Progress Based Map System (tm) vs RNG based.

I have no idea how to check if it already suggested even if it looks like quite obvious suggestion.

In addition to RNG based map system, I would like to suggest Progres Based Map System. So what is it?

1) Character playing 66 maps, gain some xp and unlock 67 maps, play 67 maps, gain xp, unlock 68 maps and so on (maps are not dropping, you just select in GUI/mapdevice unlocked maps tier), so in 2 months (or what you think is reasonable) player got to 78 maps. And you can still make it currency sink, say if you roll 100 IIQ you gain 100 more xp, but its completely optional, no currency? No problem! Play white map, but get two times less XP.

2) You have shit load of currency, you have OP build and WANT HARD MAPS AND CHALLENGE? Allow more than 6 mods on map, add special orb which just add one more mod on map, roll some crazy map with 10 mods on it, have fun! And ofc it gives more XP since more IIQ.

3) Make progress based map system binded to character, not to account, so you have to do hard work on the OTHER char as well. (this is arguable, but this way GGG may accept it more ez) This way you have to do something on other char once you reach lvl 100.

4) If you have unlocked map lvl X, you still can play with friend who play maps X + 3. Some flexibility is nice. Number 3 is probably should be a function of number X, for example func(66) = 3, func(74) = 5, etc.

5) If you (GGG) "afraid" what players get access to high iLvl items, then simply CAP ilvl to something reasonable in progress based map system, but honestly, you already failed on that, you can buy high ilvl white base for few chaos, so you really failed with gating high ilvl items.

6) That system will be god damn it SOLO FRIENDLY, yet you can play with friends, less SFL threads, more fun, less hateful posts, more smiles, less RMT (hopefully).

7) That system will be less RNG -> so more competitive, the more you play, the bigger progress, fair I think (unlike now, more RNG luck and currency you have the bigger progress you get).

8) Yet again, this system can co-exist with current map system. And for testing purposes and ez accepting, you can also allow unlocking only 66-75 maps. (optional)

9) I also think, to make maps more challenging and bring additional competitive element, you can allow infinite progress, so you can allow lvl 79 dunes, lvl 80 sewer, lvl 81 reef and so on, yet thouse maps can give nor more XP than lvl 78 maps. So it whould be an interesting fact how FAR you can go, which map you can handle since monsters will scale up with map level (state it if that was not obvious). And obviously it should be annonced and seen on the ladder page! And this can bring some more deep group play with some dedicated roles, like DPSers and healer/auramancer etc.

Think its a good compromise.

Hopefully this graveyard part of the forum have some views. Probably will spam/bump this due that fact.
IGN: MsAnnoyance
Last edited by qquno#5118 on Dec 24, 2013, 5:29:03 PM
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IGN: MsAnnoyance
I agree I do not like RNG systems cause For the past few days I have not gain anything good.
3 chaos now in like 5 days or more.

Progression maps are always nice.
The better and smarter you play the harder it will become.

I like the Idea.
Damn Latency issues.
Might come back in a few seasons.

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