Current Waypoint system has the following weaknesses/downsides:
uses reference to "waypXX" scroll created in PC's inventory (not sellable/dropable)
access to all 10 Acts requires 56 (verify) WPs, taking up 56 player inventory slots
key WPs moving PC to next Act do not enforce PC having ALL WPs from prior act
repeat visit to WP of "next Act" do not allow access unless PC has ALL WPs from prior acts
current "conversation" model of WPs requires PC in ACTa to first travel to ACTb before then traveling to a specific WP within ACTb
Possible solutions / workarounds:
Some "key" areas are accessed by PC possession of a "key" for that area. Keys ARE "sellable/dropable," which allows PCs to keep them in "bags of holding" / "magic bags" / boxes / (potentially other containers?)
"VOID" area (where PCs choose how to return to the mod after dying) WP has a "conversation" that allows direct access to any/all WPs the PC has already found (replace conversation at all fixed WPs with this one?)
revamp the entire WP system to use "conversation" model, with "select ACT you wish to travel to" parent, and "select WP you wish to travel to within ACT" child nodes -- further, consider leveraging DB for variable attached to PC for tracking WPs
Current Waypoint system has the following weaknesses/downsides:
Possible solutions / workarounds: