Waypoints revealed?

by Sabcoll | 03/03/2010 11:36:26

Sabcoll

http://us.blizzard.com/diablo3/_images/screenshots/ss113-hires.jpg

Another guy on a german d3 site assumed that the construct on the left could be some sort of the mentioned waypoints. I think this might be right, what do you think?

I've studied now Philosophy and Jurisprudence, Medicine
And even, alas! Theology
All through and through with ardour keen!
Here now I stand, poor fool, and see
I'm just as wise as formerly.

by Bashiok | 04/03/2010 01:03:53

Bashiok


Q u o t e:
I played the 2009 demo. That is a dungeon entrance. Rather than having stairs to take you down there are those portals which warp you to the dungeon. It also means you have to find another portal to get out. Personally I hope that at least some of them have regular stairs, although probably not as Blizzard has stated that they don't want to force players to backtrack after finishing a dungeon, and so they put exits at the end.


The portals to the dungeons were a bit wacky in the demo. Only the timed dungeons, as far as I remember, wouldn't let you port back out from where you came in. And after you entered the portal base would actually shatter and the sand effects would stop and all sorts of neat stuff. That was the point of those dungeons though, find the exit in 3 minutes or you die. But I believe some of the non-timed dungeons were slightly buggy in that exiting from the entrance you came in from would sometimes put you at the other exit, and some fun stuff like that.

I wouldn't take the dungeon entrance/exit design used for one dungeon in a demo as an indication of how they'll work anyway. Also that dungeon had magical portals because it's the type of dungeon that would have magical portals. It wouldn't have magical portals if it was a normal cave.

In general though for entrances/exits, yeah clearing a dungeon just to back track the whole thing is kinda lamesauce, so we probably won't do that. Maybe in some specific cases where it makes sense.

sink your teeth into the flesh of midnight
night forever more, let them see it has begun

by Bashiok | 04/03/2010 01:25:10

Bashiok


Q u o t e:
That's very interesting. Is there a way to distinguish between the timed "deathtrap" dungeons and the regular ones? I could see this being very discouraging to Hard Core players if there was no way to tell them apart.


There wasn't in the demo. Actually that is weird... I hadn't thought of that before... the name of the timed dungeon is La'awlharduhcore. Curious...

sink your teeth into the flesh of midnight
night forever more, let them see it has begun

by Bashiok | 04/03/2010 01:51:50

Bashiok


Q u o t e:
on hardcore would there be more time or somthing because dying by traps sucks in hc.


No, less. Because it's hardcore. You better be hardcore to play hardcore.

Damn that's catchy. Maybe I can get that put into the game. Every time you load the game there's a 5 second impassable screen with huge chrome letters and swirling multicolored lights:

"You better be hardcore to play hardcore." - Grand Master Bashiok

And then the text explodes and you can play the game.

sink your teeth into the flesh of midnight
night forever more, let them see it has begun

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