Stories from Development: The Map System
Neat.
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Wow. This is quite a series of development stories that have been released lately :o
It will convert your forum titles into decorative square badges that use the space next to your forum posts more economically so that you can show off an unlimited number of them at any one time. - GGG, 2018 (https://www.pathofexile.com/forum/view-thread/3573673)
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Awesome reading! Cool!
(Steam)MickeyDankMouse
(PSN)MickeyDankMouse (Xbox)MickeyDankMouse -MickeyDankMouse- |
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i love doing maps, leveling up to end game is kinda boring but worth, would be cool to see something in addition to maps (not talking about uberlab since its boring...)
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" LUL I guess vaults slipped by again. | |
" Gotta say, with the game as complete as it is now, I would totally play a "Nightmare" difficulty Wraeclast that's wholly the same level. The whole thing could start at, say, 70, and every time you complete Act X again it would increment by some amount and you'd start over. Quest rewards would need to be redone, but that's about it. *You call into the void. You hear a sound in the distance.*
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Hmmmmmmmm!
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Nice!
The Holy Bible
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" I was rather annoyed by the timing since they took away the Maelstrom of Chaos a few days before I'd've been done with the normal game and able to try it. Did you ever see history portrayed as an old man with a wise brow and pulseless heart, weighing all things in the balance of reason?
Is not rather the genius of history like an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful? | |
While I love the concept of maps as random areas of all sorts of layouts you can run over and over again.... and even more love the basic concept of an atlas of interconnected maps you progress within.... I think the current iteration of mapping has a lot of major flaws that realy detracts from my enjoyment of it.
1st - the concept of making maps a rare resource with value. I'd be ok if it was only unique maps that were rare and valuable, but pretty much all maps past a certain tier the game treats as a commodity. Being able to play the game at the level your want to play your character at should not be locked behind a scarcity gateway IMO. Special ultra lucrative unique maps are fine - I have no problem with perandus mannor or vinktar square being valuable and rare, but at the higher tiers, this becomes a problem with mapping in general. I shouldn't have to endlessly grind content of trivial difficulty because all challenging content is too expensive to run. 2nd - Your boss balancing has gotten horrible. The reward for killing them just is not there. This was compounded in 3.o when you jacked up their health by a huge amount while doing nothing to make it more rewarding to engage with. And now in Atlas, you imported a ton of multiphase complex boss fights from phase 2 of the act game..... now a boss with a ton of phases is neat and exciting when it's a significant encounter; but when it's guarding nothing and has no real loot, you are just sending a loud and clear signal that engaging with this encounter is a bad use of time. Making bosses not worth engaging with removes the 'end goal 'objective of each map. 3rd - Sextants - can you just scrap this attrocious and variety killing and strangulating sextant blocking mechanic already? |
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