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Summoned teleporter vanishes after exit?

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jdougan1
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Summoned teleporter vanishes after exit?

Post by jdougan1 »

OK - not sure this is a bug or a feature...I hope it is a bug, and hope it is patched soon...

The summoned teleporter seems to vanish when I save and exit the game. I create a teleporter, teleport to town, save, and exit. When I restart, the teleporter is gone.

The end result is that unless I finish play at a standard teleporter I end up having to retrace my steps every time I save and exit. This is a MAJOR pain....

:(

Anyone else have this problem?

-- Jim
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kishar
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Post by kishar »

While this may or may not be the way we want it to be, it's not a bug. All saved games start in the nearest town, and all summoned portals are reset. As a general rule, I would use the teleporters as "waypoints" and when I wanted to exit a game, I would play on until I found one. It doesn't change that you start in town, it just makes it easier to get back to where you left off.
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Post by jdougan1 »

[QUOTE=kishar]While this may or may not be the way we want it to be, it's not a bug. All saved games start in the nearest town, and all summoned portals are reset. As a general rule, I would use the teleporters as "waypoints" and when I wanted to exit a game, I would play on until I found one. It doesn't change that you start in town, it just makes it easier to get back to where you left off.[/QUOTE]


<sigh...>

I was worried that was the case.....

This REALLY detracts from game play - frankly, I am pretty busy, and don't always have time to play through to a fixed teleporter. I tend to catch a few minutes here, a few minutes there. Starting back at town is bad enough - but I figured at least I could use the summoned teleporter to get back to where I left off. That apparently does not work either...

With respawning mobs, it really does mean you have to play the section over again if you don't have time to play to a teleporter....

Does anyone know why these "features" were included? I can't see a possible reason for it. DS 1 didn't do it that way - so why add a really annoying feature to DS2?

This seems like some really bad beta testing must have gone on - certainly someone had to have complained about it - strongly - in the testing phase.

Anyone know how to officially register a protest on this one?

-- Jim
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phxhawk
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Post by phxhawk »

I find it annoying also, Jim. I don't have hours on end to play all at once and find in incredibly annoying to have to retrace steps once I exit the game. I do wish summoned teleporters stayed in place.
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fable
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Post by fable »

I suspect this will be in a patch, though I wish they'd at least indicated it wasn't working in their readme file. It's too big an item to have escaped notice of the game's betatesters.
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Post by swcarter »

My guess is that this is intentional. If teleporters stayed, then you could put one next to a chest and then save and load until you got something good. As it is now, you'd have to do a lot of walking and fighting to do the same thing.

The fixed teleporters are reasonably close together, and you won't see as many monsters the second (or third or fourth...) time through an area as you do the first time, so it's not too bad.

My pet peeve at the moment is that you can't annotate the maps, and because there are a whole slew of things you can't do in your first trip through an area (like all the stupid ghosts), that means you either have to keep careful notes or explore the areas multiple times.

SWC
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Me: "It's a great way to get promoted, I know that much."
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fable
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Post by fable »

[QUOTE=swcarter]My guess is that this is intentional. If teleporters stayed, then you could put one next to a chest and then save and load until you got something good. [/QUOTE]

Unless the code determines the contents of the chest when you first enter the area. I haven't checked. Have you checked this by walking back after a save/load to an unopened chest in an already visited area, to see if the contents were different?

If that's the case, I would agree, it is a problem. But then I would have expected the manual, or at least the readme file, or the in-game handbook (which is quite good) to mention that you should always finish a session near a teleporter or in a town, because the spell is disabled for game loads.
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swcarter
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Post by swcarter »

I haven't tested it extensively or anything, but the few chests and barrels where I've checked, I've gotten different things each time.

SWC
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kishar
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Post by kishar »

By the way, DS2 is very much like Diablo2 in many respects, and this is one of them. Perhaps it's intentional for similar reasons to Diablo2's decision ... to gently push you into fighting through the respawn mobs (which appears to be 1/10 the original number) as a way to boost experience, and for "item runs".
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Post by jdougan1 »

[QUOTE=swcarter]My guess is that this is intentional. If teleporters stayed, then you could put one next to a chest and then save and load until you got something good. As it is now, you'd have to do a lot of walking and fighting to do the same thing.
SWC[/QUOTE]

Allow me to rant for a moment....

I am really tired of game features getting ruined because some idiots want to break the system. I have never seen the point of "beating" a game by exploiting something like save/reload functions or by using cheat codes. Does anyone really get any satisfaction beting the game that way?

If someone wants to play like that and it does not affect me - fine. But when the game starts losing useful features just to stop these folks, I get pretty ticked....
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fable
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Post by fable »

One reason that I think the game loading into the city is a bug and not a feature, is that if you're anywhere in the city except by the teleport, you load right next to it. This can be a nuisance, too, if you saved and quit some distance away next to an NPC.
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FlynnT
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Post by FlynnT »

Good use for summoned teleporter

I found only two good uses for a summoned teleporter.

1. A quick way back to town after completing a quest. (Saves retracing steps.) and,

2. To unload the loot if my characters are getting overloaded. Then to return to the same location to continue the adventure. (Don't log! Else you lose the link.)

This second use makes purchasing a mule pretty well redundant. Use that spot for a powerful pet or another character.
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fable
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Post by fable »

FlynnT, I don't think anybody was questioning what you said--in fact, it wasn't even the subject of discussion. ;) We were and remain concerned that summoned teleportals vanish if you save and exit the game.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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