So I ask:
1) Is there a town portal/teleport spell?
2) Is there a code or hack or anything that I can use to teleport back to
town, sell my loot, and then resume my adventure.
Thanks.
-Aristotle@Threshold
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<sp...@spam.com> wrote in message
news:sY%r8.2484$Aq5....@news.webusenet.com...
It's a staple in games that don't have mules :)
I don't mean to be facile, but I think this was a deliberate design
decision. A portal spell would have made the mules pointless.
Well, the mules are nice (I currently have two: Flare and Silverhoof)... but:
1) They do not always do such a great job of getting into battle.
2) Sometimes, when trying to avoid battle, they charge off in the wrong
direction and aggro an army of mobs.
3) If, to avoid #1 and #2, you leave them behind, you have to waste time
going back for them to give them loot or to continue onward. Clicking on and
off the follow button only works if they are no more than about 1 room away.
So, the mules are nice, but they honestly do not solve the problem.
Furthermore, I can fill up 2 mules with loot in about 30-60 minutes max. It
would be nice to be able to unload this stuff.
A town portal spell or some kind of hack or code is needed. Moving around this
game is PAINFULLY TEDIOUS and there needs to be a remedy.
"CardinalT" <card...@helpmejebus.com> wrote in message
news:3cb0a...@corp-news.newsgroups.com...
I think they should have included one, mule or no.
olaf
I agree completely. In single player, it gets very annoying when you would
like to hop back to town to either shop, talk to NPCs, or logoff. I actually
don't like saving and logging off in the middle of the dungeon. Perhaps its an
RP-ish remnant I cannot shake.
In multi player, the lack of a teleport is hideously painful. If you want to
quit and take a break, you have to wait until you find the next
portal/displacer thing (which are many hours apart from each other), or else
all your progress will be lost (since the game does not save state). Now, I am
glad the game world resets- you can level up because of it. But the fact that
there are so few teleport pads makes this painful.
Furthermore, the 1-2 minute animation for the teleport is cool one or two
times, but annoying after that.
A teleport hack or spell is in desperate need to eliminate the tedium.
It just ain't gonna happen, spam. You're asking for a different game.
: <sp...@spam.com> wrote in message
: news:ZCos8.29599$Aq5.4...@news.webusenet.com...
:>
:> A teleport hack or spell is in desperate need to eliminate the tedium.
: It just ain't gonna happen, spam. You're asking for a different game.
I agree with you. A TP spell would seriously change the feel of the
game. Having transmute and mules as a replacement for TP is good
since it keeps the pace up -- prevents those all too frequent and
long D2 town breaks. It's also good in that it gives value to
potions since you can't just hop back to town for more.
However, I do have some gripes with multiplayer. I wish that your
quest and waypoint progress was saved like in Diablo II. Because
the distance between towns is so huge, you end up repeating a lot of
areas and/or skipping many others. For example, last night my
friend and I started in Glacern (Ice town) and tried to get to the
forest town (forgot name M----?). Could only play for 3.5 hours and
had only gotten past the first waypoint. When we continue tonight,
we have to redo everything that we had done last night!
Also, the quest system is stupid. My friend and I are in the same
party, but the quest status is only saved for my friend (he's
holding the quest items). So for my character to progress in any
quest, I would have to always stick with my friend, or redo
everything.
Dungeon Siege's multiplayer design is seriously messed up.
--
hoy xatx hawaii xdotx education
Transmute sucks. Nice idea, horrible implementation. Why does it suck?
1) You only have 2 spell hotkeys, so you cannot afford to keep it hotkeyed.
2) The return is atrocious. A 1600 coin ice sword transmutes for 80 gold. That
is absurd.
>However, I do have some gripes with multiplayer. I wish that your
>quest and waypoint progress was saved like in Diablo II. Because
>the distance between towns is so huge, you end up repeating a lot of
>areas and/or skipping many others. For example, last night my
>friend and I started in Glacern (Ice town) and tried to get to the
>forest town (forgot name M----?). Could only play for 3.5 hours and
>had only gotten past the first waypoint. When we continue tonight,
>we have to redo everything that we had done last night!
Hence, the reason why a teleport or town portal spell is desperately needed.
>Also, the quest system is stupid. My friend and I are in the same
>party, but the quest status is only saved for my friend
Yup, this is ugly.
>Dungeon Siege's multiplayer design is seriously messed up.
Another reason teleport/TP spells are needed. Picture this very typical
scenario.
You and a friend are playing MP online. You are having a blast, and you are
deep into a dungeon. One of your other friends logs in. You'd like to be able
to play with this other friend as well. You are now facing 30-60+ minutes of
pure WALKING (*wheeeeeee!*), or you have to start a whole new game for the
three of you, and re-do everything.
That is just gross.
Aha. So I am asking for a GOOD game that doesn't mandate ungodly tedious
activity?
Yeah, that's what I am asking for. =)
Might I recommend MM9? It might have some kind of "town portal".
-s
--
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Been there. Done that. MM7 was better.
>>Might I recommend MM9? It might have some kind of "town portal".
>Been there. Done that. MM7 was better.
I dunno. MM7 had more polish (being the second game on the engine), but MM9
is showing signs of better depth.
There's a lot of attention to detail in MM9 that I didn't notice at first;
some of it is subtle, but they're rewarding careful players.