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Old 10-06-2008, 17:47   #1
Kiroptus
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How they will handle town portal?

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.
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Old 10-06-2008, 19:19   #2
tyranius
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Re: How they will handle town portal?

It would be fun if the monster could follow your on your TP and start attacking the other players in town.
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Old 10-06-2008, 19:24   #3
TopHatCat64
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Re: How they will handle town portal?

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Originally Posted by tyranius View Post
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.
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Old 10-06-2008, 23:38   #4
raishi
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Re: How they will handle town portal?

people might acctually have to learn how to run like a pansy...i like it...
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Old 11-06-2008, 02:18   #5
Planktonboy
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Re: How they will handle town portal?

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Originally Posted by tyranius View Post
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.
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Old 11-06-2008, 07:46   #6
stillman
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Re: How they will handle town portal?

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.
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Old 11-06-2008, 07:57   #7
Lyrs
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Re: How they will handle town portal?

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.
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Old 11-06-2008, 08:02   #8
Kiroptus
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Re: How they will handle town portal?

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.
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Old 11-06-2008, 15:50   #9
Bunty
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Re: How they will handle town portal?

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
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Old 11-06-2008, 16:17   #10
jamesisbest
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Re: How they will handle town portal?

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.
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