What areas are random generated?
Heya...
i know the title of the thread is awkward, but i recently got the feeling that, at least for me, all dungeons look a LOT like each other. In some cases it feels like they only get resetted, but not newly generated. Is there a list of regions that truely get randomly generated? The start has been streamlined if i understood the patchnotes correctly, so some areas are supposed to be static. To my knowledge these are the following: - All Cities (ofc) - Boss Chambers (Brutus, Merveil, etc.) - The Beach - The Terraces - Tidal Island I realize that other maps (like e.g. MudFlats, Ship Graveyard, etc.) are randomly generated, but the outcome is almost exactly the same. Especially due the exists are more or less in the same area every single time. Is this done on purpose to help the illusion of a seemless world? I've been to Act2 ofc and it starts to get less repetetive there, but at least in Act1 many areas look almost exactly the same, regardless of the randomization. The Caverns of Anger and The Coves for instance looked the absolute same to me everytime i've been there. Are those or any other areas not on the list supposed to be static? I used /debug to look at the Seeds i get and they definately do change, but thats also true for the Terraces and Tidal Island, and those are definately the same everytime Anyone knows more specific details on this? DevTracker
http://www.pathofexile.com/forum/view-thread/11549 CPU: Intel Core i7 950 (@3.6GHz) GFX: Asus GTX 570 DCII RAM: 8gb Corsair Dominator MB: Asus Maximus 3 Formula |
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They all are random, but some of them use some templates to match the "name" like the beach and the ledge and so on. And act1 are made to more player friendly so new players dont get disorientated.
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hmm go into the Terraces 3 or 4 times, they are the exact same ;P Maybe the Corpses/Chests have different positions, but the rest is definately the same. Including that FireStorm-Dude.
Edit: I made a quick run through the Terraces and made a stitched map... http://poe.aeterni.com/screens/terraces.jpg I wonder if yours would be different at all ^^ DevTracker http://www.pathofexile.com/forum/view-thread/11549 CPU: Intel Core i7 950 (@3.6GHz) GFX: Asus GTX 570 DCII RAM: 8gb Corsair Dominator MB: Asus Maximus 3 Formula Last edited by a_fanatik#6898 on Nov 16, 2011, 4:05:50 PM
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" From the patch notes. So maybe that's what they meant. |
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yes, thats what i thought, but so many other areas look "streamlined" as well... Cavern of Anger e.g.
DevTracker
http://www.pathofexile.com/forum/view-thread/11549 CPU: Intel Core i7 950 (@3.6GHz) GFX: Asus GTX 570 DCII RAM: 8gb Corsair Dominator MB: Asus Maximus 3 Formula |
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Sadly almost all areas feels streamlined and not so random. Even dungeons are not so random due to (i think) small amount of "chunks" that they are constructed from (??).
I watched couple vids from D3 beta and the Cathedral Dungeon feels more random that anything in PoE. BEsides this D3 generator can produce random dungeons entrances and random mini-dungeons. That kind of stuff will be very cool adittion to boring PoE areas. Maybe this will hurt someone feelings but random map generator in PoE SUCKS. Maybe its only me but i compeltely dont feel any randomness in game eviroments and dungeons layouts. I dont even mention open outdoor areas because they looks like they even dont hear about random generator. :( Last edited by Kabraxis#1526 on Nov 16, 2011, 5:27:13 PM
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Many of the areas follow a basic route, but they are indeed randomly generated. Even the ones that seem to be the same every single time have random aspects.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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Passive tree is random enough.
Kidding besides, I'm not so sure about GGG's goals on area randomization. Current state could be due technical limitations, time and resource problems... or it's what it is by design. He who fights with monsters
might take care lest he thereby become a monster. |
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I think one of the dev diaries links to a presentation about how they do random area creation.* So they clearly do intend some randomness in areas.
But many areas, especially outdoors, feel identical when they have the same overall structure, even if there is some variation in features. The ledge, for example, always seems to be the same, even though it turns and such randomly, because there's no element of exploration. In that case, I'm not sure it's really fair to claim it's random since for many people random area creation implies a degree of exploration and surprise that isn't there. Sure, the exit might be in a slightly different location, but how to get to it remains basically the same. *here |
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" If this is true, i hope it will be enhanced a lot, because the current implementation will leave a lot of ppl wondering if theres real generation going on at all. And when they realize only a few corpses changes places and areas look 9%% similar every time, "endless replayability" will solely depend on items and skilltree. Venturing through Act1 only takes about 1-3 hours, but i'm already sick of the "streamlined" layout of the Terraces and Tidal Island. With so many dungeons looking alike i wonder after how many characters (especially HC) they'll stop playing just because of constant Dejavus :/ DevTracker
http://www.pathofexile.com/forum/view-thread/11549 CPU: Intel Core i7 950 (@3.6GHz) GFX: Asus GTX 570 DCII RAM: 8gb Corsair Dominator MB: Asus Maximus 3 Formula |
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