite my earlier suggestion why not limit the number of tp scrolls a player can carry to 6 and also no longer be able to purchase them of a vender. Instead turn them into a valuable commodity so that players have to search them out. Put them and the tome into a treasure class.

This way you still get to use portals but the player becomes more careful in the use of the scrolls.

Maybe some scrolls could be used for different areas other than base camp. So you could open a portal for example into the worm tunnels, instead of having to locate the tunnel itself. So a scroll named tunnel 2 would take you to the second level of the worm tunnel. But once you enter, it closes after you after 5 seconds. Only the home base portal would stay open.

This would also assist in rushing. How many have opened a portal when rushing only to be asked to wait while they finish eating a sandwhich!!

And if sombody wants a rush make them pay in scrolls. This way they to have played the game for a while in order to find the fee for their rush.

BlastDuke
16-06-2008, 09:33
Meh. That would set upon the player so much risk and trouble. Muling items from one map to town would be unnecassarily risky and frustrating, when for instance you think you've cleared the entire map then in comes some lame resurrected fallen from out a corner and checks your tp and when worst comes to worst it's goodbye expensive item T_T.
In this case there should be an option that the Merc stays in the battlefield to guard the town portal. I don't understand why he is following me in/into town altogether, since I didn't hire him for observing my shopping and gossip activities :)

Zipje_en_Zopje
16-06-2008, 14:21
Lets face it: removing or even restricting TPs will make this game a lot harder for anyone but the top (= richest) players.

As someone already wrote, the distance between some WPs is big. Do you people really want to walk back large distances just because the umpteenth mana-stealing monster forced your melee’er to drink all his blues?

Suppose you join a game already in progress? Join the party but first walk half a marathon to catch up to the rest?

What if you die in softcore? If you have to jog from the latest WP to your corpse naked, you will probably soon have a second corpse lying around. Duriel kills your fragile little lvl 23 poisonmancer? Too bad, just walk back through the Canyon and through the Tomb. The rest of your party will be in act 3 by the time you get there …

What if you get a phonecall in the real world while playing? I don't know about you all, but I just TP to town in that case. You just know this boss pack of extra fast whatevers will get you, if you remain in the wilderness unattended.

And what about throwing barbs or amazons who don't use Titan's? (Yes, the latter do exist. And yes, I like underpowered builds). Once the javs or throwing axes are depleted, these people just have to fight with their bare hands? For my frenzy/thrower, TP is even the most important skill he has: this guy has to return to town every 5 minutes, just to restock. And that is with 2 pairs of spare javs in his inventory.

I agree that it is cheesy to make a pitstop to town in the middle of any fight, but the possibility should in any case always remain. A limit or price you have to pay seems more in order, just as long as it does not hinder your gameplay. It is after all still just a game where you are supposed to have fun, not annoyed. (Besides, nobody forces you to create TPs now, you know.)

As for such a limit: I don’t really like the idea of monsters being able to follow you through TPs: some people will flood the town with monsters just to spite the others. Imagine: a single blue portal in the middle of the secret cow level *shudders*.

Monsters guarding TPs is also not a great idea imo. See above on naked chars going for their bodies. Or TPing to town to put some unique you found in your stash: “Hey guys, is my TP safe?” “Oh yeah, perfectly safe. Just come in *snickers*” Hardcore will be even more a PK deathtrap than it is now.

Casting delays for TPs (one TP every 5 minutes for example) just don’t solve the problems outlined above.
Casting timers for TPs (it takes 2 seconds to make a TP for example) will not change anything: it will only encourage people to create more TPs proactively: if they cannot afford to create a TP during a fight, they will just create ones right before they expect a serious fight.

How about a real penalty: creating a TP costs you XP. Say 1%. Or a scaling penalty, as someone already suggested? 1% of your XP per WP you are away from town: TP to Mephisto’s lair? That will cost you 8% of your XP, thank you very much. Is your level 93 sorceresses still willing to rush some low-levels - constantly screaming for TPs - through normal? Now that I think about it: less TPs and less rushers. 2 birds with one stone!

jakotaco
16-06-2008, 21:11
Problem there would be leveling for example your frenzy/thrower. If you lose exp every 5 minutes for casting a tp.

Maybe what we need is better options to restock in the wilderness? repair/recharge/potionbrewing skill or something like that.

stillman
16-06-2008, 23:38
Daniel3rd and others, I think rushing is a very bad aspect of D2. I hope they make it impossible in D3. People should have to play the game and earn their way up to the higher levels. Rushing may save time, but it advocates laziness and gets people into the attitude that they should try to find ways around doing things legit/properly. I don't think rushing should be incorperated into the supportive arguments for tp's.

