A suggestion on how to solve endgame and mapping and make it fun and rewarding for everyone
" This is so stupid what you do when you have "dungeons" maps or pit, temple.... Most of these maps the boss have 99% chance to rip you even with the most tanky build. Do you even know there is hc servers ? I don't even want to argue with the rest of your post as it's so full of bad idea. Do you even know that playing hc with the new difficulty you have to be 10 lvl higher of the map ? Just saw a streamer dying from pit boss, he had 6k hp and he get os by the boss while he had killed every others minions, he had a body armour with 1995 armor and other stuff with high roll; it wasn't the casual shit gear, also using fortify. And you want to reduce the exp ? Last edited by EzBreesy on Jul 29, 2015, 9:55:02 PM
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The bosses are probably part of the problem, not part of the solution. BTW I can do all bosses in maps up to 77, unless I have connection problems, which happens often, which is also why I don't play HC (amongst other reasons).
Apart from that, you could circumvent the problem by just accumulating 9 maps of 2 levels lower and skipping that map tier. Easier for 68 maps since they drop in the normal game. The goal of my idea is to remove the very high randomness and give players somewhat consistent rewards. If you have a better idea, go ahead - or do you like the current system? I don't. Seems like a lot of people don't. Remove Horticrafting station storage limit.
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" Maybe that's a problem with the map boss itself and game mechanics and not the idea proposed? The original post is not full of "bad idea" it is an alternative to what we have, and it sounds much better. Your post is "full of bad" because it brings nothing to the discussion. I would love to see this added, but instead of penalizing people for doing maps at different levels, why not just make it require more EXP for the top few levels. Why not make the half way point for the total required amount of experience to get from 1 to 100 be level 97? Or just increase the exponential requirement a bit more. Completely limiting the end-game content to RNG has always seemed to be a shitty idea and I've still never understood why they hold onto that system. | |
" This will not fix anything , it'll just dumb down the game . We don't want D3 mentality in here . R.I.P 4.B.
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What do you mean with "dumb down"?
And again, I never played Diablo3, so cannot really comment on that. Remove Horticrafting station storage limit.
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I like the idea overall. And to address the boss oneshot problem, I feel like mapping in general would be much better to tone the bosses down a bit, but also buff up the general monster population. So map running generally takes some effort instead of becoming a speed run, and then have a boss fight that's maybe 5 times harder than the rest of the map rather than 10x (or whatever is is now).
Also it may be over complicating things, but assuming the bosses are reasonably manageable with a decent build and thoughtful play, make it so you can't advance until you complete a whole series of a particular level. In other words, complete all the 68's before you can trade for a 69 or enter a 69 portal. Then everybody gets to run every map at least once per character. Say like a full clear achievement for each map so you can see what you're missing... The next question would be how does the system (with or without unlocking tiers) function with trading? Will it suddenly become easy for wealthy or popular players to buy unlimited high level maps? Obviously we've recently seen that this can happen now but it's a very very limited amount of people. Then again if a 90+ map is a guaranteed death sentence for almost everyone, maybe unlimited map availability wouldn't even be an issue. Also if map levels were allowed to increase, and the maps became available we would probably need to abolish the max considered character level of 68. It might not be great to have level 95 folks farming level 80 maps with no loot drop penalty. Sure, there are issues that would need to be addressed but I think it could be a much more satisfying system than what we have now. |
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Thanks for your ideas. I also like the idea of having to kill each boss once, though it obviously slows down things a lot (and some bosses are in fact really, really hard for certain builds).
As for trading - two things. First, if you have to complete every boss once, trading doesn't help you because you could not enter those maps. Second, the system would in a sense balance itself for each character / party group. The reason is that you can advance yourself as much as your character actually can. Buying maps would be mediocrely helpful because if you are able to run them, you can probably get them yourself. I think the only reason that people trade for maps is that they cannot get access (RNG gating) to maps their characters are capable of doing. You would not trade for maps that are too hard for you, would you? I don't trade for uber Atziri maps either. I would really like to hear GGGs opinions on this. Remove Horticrafting station storage limit.
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" Nearly every constructive post I've seen lately has this type of reply and I see it as a bit of a defeated attitude. Not allowed to "win" and you shouldn't try or want to anyway... Nobody is hoping to make PoE into EZ mode, we just want somewhat rewarding play to go along with our daily dose of RNG. |
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So here's an alternative idea I had this morning. It's a variation on many so it's nothing terribly new but still, worth considering.
Existing map system stays, with a change to allow any map to have unlimited portals (no more running out of opportunities to get that loot because you actually had good MF gear). Stays RNG-based (for masochists, basically ;) Maps can drop maps. An endless ledge style map system could be introduced in parallel. This would be a system where you'd need to progress through a randomised map of each level from 68 to 82 (i.e. once 68 is done, you get a 69, etc) before starting again. 6 portals total for the full run. Level 70 to enter? Full clear required, including boss. Can't drop maps in this content. You'd have to choose: limited loot and guaranteed content (but over time, potentially much less level-relevant content) versus getting every piece of loot and potentially being able to skip some monsters/bosses and also potentially being able to focus just on higher level maps. While the average level of the 'endless ledge/map' would be 75, you'd have to get through every boss to keep up that average - and for every 7 ledges above 75, you have to run 7 below 75. Pros: You could contain the average xp rate of players while catering for those who think RNG is cancer when it comes to content access. Cons: Would let people play more freely and have more fun. Soz GGG ;) | |
Don't quite see why you would have unlimited portals for the one, and limited for the other, but this kind of "challenge" would be nice, I would really like that. Would still mean that you would have to wade through a bunch of uninteresting areas, though.
EDIT: BTW I don't think that randomness is cancer, but the amount of randomness and the unsustainability of interesting endgame content is really annoying / demotivating. Remove Horticrafting station storage limit. Last edited by Char1983 on Jul 30, 2015, 1:08:32 AM
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