''Atlas of worlds'' = The expansion

What if it is something as simple as Tier 1-15 map runes/atlas that do not have assigned zones?

Example: You drop a tier 9 map rune/atlas, roll whatever mods on it, drop it in the map device and open it. RNG takes hold and the map turns into one of the following. Arid Lake, Gorge, Residence, Underground River or Malformation.

or

Tier 9 map rune/atlas can roll any zone up to that tier. So you could end up with a mountain ledge that is levelled up to tier 9 or any map layout from tiers 1-9.
Sound the dread alarm, through the primal body! Sound the reveille, to be or not to be. Rise! Stay the grand finale! Stay the reading of our swan song and epilogue. One drive to stay alive! Elementary, muster every fiber. Mobilize! Stay alive!
Last edited by viciousnugget on Jul 31, 2016, 1:16:55 PM
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viciousnugget wrote:
Tier 9 map rune/atlas can roll any zone up to that tier. So you could end up with a mountain ledge that is levelled up to tier 9 or any map layout from tiers 1-9.


This is something I'd really love to see in general, some way that maps can scale to higher Tiers.
Did anybody notice that Chris signature map graphic changed to some round runes?
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viciousnugget wrote:
What if it is something as simple as Tier 1-15 map runes/atlas that do not have assigned zones?

Example: You drop a tier 9 map rune/atlas, roll whatever mods on it, drop it in the map device and open it. RNG takes hold and the map turns into one of the following. Arid Lake, Gorge, Residence, Underground River or Malformation.


i would hate it...
we can all criticise a lot D3 but what i very liked about, lets say, "endgame maps" in D3 was that you have more layers inside one Rift/Greater Rift. for people who didnt play D3: you enter map 1, layout of e.g. act 1, then you clear this one and enter the next stage which has a layout of act 3 maybe. very cool and you have more different enemies and layouts inside one "endgame map"

maybe they could implant a crafting system to combine more different maps and tiers so you get advantages by making the map more deep/complex... just like you get more quant% by adding more mods to a map at the moment.

another thing is that the bosses of greater rifts in D3 were really "bossy". they were BIG, had other colours and were much more dangerous than the rest. ok some bosses in the maps atm are also dangerous but would be cool if they all get boosted and tweaked a little so you really feel like you are fighting a >>BOSS<< not another unique monster
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we can all criticise a lot D3 but what i very liked about, lets say, "endgame maps" in D3 was that you have more layers inside one Rift/Greater Rift. for people who didnt play D3: you enter map 1, layout of e.g. act 1, then you clear this one and enter the next stage which has a layout of act 3 maybe. very cool and you have more different enemies and layouts inside one "endgame map"

maybe they could implant a crafting system to combine more different maps and tiers so you get advantages by making the map more deep/complex... just like you get more quant% by adding more mods to a map at the moment.

another thing is that the bosses of greater rifts in D3 were really "bossy". they were BIG, had other colours and were much more dangerous than the rest. ok some bosses in the maps atm are also dangerous but would be cool if they all get boosted and tweaked a little so you really feel like you are fighting a >>BOSS<< not another unique monster


One potential problem (if this is what GGG go with) is riftstones in D3 are trivially easy to get, and getting them opens up all endgame content, from GR1 to GR 101. They don't have much value, so once you open them, you have no incentive to backtrack.

Imagine chaining together 4 maps such that they have floors like a Rift. Because high maps have value, there will be extra backtracking.

Scenario 1: you open a Wasteland map right now. You clear and clear and find the boss. Boss down. Now you can look at the map, and use your general knowledge to figure out where you need to go to full clear this map. You go there, you clear it, and port out.

Scenario 2: you open a Wasteland map chained with 3 other maps in AoW. You clear and clear and find the doorway to the next floor. You pass it, clear and clear some more, and down the boss. You now have to go explore to full clear your Wasteland floor, then trek over X amount of already cleared space to get to the Door and Floor 2. That's 10-15% more backtracking per floor, per World. =/
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innervation wrote:

(...)

Imagine chaining together 4 maps such that they have floors like a Rift. Because high maps have value, there will be extra backtracking.

(...)

Scenario 2: you open a Wasteland map chained with 3 other maps in AoW. You clear and clear and find the doorway to the next floor. You pass it, clear and clear some more, and down the boss. You now have to go explore to full clear your Wasteland floor, then trek over X amount of already cleared space to get to the Door and Floor 2. That's 10-15% more backtracking per floor, per World. =/


who says you have to do the "full clear"-jobs anymore? maybe it's about finding few checkpoints like smaller bosses (unique monsters like) and then killing the endboss solves the map. in D3 all monsters disappear once you meet the boss and there is a fixture end for this map.

alternatively (to give the player more choices, so he doesnt feel like >killing the boss< is the only target): you have points, like in lab with golden doors where you have 2 doors, in the map where you have to decide which floor you enter. once you enter floor B you cannot enter floor A anymore and the development of the map is different. different floor types -> different rewards
Last edited by airparisderjesus on Aug 1, 2016, 4:25:23 AM
Doesn't it, at least to some extent, depend on the interpretation of the word 'Worlds'? Currently, there's only one World, of which we currently play one part, that of Wraeclast.
Worlds would indicate a collection of maps so I am going to assume you put 3 maps and 1 activation orb in the device and something happens because of that. Perhaps you can put one tier 2 and two tier 9s and you get the tier 2 layout at tier 9 with the cumulative item quantity and rarity and mods of all the maps and the last part to go in is the cost to do it. Maybe its 5 chaos orbs or a new currency called Atlas Orbs or something.
Support the cause. Free the ascendancy points from LAB.
https://www.pathofexile.com/forum/view-thread/1609216/page/1

Other top 3 issues. Make standard great again. Fix XP (add fatigue system). Fix lag.
MR GGG tear down this ascendancy wall.
Last edited by Prebornfetus on Aug 1, 2016, 5:11:33 AM
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who says you have to do the "full clear"-jobs anymore?


When maps are the best (only) way to get experience and you invested 20 chaos in buying and rolling your map, you are heavily incentivized to clear it.

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