Difference between revisions of "Waypoint"

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::''Were you looking for '''{{iw|Waypoint Diablo 2 waypoints}}'''?
 
::''Were you looking for '''{{iw|Waypoint Diablo 2 waypoints}}'''?
  
'''Waypoints''' were a feature added in Diablo 2. They are special squares on the ground that allow players to teleport instantly between that waypoint and any other that the player has already found. There have not yet been any waypoints seen in Diablo 3, but they have been confirmed as a returning game feature. Waypoints will be more frequent and more important in Diablo 3 than they were in Diablo 2, since [[Town Portal]] scrolls are not going to be found in Diablo 3.
 
  
In addition to waypoints, the D3 Team has discussed including a function that would allow a player newly arrived in a game instantly join the others, out in the dungeons.
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[[File:Waypoints-beta-list..jpg|thumb|350px|Diablo 3 Beta Waypoints menu.]]
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'''Waypoints''' are special plates on the ground that form a network of jump points allowing players to instantly teleport between.  The first one is in [[New Tristram]], Act 1, and the next is located in Old Ruins [[Old Tristram]] and will be available to jump to once the player has reached it.
  
A related feature in Diablo 3 are [[checkpoint]]s, which are spots at the start of each level, where a player will respawn after death.
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Waypoints are often located at [[checkpoints]], so a character resurrecting after death, or joining a game to continue a quest, may appear near the waypoint.
  
  
==Diablo III Waypoints==
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==Waypoint Function==
[[Image:Waypoint.jpg|thumb|right|250px|Not a waypoint, just a dungeon entrance in an early build.]]
 
The inclusion of Waypoints have been confirmed in various interviews, and the team has said they will work much as they did in Diablo 2. Here's an update posted via the @Diablo twitter feed in January 2010. [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/]
 
::Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II.
 
  
[[Jay Wilson]] also spoke briefly about waypoints in an interview from October 2009. [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]
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Simply click on a waypoint to move to it. Once your character is standing there, the waypoint interface opens up, with a menu showing all available waypoints. Clicking one of those will instantly teleport your character and minions to the selected location. There is no casting cost, cooldown, and the travel is instantaneous, making waypoints a faster way to return to town than [[town portal]] which has a casting time.
  
::'''''Diii.net: '''How will we sell items easily in town, since there are no more town portals? How do you pop back quickly and easily without slowing down the gameplay?
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Not every waypoint is displayed at all times. Unlike the Diablo II system, where there were just eight waypoints per act, all of which were available once a player had discovered them, there are dozens of waypoints per act in Diablo III. While waypoints must be reached through dungeon exploration to activate and add to the display list, not all waypoints are always available. Even for a player who has already completed an area.
::'''Jay Wilson: '''Waypoints are a little bit more frequent and your bag space is a little bit bigger.
 
  
In a later interview, Jay stressed that waypoints are never that far apart in Diablo III. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-gamona/]
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For instance, a player starting the fourth quest in the [[Diablo III Beta]] could only travel to the [[Cathedral Garden]] waypoint. From there the player descends to Cathedral level 2, which has no waypoint. Cathedral level 3 does have a waypoint though, and once a player reaches it that waypoint is added to the display. Further exploration takes the player down through Cathedral level 4, and then to the Royal Crypts, where the last waypoint of that quest is found. Players can travel freely between any of these waypoints and [[Tristram]] once they are located, but players can not simply jump down to the [[Royal Crypts]] upon creating a new game.
  
::'''''Gamona.de:''' In regards to the waypoints, how far apart are they? In terms of gameplay time?
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This is an intentional feature, as it prevents players from exploiting the waypoint and quest system to quickly "run" bosses and obtain better drops and the large experience and gold rewards from completing quests.
  
::'''Jay Wilson: '''It varies depending on area. Usually 10 minutes, if that. Yeah, about 10 minutes is as long as it ever takes.
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Blizzard explained the game logic behind a character "forgetting" a waypoint from one game to the next in a forum post from April 2012.[http://blues.incgamers.com/Topics/10/1/40/819//3]
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<blue>One way to think of it is that waypoints are not something your character remembers from game to game, they're discovered in each game based on your progression through the story. When you choose a previous quest it's like beginning a new game at that quest. If you want to jump to a later point you need to make or join a game that begins at that point. </blue>
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==Known Waypoint Locations==
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Every large area in the game has a waypoint in it, and most dungeons do as well, if the player must move through them on a quest or normal game progression. Smaller sub-dungeons and levels generally do not have waypoints in them, just [[portal stones]] at the end of the dungeon to allow a quick return to the entrance.
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===Act One Waypoints===
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Only those seen in the beta and the "over the fence" bonus content are known. Dozens more will be encountered later in the act.
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'''Tristram'''
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* [[New Tristram]]
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* [[The Old Ruins]]
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'''The Cathedral'''
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* [[Cathedral Garden]]
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* Cathedral Level 3
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* [[Royal Crypts]]
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* [[Desolate Chamber]]
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'''The Cemetery'''
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* [[Cemetery of the Forsaken]]
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'''The Fields'''
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* [[Fields of Misery]]
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* [[Drowned Temple]]
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* [[The Festering Woods]]
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'''The Highlands'''
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* [[Wortham Chapel Cellar]]
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* [[Highlands Crossing]]
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* [[Northern Highlands]]
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* [[Leoric's Manor]]
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'''The Halls of Agony'''
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* [[Halls of Agony]] Level 2
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* Halls of Agony Level 3
  