I think tp's should be limited in some way because the game is far to easy. If someone has to run all the way back to where they stopped fighting, then so what? If they don't like it, then maybe they should build a good character who doesn't need to return to town so much. As for stack sizes on thrown weapons, those would of course have to increase to compensate for the lessened tp use. No big deal. Basically, good players would be the survivalists who can stay out of town the longest, wheras lousy players waste time makinging trips to town.

What is wrong with a time-waste difference between good and poor players? There is already a situation like this on D2: poor players waste plenty of time picking up and muling garbage gear, then they get better and learn to not waste time. It's like some of you are saying, "the game should only drop nice stuff because we have to waste time sifting through junk", and "we need tp so we can play terribly and get away with it". As for dying and having to get your body back without the current tp system, how about not dying in the first place? Why should it be Ok to die? Players should be annoyed and punished for not playing well.

Kiroptus
17-06-2008, 00:41
^100% Agree.

Diablo2 is full of exploits like rushing and imbalances like TPs and teleport. D2 is a great game but lacks lot of refinement in many areas, as I wish that Diablo3 is an evolution from Diablo 2 I would like to see game to be better well-designed and remaining fun, challenging and true to the formula.

DANIEL3RD
17-06-2008, 09:02
Daniel3rd and others, I think rushing is a very bad aspect of D2. I hope they make it impossible in D3. People should have to play the game and earn their way up to the higher levels. Rushing may save time, but it advocates laziness and gets people into the attitude that they should try to find ways around doing things legit/properly. I don't think rushing should be incorperated into the supportive arguments for tp's.

I think tp's should be limited in some way because the game is far to easy. If someone has to run all the way back to where they stopped fighting, then so what? If they don't like it, then maybe they should build a good character who doesn't need to return to town so much. As for stack sizes on thrown weapons, those would of course have to increase to compensate for the lessened tp use. No big deal. Basically, good players would be the survivalists who can stay out of town the longest, wheras lousy players waste time makinging trips to town.

What is wrong with a time-waste difference between good and poor players? There is already a situation like this on D2: poor players waste plenty of time picking up and muling garbage gear, then they get better and learn to not waste time. It's like some of you are saying, "the game should only drop nice stuff because we have to waste time sifting through junk", and "we need tp so we can play terribly and get away with it". As for dying and having to get your body back without the current tp system, how about not dying in the first place? Why should it be Ok to die? Players should be annoyed and punished for not playing well.

Stillman, I agree with you that rushing is not a totally fair way of playing the game. Unfortunately players have found ways around this loophole in the game. But as long as its there its going to be used. Ideally a player shouldnt advance from normal/nm/hell unless he has completed all quests in the game and achieved a specific set level. This I think was intended by having the ancients quest, but a loophole was found to circumvent this. This resulted in rushing.

I also think you will find that once players have completed the game with one character, they dont always want to spend massive amounts of time completing all the quests again with another character. But I digress.

I believe I would be right in saying that we would all like to have a larger playing arena, with deeper dungeons and larger outside areas. But this would also mean that without portals it would take so much longer to get back to your body if you die. So portals are unfortuantely a necessary evil. I would however like to see them more difficult to obtain. This in itself would make players more careful in their gameplay. So in this respect I do agree with you.

Maybe if your toon dies it should lose all expereince for that level!! And unless they create a fix for "rushing", maybe the threat of losing all experience on a level if you are a lvl 90+ will make you think twice about losing all that time and exp.

As tp scrolls are easy to get, of course players will set a tp before they enter an area that they know is dangerous, this is why I suggested that firstly you can no longer purchase tps, secondly you can only carry a maximum of 5 scrolls at any one time, and thirdly they can only be found by killing a creature, and then they have a %chance to drop. This would make the scrolls valuable, they would become a trading commodity and players would then make portals very sparingly and only in the most dangerous situations.

I would hope that players would then actually get involved in the game and kill creatures themselves in the hope of finding a tp scroll.

This would also limit the number of rushers, since I would envisage the low lvl player would not readily have a supply of scrolls to give the rusher as the chances are they are such a low lvl they havnt yet played the game long enough to find a scroll and secondly the rusher would not waste his scrolls just simply rushing anyone. His scrolls are too valuable too waste on anyone.

In the more open areas you could have teleport alters that can only be activated 2 or 3 times in a game. This would give some assistance to players who have not yet found scrolls to return to camp if its necessary.

