Waypoint locations
We're looking at how the pacing of Waypoints are working
out and will likely be doing some tweaking on it. Waypoints are a kind of save-point to save your progress in case you die, or want to take a break. If they are too far apart the tension can turn to frustration. At the moment most are fixed to an entrance, so many may be moved inwards towards the middleish of the area to encourage the waypoint hunt that D2 did so well. With the current large open Act2 areas, however, it could be a pain in the ass. So maybe something like keeping waypoints along the road or something like that could be good here. Please post some thoughts on any areas that could use a waypoint, don't need one, or how they should be used. Thanks! Current Waypoints:
Spoiler
Act I [WP]Twilight Strand [WP]Encampment Terraces Tidal Island [WP]Mud Flats Fetid Pool [WP]Submerged Passage 1 Flooded Depths [WP]Submerged Passage 2 [WP]Ledge Rocky Climb [WP]Lower Prison Prison Upper Prison [WP]Prisoner's Gate [WP]Ship Graveyard Coves [WP]Cavern of Woe Cavern of Anger Merveil's Lair Act II [WP]Forest [WP]Encampment Old Fields [WP]Crossroads [WP]Chamber of Sin 1 Chamber of Sin 2 Fellshrine Ruins [WP]Church Dungeon 1 Church Dungeon 2 [WP]Broken Bridge River Crossing [WP]Dark Forest [WP]Weavers Chambers [WP]Alira's Camp [WP]Cathedral of Bones 1 Cathedral of Bones 2 [WP]Pools and Streams Dread Thicket [WP]Waterfall Cave 1 Waterfall Cave 2 Level Designer/Dungeoneer Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems Last edited by Joel_GGG#0000 on Dec 11, 2011, 9:57:39 PM
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Waypoints on the roads sounds excellent.
I can't imagine a randomly located crossroads waypoint... o.O Edit: I don't particularly like the way waypoints were located in d2. Most of the time it was like "Oh we found the next zone let's go forward! Oh wait... we need to get the waypoint first... better go back and search for it... /yawn" Was more of a chore than anything. IGN: Jerk, Princess http://orbswap.info - the easy way to trade currency Last edited by taekvideo#0697 on Dec 11, 2011, 5:00:29 PM
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The Ship Graveyard way point is a pain to find.
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" It's usually near the entrance, just do a kind of arc moving outward and you'll find it quickly enough. IGN: Jerk, Princess
http://orbswap.info - the easy way to trade currency |
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Wait are you talking about more then 1 waypoint per map? I think that would be to much.
Currently if you had 1 waypoint per map, even then that might be to much but at the same time I wouldn't complain. |
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I agree with taekvideo, it was more of a chore than anything to find the waypoints in D2. I like the idea of having it near the road. Personally I feel there's too many waypoints, though. Why do I need a wp in Dark Forest, Weaver's Chambers and Alira's Camp? Alira's and Weaver's can only be accessed through DF and it's not like the area is that large that it takes forever to get to either one. If you put the wp a little further in DF, it removes the need for both Alira's and Weaver's. Same thing with Broken Bridge and Chamber of Sin accessed from the Crossroads. It's completely unnecessary to have that many waypoints that close together. It really only serves to aid parties in ladder rushes, imo. If there were to be a waypoint in the middle of the Xroads, then you could skip BB and CoS altogether. The Church Dungeon wp is fine where it is, as you have to go through Fellshrine Ruins to get there.
Providing 'save points' every so often is great. Provide too many and you take a lot of risk/challenge out of the game. Provide too little and then people QQ. There needs to be a balance with strategically placed points not just at the entrances to almost every zone. Last edited by FaceLicker#6894 on Dec 11, 2011, 5:18:16 PM
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I just started playing and I like it the way it is atm, because I know when there is going to be another possibility for a break without losing some of the progress I just played for
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" No. He's talking about moving waypoints (which are mostly located at the entrance to maps) into the interior of a map. I like the pacing of having waypoints located at the start of maps. It allows me to go back to town and turn in quests from the previous area before beginning the next area. Crossroads would really benefit from having the waypoint in the center of the crossroad. That way you don't need to start the area over completely to go to the other side dungeons. It would make sense too. Waypoints in bandit areas should be next to the entrance to the bandit camp. Again it would make sense that bandits would set up camp next to waypoints. It would make turning in your bandit quests much easier instead of running through the same area multiple times when you're way above it's level. It would also be really helpful if you turned allied bandit lords into themed vendors that players can visit. Submerged Passage level 2 does not need a waypoint. Instead move the Ledge's waypoint to the start of the Ledge area. Forum Sheriff Last edited by tpapp157#0336 on Dec 11, 2011, 5:20:07 PM
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" I like this suggestion, a lot. It would give more incentive to ally with the bandit allied with your stat or stats. As for WP's being in the middle of a map, I have to say no to this. I don't want to be hunting forever for a wp that I wont need after I past the area. Unless I wanted completion I would skip all the WP's cause I wont need half of them later on. "Look at it this way: The longer it takes before you get your key or the game goes to open beta, the better the game will be when you finally get to play!" quote from Garr0t |
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![]() Knowing in advance where my next waypoints helps me determines if I want to continue or not, if Im limited on time. I prefer knowing where my waypoints are. Running isn't freedom. You should know that.
ighnaz - Thanks for the beta key!!!! I HAVE NO MORE BETA KEYS!! |
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