Any plans to improve map generation?
" Hate to say but GGG dont agree, they admitted the maps need work. They are currently functional and 'OK' but nothing more. | |
" Yeah. My posts are kind of off-topic. I'm actually referring to the art/assets used in the maps/environment, as opposed to the map design/structure algorithm, which is actually the discussion in this thread. "We were going to monitor the situation but it was in the wrong aspect ratio." Last edited by Garr0t on May 11, 2012, 8:54:41 PM
| |
" It's not just the size of the mobs - it's the variety in size, shape, colour, AI, etc. Also, I'm not wanting PoE to get a cartoony look - I was giving examples of variety in landscape / design / architectural interest / scale. Do something similar within PoE's art style - and it'd be pretty slick. " I never said I want PoE to become Torchlight, nore did I say I wanted them to adopt a similar visual art-style. I was just pointing out aspects that in my opinion, the other game was doing well at - and would like to see some similar things in PoE. - More random/dynamic events - More depth in the terrain - More variation within the terrain - More points of interest/mini-areas to be found that have a more 'hand crafted' feel within the randomly generated stuff - More variation in enemy size and behaviour (although this seems to have improved greatly in the 9.9.9 patch) - More interactive elements in the environment I don;t want to see PoE adapt a similar art style, I don't want to see them become as casual as TL Is, I don't want the game cartoony. If you think that's what I was asking for, then you greatly misunderstood. Of the ARPG's I've played/beta lately (D3, T2, PoE) - PoE has some of the most solid feeling 'meaty' game mechanics of the bunch, I love the character customzation, the depth of the item system - so much of the 'core' is there, but the stuff around it needs some interest. Many of the areas either feel like a big square flat field, or a dark mazey/cramped dungeon (which is fine - that type of level has it's place) - but some better layouts/generation would be nice. Last edited by kaniz on May 12, 2012, 11:45:14 AM
| |
Yes. Areas are constantly being improved with every patch. Theres certainly still alot more that can be done though.
PoE needs an epic dungeon layout with huge rooms like the Mines of Moria from lotr. Forum Sheriff
| |
" Drumming... drumming in the deep... "the premier Action RPG for hardcore gamers."
-GGG Happy hunting/fishing |
|
It is good to know GGG is aware of this problematic situation. What is one of the more lacking issue is "randomization" GGG (not) having.
Boxed style generated maps with almosty non-varied terrain tilesets and with "everytime it-is-there exits", game becoming wasted away pretty fast. GGG must firstly get rid of those dammit WPs which always but always spawn at the foot of bandit leaders' camps. It not only kills immersion but it also kills exploration demand automatically. And these kind of unwanted situations do not let us live "getting lost" feel which is very much needed, as being a prime repetition-killer if at all exist. Edit: Diablo I had it nearly perfect how randomization should be handled imo. "This is too good for you, very powerful ! You want - You take" Last edited by BrecMadak on May 12, 2012, 3:16:11 PM
| |
Well i think D3 made it nice in the randomn+exploration departament.
Not only maps are created randomly ,but there might appear by a % chance instances on the map every time you play it. So each time you pass the game ,you got different combination. Also side-quests are randomized like that too, you might get it or not on given map ,and if you explore maps rather than run thru ,you might find side-quests and they give nice exp rewards as minimum. I also miss a bit the secrets ,thats also nice reward for having a keen eye and being explorer. Other solution that comes to my mind is linked to how PoE generate maps. As i remember i watched their presentation about it ,they draw a shortest/random path possible from entry to exit. And then put additional rooms around the path. It would be good if there more you are away from the drawn path from entrance/exist the higher drop rates/exp rates you got. So it would reward you for exploring ,rather than runing thru it. Add some events outside the path aswell ,buildings ,locations with some fun interaction/reward system. | |
" Sure T1 had some very nice background and foregrounds, but there was only at least an max of 4 sets of them...they're completely static and not random at all(because programming them to be random would be time consuming). Large scale landscape stuff like in T1 is nice(I'll say once again), but it's stupid if you can't go there(Yes, I'm one of those types that sort of hate fake "open world" background). Granted, there's already some sort of those stuff present in PoE and I'm sure they already are adding and improving some of it in the near future. I for one, don't really care either way. PS. I some how also feel like it's a bad idea to use T2 as an example, like the snow for example. It's no fair, cause it's not in PoE yet, so you should had picked something else. Now I haven't played T2 beta my self yet or seen any videos, but from reading you using the word "set pieces", I can already tell T2's maps are smaller then PoE, and that's one thing you'll have to note that's different from other games. PoE's maps are huge(or in general at least). " Yes, Old Fields and Crossroads have indeed been the unwanted child of the pack, but they have been improving it a lot since many patches ago. So use a better example next time. I know a lot of people don't want PoE to fail, the game and dev team does show some very promising talents, so that you guys will be even willing to criticise to the point of making your self look like haters and trolls. But it just seems you guys put too little faith into GGG(Granted I know those that donated or am going to donate, can complain all they want :P)... tl;dr I have seen too many of these post and threads, and it's annoying now... Sweeping Maid
|