This obviously would make the game more difficult in some areas but whats the point of playing a game that is easy to complete.

stillman
17-06-2008, 21:03
That sounds good, but I hope there is no more body retrieval system in D3. D2 even promotes the naked running search for your body by the regain of some exp. I think the loss of more exp is a good idea, or some other serious penalty, and the gear all goes to town where you get resurected.
I like the teleport alters idea because all those tp's in town just don't look right.

lumpor
17-06-2008, 22:53
The tp's can't be taken away completely. It would be too demanding to need to go to the wp every time. No, I'm not lazy, it just wouldn't be practical. Like jamesisbest said, restricting tp's in some areas is probably best.

also, there should be some way to prevent rushing. rushing isn't right, and in d3 it shouldn't be possible. I myself always get all the waypoints before I go to the next area as well.

And seriosuly, I really don't like the need for arrows or throwing weapon quantity. it's so annoying and doesn't contribute anything! it just feels better to have unlimited ammo so you don't need to think about it. that's also one thing that makes bow/throwing builds less popular. sure, it won't be realistic, but is a man swinging a weapon back and forth 6 times every second realistic? If a game is too realistic, it's not a game anymore. you had unlimited ammo in d1, and i think that was good. Ammo/quantity systems just make it annoying to be those classes.

Fast Eddie
18-06-2008, 15:09
I suggested that firstly you can no longer purchase tps, secondly you can only carry a maximum of 5 scrolls at any one time, and thirdly they can only be found by killing a creature, and then they have a %chance to drop. This would make the scrolls valuable, they would become a trading commodity and players would then make portals very sparingly and only in the most dangerous situations.


I *really* like that idea.

Marius
18-06-2008, 16:31
I really prefer the idea of channeling. You should need 3-5 seconds in order to open a TP, and if you are hit by a monster during this time the spell is disrupted. You could also take some extra damage and/or add a cooldown to the TP.

I like rules that apply to the whole game, so players know what to expect, instead of having to keep an eye on whether they are in a no-TP zone or a TP-zone. This solution feels too artificial for me.

tyranius
18-06-2008, 18:35
Zopje I agree with you that joining an already started game would be hard but not with that xp losing thing.


Stillman, running back to your body is bad. it IS a big deal. Say you're playing then you have to get out... you'd have to abandon your body and lose XP.


Daniel, Losing all the XP for one level. Are you freaking out of your mind?!?! That would kill the game. So you're almost levelling then all of a sudden your internet lags. Then next second you see "You have died and lost all your experience." If I was level 98 almost at lvl 99 just lacking a tiny bit of xp and died I'd stop playing the game for sure. I think there should be a cooldown after fights. Like in runescape you can't log out until 10 seconds after the battle. What if you can't cast tps until 15 seconds after the battle? And also you can't exit the game until 20 seconds after the battle? I think that would set the record straight. I hope blizzard doesnt visit these forums because this XP losing idea for casting tps is BAD!!

chihawk
21-06-2008, 16:23
Forgive me if this has been brought up as I haven't read the whole thread...I seldom use town portals in the middle of a fight unless a "real world" situation comes up. But when one comes up I need to quickly "pause" the game so I can deal with what's going on.

So unless there's a way for me to "pause" the game without using a town portal having their use limited will cut my available play time down substantially.

zzzackkk
21-06-2008, 19:06
I love these ideas. It's kind of weird, but since I play a lot of PvP where TP'ing is looked down upon, and the only type of PvM I really got into was HC I don't TP often at all. Usually I find myself running around in circles waiting for my mana to regen so that I can finish off the group, then TP.

We all know that none of this stuff will be fixed or changed so maybe we should try to do what the SP thread users have been doing. Setup groups/games with a set of rules to follow.

DANIEL3RD
23-06-2008, 15:03
Zopje I agree with you that joining an already started game would be hard but not with that xp losing thing.


Stillman, running back to your body is bad. it IS a big deal. Say you're playing then you have to get out... you'd have to abandon your body and lose XP.


Daniel, Losing all the XP for one level. Are you freaking out of your mind?!?! That would kill the game. So you're almost levelling then all of a sudden your internet lags. Then next second you see "You have died and lost all your experience." If I was level 98 almost at lvl 99 just lacking a tiny bit of xp and died I'd stop playing the game for sure. I think there should be a cooldown after fights. Like in runescape you can't log out until 10 seconds after the battle. What if you can't cast tps until 15 seconds after the battle? And also you can't exit the game until 20 seconds after the battle? I think that would set the record straight. I hope blizzard doesnt visit these forums because this XP losing idea for casting tps is BAD!!


Yes I agree rather harsh. It was simply a feeble suggestion in an attempt to stop rushing and to make people actually play the game.