==Background==
 
  
[[Image:Wp_comparison.jpg|left|frame|Possible waypoint graphics in Diablo III.]]
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<gallery>
Waypoints are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.
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File:Waypoint-tristram1.jpg|Tristram town waypoint.
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Image:Waypoints2.jpg|A couple of Waypoints early in the game.
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File:Waypoint-royal-crypts1.jpg|Royal Crypts waypoint.
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File:Waypoint-drowned-temple1.jpg|Drowned Temple waypoint.
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</gallery>
  
The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.
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==Other Waypoints==
  
These waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.
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No waypoints in Acts Two, Three, or Four have yet been confirmed.
  
==Known Waypoint Locations==
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==Background==
* [[Rogue Encampment]] - Unknown status
 
* [[Lut Gholein]] - Unknown status
 
* [[Kurast]] Docks - Unknown status
 
* [[Pandemonium Fortress]] - Unknown status
 
* [[Harrogath]] - Unknown status, possibly destroyed when [[Mount Arreat]] exploded.
 
  
  
==Speculated Waypoint Locations==
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Waypoints are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveler must physically stand on the stone to use its power.
* [[Tristram Cathedral]] - Has [[Town Portal]] gateway.
 
* [[Caldeum]] - Has always been a major city. Waypoint likely.
 
  
==References==
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The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.
* [http://diablo.incgamers.com/blog/comments/blizzard-on-witch-doctor-pets-and-waypoints/ Blizzard on Witch Doctor Pets and Waypoints]
 
* [http://www.diii.net/gallery/showphoto.php?photo=3108&cat=546 Waypoint screenshot]
 
* [http://www.diii.net/blog/comments/diiinet-jay-wilson-video-interview/ Jay Wilson Interview]
 
* [[Diablo II Manual]]
 
* [[Diablo I Manual]]
 
  
  
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[[category:Waypoints]]
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[[Category:Travel]]
 
[[Category:Basics]]
 
[[Category:Basics]]
[[Category:Levels]]
 
 
[[Category:Reference]]
 
[[Category:Reference]]
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{{BC}}

Latest revision as of 07:41, 11 November 2013

Were you looking for Diablo 2 waypoints?


Diablo 3 Beta Waypoints menu.

Waypoints are special plates on the ground that form a network of jump points allowing players to instantly teleport between. The first one is in New Tristram, Act 1, and the next is located in Old Ruins Old Tristram and will be available to jump to once the player has reached it.

Waypoints are often located at checkpoints, so a character resurrecting after death, or joining a game to continue a quest, may appear near the waypoint.


Waypoint Function[edit | edit source]

Simply click on a waypoint to move to it. Once your character is standing there, the waypoint interface opens up, with a menu showing all available waypoints. Clicking one of those will instantly teleport your character and minions to the selected location. There is no casting cost, cooldown, and the travel is instantaneous, making waypoints a faster way to return to town than town portal which has a casting time.

Not every waypoint is displayed at all times. Unlike the Diablo II system, where there were just eight waypoints per act, all of which were available once a player had discovered them, there are dozens of waypoints per act in Diablo III. While waypoints must be reached through dungeon exploration to activate and add to the display list, not all waypoints are always available. Even for a player who has already completed an area.

For instance, a player starting the fourth quest in the Diablo III Beta could only travel to the Cathedral Garden waypoint. From there the player descends to Cathedral level 2, which has no waypoint. Cathedral level 3 does have a waypoint though, and once a player reaches it that waypoint is added to the display. Further exploration takes the player down through Cathedral level 4, and then to the Royal Crypts, where the last waypoint of that quest is found. Players can travel freely between any of these waypoints and Tristram once they are located, but players can not simply jump down to the Royal Crypts upon creating a new game.

This is an intentional feature, as it prevents players from exploiting the waypoint and quest system to quickly "run" bosses and obtain better drops and the large experience and gold rewards from completing quests.

Blizzard explained the game logic behind a character "forgetting" a waypoint from one game to the next in a forum post from April 2012.[1]

One way to think of it is that waypoints are not something your character remembers from game to game, they're discovered in each game based on your progression through the story. When you choose a previous quest it's like beginning a new game at that quest. If you want to jump to a later point you need to make or join a game that begins at that point.


Known Waypoint Locations[edit | edit source]

Every large area in the game has a waypoint in it, and most dungeons do as well, if the player must move through them on a quest or normal game progression. Smaller sub-dungeons and levels generally do not have waypoints in them, just portal stones at the end of the dungeon to allow a quick return to the entrance.


Act One Waypoints[edit | edit source]

Only those seen in the beta and the "over the fence" bonus content are known. Dozens more will be encountered later in the act.

Tristram

The Cathedral

The Cemetery

The Fields

The Highlands

The Halls of Agony


Other Waypoints[edit | edit source]

No waypoints in Acts Two, Three, or Four have yet been confirmed.

Background[edit | edit source]

Waypoints are part of a network of teleportation nodes created by the Horadrim during the Sin War to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the demons could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a town or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveler must physically stand on the stone to use its power.

The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.