Waypoint locations
" All the waypoints are listed in the waypoint menu, you can just reference that. Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
" I think he means EXACTLY where the waypoint will be when he goes. If its next to the entrance then he can continue, if he needs to hunt for it then he wouldn't continue. "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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" I mean having it by the entrance rather than having to find it. If Im limited on time and I have to search for the next waypoint, I may not continue. Whereas, if I know the next waypoint will always be by the entrance of this map, I can gestimate if I want to continue or not. Running isn't freedom. You should know that.
ighnaz - Thanks for the beta key!!!! I HAVE NO MORE BETA KEYS!! |
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" I agree, but only if Submerged Passage Level 1's waypoint always appears near the exit to Level 2. Right now it can pretty much show up right as you enter from Mud Flats. If both Level 1 and Level 2 end up being long, twisting maps, the walk from the waypoint can take quite awhile. And as it is such so also as such is it unto you
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No to way point hunting. It was not awesome in Diablo 2. In fact, it was one of the most obnoxious aspects of it.
A less-entrance biased WP location, though, could be interesting on maps that branch out into multiple, other areas. |
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Waypoint hunting sucked, but a few waypoints farther into some zones but with a still reliable location would be fine by me (like your by the road idea).
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" You forgot to add [WP] to Weaver's Chambers. I like the waypoints in Act 1 with some exceptions.
IRON MAN Last edited by Dreggon#7708 on Dec 11, 2011, 8:15:38 PM
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If we take away the submerged passage lvl 2 waypoint and put the ledge WP at the start of the area I would think that the rocky climb would need one. It’s a long walk through the ledge and rocky climb up to the Lower Prison WP.
RIP Bolto
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I'm torn here. I really like the waypoints at the start of the map because it's easy and I know where they are. I can plan a gaming session for a fixed amount of time. With random waypoints, I can't predict how long because it depends heavily on where the waypoint is. Plus, sometimes I like to run ahead, tag the waypoint and then go back a map and finish the map. Random and hunting for a waypoints sounds great too, but I vote to keep as is. |
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"Why? so then we can have a waypoint in the Mud Flats, Sub pass 1, Ledge, Rocky, and Lower Prison? 5 out of 6 zones with a waypoint? We already have the same thing just with Sub Pass 2 instead of Rocky. Why not make a waypoint on each floor of the prison since that can turn into a long walk too? The Ledge and Rocky Climb are completely linear, it's pretty damn hard to get lost despite how 'long' the walk may or may not be. At the very most we need waypoints every other map. It's utterly ridiculous to see waypoints in every zone or practically every zone as it is now. Player's do not need to have their hands held through the entire game. And the Graveyard waypoint is not hard to find. It's practically in the same spot EVERY time. Just follow the shoreline and it's right before you get to Fairgraves where the stream empties into the sea. The first venture into the zone can take a while to find the waypoint if you're unfamiliar but after that no effort should be required. Last edited by FaceLicker#6894 on Dec 11, 2011, 9:18:58 PM
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