Town Portals: Good or Bad for ARPGs?

tp´s are very handy and important for the flow of play!
Town Portal must stay, sometimes you need to get to sell the items (you have limited backpack afterall), or get to another area from town waypoint... And this should be action RPG. Travelling by foot is not action, it's boring as hell even if it is only 1 minute.
My suggestion is 2/3 sec casting time animation that gets interrupted by damage, so you can't just teleport out in combat. (Others already suggest something similar and I think it's the best way to handle it)
Town portals are more useful than harmful.

What's the alternative to deal with the "inventory tetris" in a more efficient manner that doesn't disrupt gameplay?
Having to go all the way back through several cleared areas just to sell stuff each time?
Relying solely on changing your gear and drops as you progress?

Perhaps in PvP they could just be completely disabled.;
Without town portals I feel like I'm forced to finish whatever quests or areas I am doing but at the same time they open up ways for abuse removing the ambiance or feel from the game.
I would like a casting time to them, or have a cooldown that you must wait 6 seconds after being hit or whatnot to use them.
Very much love TPs for their convenience to be able to sell/stash my shit or get out of the wild if I need to go afk. I have no problem with using them to escape combat either as you have to go back and deal with whatever was troubling you all gathered around your portal anyway. It's just allowing you to get yourself ready and in a better position to face them.
i like tps many of us have kids and otherthings going on.so being able to go to town when needing to go afk is nice.
I think they are great and really add a lot of flavor to the game. It's important to realize that they really add that extra ingredient to the game! :D
Evil-but-interesting idea:

Have portals work instantaneously, but have them move around on their own. The longer you're away, the more likely returning through said portal will put you somewhere you'd rather not be. (I'm visualizing the portals random-walking around at about zombie speed)

In conjunction with this, you could remove the healing and flask refills from town visits - really, this alone would be sufficient, though not as sadistically amusing - allowing portals to retain their "emergency pause-button" utility while to some degree avoiding exploitation.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
"
Skivverus wrote:
Evil-but-interesting idea:

Have portals work instantaneously, but have them move around on their own. The longer you're away, the more likely returning through said portal will put you somewhere you'd rather not be. (I'm visualizing the portals random-walking around at about zombie speed)

In conjunction with this, you could remove the healing and flask refills from town visits - really, this alone would be sufficient, though not as sadistically amusing - allowing portals to retain their "emergency pause-button" utility while to some degree avoiding exploitation.


Thats a pretty complicated solution for a simple problem. Giving the portals a channel time to cast broken damage and make the caster autouse them on cast would be a mucher easier fix. You could still use them like a pause or to manage your loot, but they would loose all the emergency escape value.

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