[PoE2] [Feedback] Map sizes feel too large, some reasons why
I am going to likely address some common feedback points here regarding map size. I am no game design expert but have thought a lot about why this particular thing feels bad as I am an alt-oholic and have made like 6 characters so far in EA.
I will focus on campaign map sizes as I have only completed maybe ~30 endgame maps to tier three on my freeze Invoker Monk. Based on an early impression of endgame map size, I would say the same problems persist but to a lesser extent depending on the environment. Take that with a grain of salt though. TLDR: Campaign maps are too large because of a compounding effect related to game design choices. These design choices in their totality create a lot of friction around large map size. Before it's potentially brought up, the checkpoint TP's slated to be implemented WILL NOT solve this problem, it is a bandaid fix at best, but still a good idea Character/Gear related issues: There is no quicksilver flask. Movement speed mods are relatively tough to get especially on a first character/early on (this can feel less bad if you get lucky, keep good move mod items from other characters, or find an essence) These things result in back tracking and exploring the map feeling tiresome. When finding a new area/door, I immediately go in and check for a waypoint so as not to waste time from an untimely death further along the path. I am finding ways to optimize not wasting my time on backtracking. Ideally I should not feel the need to do this so intentionally in this game. I think character movement itself doesn't feel bad though. I think it actually feels and looks just right when considering attack animations and such. Combined with map size though, movement speed being scarce makes your low or baseline speed inaqequate and bad. It makes speed feel necessary and not like something that is just a desireable bonus. It feels terrible at worst when you don't have it and amazing when you do. Layout related issues: The maps and environments are very pretty and crafted with artistic mastery. However, as nice as they are, they are also prone to the pitfalls of procedural generation and the reality of tilesets. You will notice, particularly in Act 3, many areas repeating after a time. I believe sprawling map size exacerbates this feeling of repetition. With the more combo focused and intentional combat, dense small maps would really hamper some builds. BUT the Dreadnaught and Freythorn/Azak Bog layouts exist... so I don't think maps are intended to be big for that reason alone. Those maps are TIGHT, and particularly the Dreadnaught is infamous as excessively long treks on tight ropes to the end. Enemy Respawns: I think the enemies respawning after death is fine. Respawning to the nearest discovered checkpoint with new enemies is a justified punishment for dying in my opinion. It also has to be acknowledged that this contributes negatively to map size friction. Some suggestions to make this problem less bad I would suggest considering a 30%-50% DECREASE in overall map size across the board. Make monster packs have a couple more monsters perhaps, to keep combat going between the hallways and corridors. Tweak layouts to be less tight to reduce egregious body blocking on the player character AND reduce abuse from minions/NPC's to block off enemy assaults (e.g. Dreadnaught NPC blocking enemies on bridges). Make a checkpoint generally appear near a middle point of the map? Perhaps make doorways appear on the overlay/minimap a little further than they do now in order to guide player progression through the map when they get closer to entry and exit points. Even one of these things carefully implemented would help improve the feel of maps. Also note, people will contintue to harp for a campaign skip if the seemingly arbitary time/length issue isn't addressed meaningfully and thoughtfully. Some suggestions on what NOT to do Increase values of overall player movement and mods, reintroduce a quicksilver flask like item or mechanic, and add waypoints all over the place. All of these are bandaids that don't address the fundamental issues while also hurting other aspects of the game that I feel are fine or good. Sorry for the essay. Hope this helps and if anyone has additional thoughts with constructive feedback put it here. Last bumped on Dec 15, 2024, 3:24:42 PM
|
|
Why did you post this here? You do realize there is a section on the forums specifically for PoE2 feedback.
But yes, overall I agree. The area size is great from an aesthetic point of view but if you consider having to spend 40+ hours getting through the campaign for every single character during every single league in the future that aesthetic appreciation turns into trauma real quick. |
|
" Whoops, honestly did not notice it. Thanks for the heads up. |
|