Development Diary: End-game Maps

This sounds wonderful. You guys are very good at making a great game. :D
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Love it, just jizzed, when I'm finished cleaning myself up imma upgrade my acount to Bronze :P
are you guys for real?

this is amazing.....
I want to ask this: when the game release, when can players collect these maps ? at lvl 60 too ?

Will there be lower level maps ?

I love u GGG

:p
I called it, I called it, woo!

From the speculation thread:

"
Falcord wrote:
You know what'd be awesome? Maps in the same normal-magic-rare distribution as items. These maps direct you to a hidden dungeon somewhere, and the monsters inside depend on the stats of the map... So you might have a map with +50% to monster health and +35% monster speed, and the dungeon it leads to has those modifiers (and provides more rewards in exchange).


I'm so hyped for this... Wish I could afford to upgrade my support pack. GGG surely deserves it.
"
Repeats wrote:
I am also giddy about this announcement, but I do wonder why this is only restricted for the end-game content? I feel that after A3, the normal player is beyond that of a typical noobie about game mechanics. I feel that maps could be a way to level and grind to make each difficulty a bit more of a jump than it currently is.

When I play on my characters, going from normal to cruel barely feels like a bump at all. Using maps could be a way to make the difficulty change much more noticeable. Not to the point that it was necessary to farm maps every difficulty or die, but I wouldn't restrict this mechanic off the gate to just end game content. If I am leveling my xth character and want to feel something different than the 3 acts, this could relieve that feeling for awhile in any difficulty.


I agree. Having maps enabled earlier would make replaying the game much more fun imo, as it would make the second playthrough different from the first.
The more I think about this feature the more I think it's absolutely amazing.


There are hidden benefits we haven't even started considering.

For starters, it discourages bots, making them completely obsolete. Assuming the really good loot comes from Maps (and looks like that's how it will turn out) bots will be unable to interact with them in any meaningful way, considering how much gameplay will change and how valuable the act of getting into a Map area is in itself.

Also, the pyramidal growth of map drops is reminiscent of the ideas by some players of having an "eternal dungeon" in which you go deeper and deeper. Granted, it isn't handled in the same way, but in essence it's the same.

This is just sick. GGG, people may not know it yet but if you keep going this way you're going to pull a Riot Games, and seize the market from out of nowhere. Keep making cool stuff like what you just shown and I'll make sure the gamers in my vicinity know what you are cooking.
Brilliant idea guys !

I like how the Maps increase the adventurer feeling. I would also enjoy the idea of one Map leading to an area or cavern with complete random monsters and a text such as 'Very few have travelled to this cavern, even less have left it...'
With a low drop-rate obviously, like a rare Magic card, that has a fun mechanic but doesnt fit in general purpose decks.

gg GGG
This is everything the other game should have been and more. You guys are the best ever!

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