Why some maps are a waste of time (and how to fix it)
Hello/Good evening
The end game system is currently flawed in my opinion. In order to take advantage of the content reserved for the “end game” you have to reach several towers in order to use tablets. You also have to manage which layouts to pass through and which not to pass through in order to maximize your profit (especially for breaches, where it's sometimes wise to take detours between 2 towers in order to preserve a good layout). tldr: There's a lot of dead time when it comes to juicing your maps, and a large number of maps offer “nothing” but remain mandatory to validate. Here are some suggestions for improvement: - Use a currency to modify the layout of the map you want to launch. - Display, as soon as you enter the map, the location of all rare monsters in a map that has no content. - Make each tablet apply its effects to all maps within its radius (rather than a random number, which would surely require a rebalancing of the bonuses applied). - Enable end-game content to appear randomly on maps that shouldn't normally have any (with a possible nerf to the mechanics in question in this case). - Modify the atlas tree to allow certain mechanics to be “forced” even without the tablets/maps' inherent content. There are undoubtedly many other avenues for improvement, but I'll just mention the first ones that come to mind. I'm curious to hear your feedback on these “improvements” or on your ideas to make the end game content more “alive”. Have a nice day/evening. Last bumped on Jan 24, 2025, 10:23:57 PM
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Love the ideas and agree with them. i made another post an also mentioned using exalted orbs to change map layout as a way to remove exalted orbs from the economy
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" To be honest, I was inspired by your idea (to which I replied on the original topic, if I'm not mistaken). Thanks for the feedback. |
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