Development Diary: End-game Maps

This is absolutely genius. Where do you guys come up with this stuff?
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Aurinax87 wrote:
This is absolutely genius. Where do you guys come up with this stuff?


From torchlight, which had the same system.

I like this idea, but honestly I hope there is a bit more end game.

If the basic idea is you have to farm the ancient pyramid 3-6x to find a map for a zone you might or might not be able to handle but only get 6 portals... the end game might not work as well in practice as in theory.

For example, I really f'ing hate the ancient pyramid levels (and well, most of the early designed indoor areas in PoE).

It might be a good idea to give us 5-6 boss runs instead of just 1 after the end of third difficulty. Unlock a few waypoints to say 5 different 3 level areas each with a 62 boss or something.

The weak link in this end game is the having to farm the same guy for maps constantly.
BRAVO GGG ! Now here comes the question... what about monster difficulty in those maps? Is it going to be harder compared to maelstrom of chaos? Because chaos monsters are level 60 and rare map i think was displayed level 65 o.O
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Zaanus wrote:
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Aurinax87 wrote:
This is absolutely genius. Where do you guys come up with this stuff?


From torchlight, which had the same system.

I like this idea, but honestly I hope there is a bit more end game.

If the basic idea is you have to farm the ancient pyramid 3-6x to find a map for a zone you might or might not be able to handle but only get 6 portals... the end game might not work as well in practice as in theory.

For example, I really f'ing hate the ancient pyramid levels (and well, most of the early designed indoor areas in PoE).

It might be a good idea to give us 5-6 boss runs instead of just 1 after the end of third difficulty. Unlock a few waypoints to say 5 different 3 level areas each with a 62 boss or something.

The weak link in this end game is the having to farm the same guy for maps constantly.


Well, I'm pretty sure that's what the public party system is for. Finding people who want to get into a map.

But as I already mentioned I would like an additional challenge beyond that as well, a reason to keep farming maps. Something to put everything to use. As Roger Waters put it "TEAR DOWN THE FUCKING WALL". I'm for a brick wall the game advises you specifically not to try until you are level 80.
I think some of the highest level unique maps will be those "walls" you're talking about.
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Falcord wrote:
I think some of the highest level unique maps will be those "walls" you're talking about.


I'd like an area that is the same for everyone, so you compare yourself with others and you other characters.

Maybe if you complete 5 specific unique maps and gather a shard from everyone of them you can combine them into a constant, reusable map with only one portal that always creates new instances.
Then all players would have something they can relate to as a playground that all have been in, or plan on finishing.

Or course adding such an area as a "normal" unique map with a certain reputation is also a possibility.

I would just like players to be able to try it out everytime they feel like they had a jump in gear or passive stats. So it's less of a thing you want to finish, rather see how far you can get, possibly without an end (never ending dungeon comes to mind, with rating your ability by the floor you reached).

A unique map would probably be so rare that you will not even dare to try it out most of the time.
A compromise would be a unique map similar to this that drops quite often, so you can give it a try.
Last edited by golem09#3277 on Jun 26, 2012, 11:27:11 AM
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Zaanus wrote:
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Aurinax87 wrote:
This is absolutely genius. Where do you guys come up with this stuff?


From torchlight, which had the same system.



TL's was just random dungeon maps consists of one of the previous tilesets and could be purchased from vendors for a few golds. It wasn't an endgame mechanic. Besides monster level, nothing was different from story dungeons.

It is not even similar to PoE maps. PoE maps look like a big and unique end-game mechanic.
He who fights with monsters
might take care lest he thereby
become a monster.
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golem09 wrote:

Well, I'm pretty sure that's what the public party system is for. Finding people who want to get into a map.

But as I already mentioned I would like an additional challenge beyond that as well, a reason to keep farming maps. Something to put everything to use. As Roger Waters put it "TEAR DOWN THE FUCKING WALL". I'm for a brick wall the game advises you specifically not to try until you are level 80.


Let's see how long it takes people to figure out that some jackass public players porting to town 5x and ruining their rare map isn't going to be good times. Or just well meaning players who aren't geared enough to do it.

Good maps will definitely not be open invite, as people will only need burned once or twice to learn.

Add in that your chance of getting a new map within a map doesn't increase with additional public players... you will only do maps with people you know and trust.
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permaximum wrote:
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Zaanus wrote:
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Aurinax87 wrote:
This is absolutely genius. Where do you guys come up with this stuff?


From torchlight, which had the same system.



TL's was just random dungeon maps consists of one of the previous tilesets and could be purchased from vendors for a few golds. It wasn't an endgame mechanic. Besides monster level, nothing was different from story dungeons.

It is not even similar to PoE maps. PoE maps look like a big and unique end-game mechanic.


THIS.
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Zaanus wrote:
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golem09 wrote:

Well, I'm pretty sure that's what the public party system is for. Finding people who want to get into a map.

But as I already mentioned I would like an additional challenge beyond that as well, a reason to keep farming maps. Something to put everything to use. As Roger Waters put it "TEAR DOWN THE FUCKING WALL". I'm for a brick wall the game advises you specifically not to try until you are level 80.


Let's see how long it takes people to figure out that some jackass public players porting to town 5x and ruining their rare map isn't going to be good times. Or just well meaning players who aren't geared enough to do it.

Good maps will definitely not be open invite, as people will only need burned once or twice to learn.

Add in that your chance of getting a new map within a map doesn't increase with additional public players... you will only do maps with people you know and trust.


My idea was not that you have a public party open while your on your map.
More that there is a gathering phase before it. Through the public party system interested people can apply for a map (lvl requirements can be put in the party name) and then discuss whether or not they actually join the party.
And I think in many cases the map owner will either want the other partymembers to contribute to the map, or even pay with orbs to be let in. Once all is settled, the party is made private and everybody goes in. But public parties can help make the arrangements without spamming global chat.
And then of course there will be guilds, where map sharing will be quite mandatory I guess.
Last edited by golem09#3277 on Jun 26, 2012, 12:42:48 PM

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