Exiles going on Journeys :::: New Endgame content

The basic issue to address with this:

Playing maps and being back at hideout or act3 = 1:1 repitition, perfect preparation of players possible, no big risks being taken, no big rewards being expected, boring in the long term, unrewarding



The basic idea:

1. Players craft a set of 9 maps (change lab from 2x2 to 3x3)

2. Players go on a journey with these 9 maps consecutively without being able to get back to town inbetween. The order of these crafted maps is random.

3. Players get access to a kind of drudge/burro with some limited space to store important items for them during the journey that they can only access inbetween the maps. These drudges need to be akquired/bought/crafted somehow in the process of playing poe as a requirement to start journeys like this. Limited upgrading of the drudge will be possible with orb or item investment.

4. When players log off and in during these 9 initial maps they exactly start where they ended up, that is not in town but next to their drudge, just being able to continue the journey from this point on. When players die, they get back to town and lose this journey.

5. Players reach one out of 9 possible hidden camps after completing these 9 missions. The higher the average level of the 9 initial maps is, the higher the camp level will be. Once in one of the secret camps, there will be offered some special tasks like e.g.
a) special master quests,
b) special things to buy from the special trader that they find there (e.g. an 78 map, buy an exalt for a divine, and whatever else)

6. After players have completed the tasks and rewards that they want to do at this secret camp its time to travel back. This is happening on 6 randomly rolled maps (MORE RNG!!!) that are on average on a bit higher level than the previous 9 maps that where rolled by players.

7. Once arriving back in hideout or act3 town, players can unload their drudge with the treasures they found and got rewarded on the journey and gonna have a fucking good feeling of having done something different, more exciting, more risky that requires more skill than before, which required good planning on how to pack the drudge in order to face a) the 9 maps they rolled themselves, b) the 6 randomly rolled maps to travel back and c) what items/orbs they need in order to buy stuff they want from that special trader that they are going to meet in the hidden camp.







Problem and things to think about:

i) how to implement multiplayer journeys with ppl logging off and in at different points of time

ii) balance increased risks well with increased rewards without making other aspects of the game obsolete

iii) having other maps for this than the normal 66-79 maps in order to create a more unique feeling (maybe areas from the acts converted into maps) for either both the 9 initial craftable maps of the player and the 6 maps to return or just the 6 maps to return.


Alternative to face problem i)
- make all 9 initial randomly rolled and ask for 9 different static kind of rewards to access a differnt kind of journey. This way all players that have done the first map can join others who are on their way of doing the second map. Or: just keep this single player. Wouldn't be too bad to have some things in the game that can only be done alone after all the benefits that exist to group play. Would also make it more difficult, risky and exciting in the end than rushing this shit with 6 guys through like 78 maps in the end.



Developing time: ~1-2 months; most stuff required is already existing in the game, balancing its risks vs rewards will take the most time but should not be too difficult.


Greetings
Last edited by LSN#3878 on Feb 6, 2015, 3:18:28 PM
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noone likes this? :D
I would like to get something like this implemented:

- softcore would get a bit more hardcore
- requires more planning and preparation to go on a journey like this than doing a single map and then again a single map
- taking risks get rewarded
-





One thing that I have forgotten to mention that needs care is:

Boss fights must be completely removed from these maps. Soe bosses are too much unbalanced (e.g. crema boss, etc.) to force everybody to fight against them with any build in order to allow players to progress their journey.

Rather have one boss at this camp where you get to stay a bit after the inital 9 maps that players can opt for doing or not if they feel like. This shouldn't be the focus tho.


The focus is:
- when players go trough the 9 inital crafted maps, do what they can and want to do/buy/quest in this camp and return on the 6 randomly rolled maps to their hideout, then they come home with a surplus of xp (more maps played than rolled) and some other things that they can especially do in this journey at that one out of 9 hidden camps and so on. All this at the risk of losing 9 maps at once if you die in the beginning of the first map and at the risk of having to play unhealthy random maps while returning.




Another interesting idea:

You could add up the quantity of the initial 9 maps (well rolled = higher quantity) and do anything with it so that it becomes a deceisive factor in what rewards you get when reaching the hidden camp. 9x 100% map or 9x white 0% maps? The average level of the maps could just be deceisive for the avarage level +1 of the 6 maps that you must play before you get back.
Last edited by LSN#3878 on Feb 8, 2015, 9:44:42 AM
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LSN wrote:
Rather have one boss at this camp where you get to stay a bit after the inital 9 maps that players can opt for doing or not if they feel like. This shouldn't be the focus tho.
Why one? All the 9 in one room!
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
up


still looking for opinions

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