[New End-Game Content] - 'Hall of Hate' - explanation inside.
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1) can the HoH drop maps?
2) does the HoH grant experience? If the answer to any of those is "yes" then it's a bust since it would contradict the entire current mapping model. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" I'll tell you my concern - I dont want HoH to completely replace the regular mapping system. giving too-easy access to the HoH will cause 90% of players to only do only this, well at least I think that this what will happen. Maybe increase key drop rate to 50% will be a better idea. But well all the possibilities are on the table, everything is just a suggestion. In-Game Nick: MagicalCrime. || Main Character: Level 100 Witch (Ice Nova). My standard shop: https://www.pathofexile.com/forum/view-thread/1221095 My Loot Filter: https://www.pathofexile.com/forum/view-thread/1313065 GTS - Stream Game: https://www.pathofexile.com/forum/view-thread/1344346 Last edited by MagicalCrime#3366 on Sep 25, 2015, 9:38:48 AM
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IMHO...
" ...it should not " ... yes, it should grant exp as any content. May God have mercy upon my enemies; they will need it.
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" As for map drops - interesting question. can be 1) maps will drop just like regular items - not only leader can get them 2) no maps will drop from HoH. as for the experiecens gained so sure why not? It's like running 68-82 maps each one at a time in a row (assuming u actually manage to finish all floors successfuly). I see it working great alongside the regular mapping system. In-Game Nick: MagicalCrime. || Main Character: Level 100 Witch (Ice Nova).
My standard shop: https://www.pathofexile.com/forum/view-thread/1221095 My Loot Filter: https://www.pathofexile.com/forum/view-thread/1313065 GTS - Stream Game: https://www.pathofexile.com/forum/view-thread/1344346 |
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1)When considering things like this, one always has to account for perverse reactions of the community and abuse cases.
At first glance i can see people simply joining HoH with mule accounts and keeping the waiting room open. This would grant them unlimited access to top-end content (82 tiers) assuming they have solid builds they will just blast to the highest tiers and collect loot upon loot while chaining high xp. 2) if map drops in this instance, it would be illogical to skip it when it opens. Similar to a high level zana instance, you don't necessarily do it for the zana mission(lel?), you do it for the experience it grants and the additional shot at map drops. This moves it away from optional content to mandatory content. 3) one can deduce from the time GGG spends on balancing xp rates/map drops etc that xp/hour at top end is something they care about a lot. Providing an alternative that requires no "buy-in" cost would make it directly superior to the alternatives(mapping system) Currently the system requires dedication and investment in many different forms depending on style. Your suggestion would strip that. If there is no cost associated, there is also no risk. That's how mapping works currently, high cost and disputable return, but fundamentally always rewards xp. Hope this makes sense. An alternative way to implement this is to make it purely "gearing" oriented. Remove any xp gains, remove map drop potential and allow area's to drop item levels +5 of the zone instance. This allows players to run this to gear up and get potential upgrades locked away for them. Defeating tier 16 could offer a 100% random divination card as incentive to "finish the run" and the chest's could offer currency drops only.(exclude exalts/mirrors etc from these chest's, only mid-tier currency should drop from them) This creates a situation where players could alternate between maps and HoH, low on currency? run HoH when it becomes available, low on gear? Dito. Wanna farm the divination card and simply have some random fun? etc.... While maps retain their main function of providing xp/hour at a risk reward ratio. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Hey boem, thanks for ur great response buddy :-) 1) Trust me when I tell you the top of my mind always thinks of exploits and how to avoid them. You did mention something correct which is the mule accoumts. Easy solution: Once you enter gatherin room you'll have 10 minutes timer untill you are kicked out. This will prevent 'saving' yourself HoH runs endlessly. Will add this to the main post. 2) Maps will not drop. 3) I still dont' see how XP gain will be an issue. You will encounter hard maps which u CANNOT re-roll (imagine tier 8/9/10 which is the mid-tier with blood magic + no regen or so). There are many ways to fail this instance, and even if u dont fail - so be it. you can't add zana mods to it for super-experience and re-running HoH just to reach the last few tiers to farm exp is simply isnt a good way to farm exp, especially risking death due to floor's hard propreties and losing exp. 4) only currency loot from chest is way too good. giving +5 ilvl gear is possible, I even thought about it but i felt its maybe too much. maybe i was wrong and it can still work out with +5 ilvl from chest rewards. 5)additional 'floor 16 specific' loot from each boss there (a card for example) is something I support (although lets face it, cards are not somthing people are hungry for. maybe another item will be a better choice). In-Game Nick: MagicalCrime. || Main Character: Level 100 Witch (Ice Nova).
My standard shop: https://www.pathofexile.com/forum/view-thread/1221095 My Loot Filter: https://www.pathofexile.com/forum/view-thread/1313065 GTS - Stream Game: https://www.pathofexile.com/forum/view-thread/1344346 |
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I re-read your post after your edits, and it sounds great! I love the idea of having to get keys to open the HoH when it isn't open.
However, why have a random chance to drop the keys AND a random chance for them to work? You could just combine the two chances to make the keys rarer, but always open the HoH. Keys probably should NOT be tradeable so that rich players can't run the HoH like a map by buying up tons and tons of keys (much like they do with maps right now). I'm fine with the HoH granting experience, since it's not something that can be run all day every day like maps. It would be more like a daily quest that you get to do more than once a day (an hourly?). The BEST part about this idea is that it would break the monotony of maps at a semi-regular interval. I would suggest that the levels within the hall be different than map areas (smaller, with different layouts and tilesets) so it doesn't feel like a different way to do maps. This should be a separate system from maps that can stand on its own. |
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" Thanks for your comment mate. The random chance for them to work is just a way i picked to lower the amount of runners in HoH while the gates are closed. Using the HoH while gates are closed shouldn't be like VERY common thing to do but yet decently doable. and still, it can be changed its not like final or so. Will also like a GGG comment but I don't see much of it in suggestion forum sadly :-( In-Game Nick: MagicalCrime. || Main Character: Level 100 Witch (Ice Nova).
My standard shop: https://www.pathofexile.com/forum/view-thread/1221095 My Loot Filter: https://www.pathofexile.com/forum/view-thread/1313065 GTS - Stream Game: https://www.pathofexile.com/forum/view-thread/1344346 |
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" About -> 3) people will simply make efficient groups to chain HoH rapidly up to the highest tiers, since there is no additional cost associated to it its an efficient means of gaining experience.(compared to map investment at the top-end) 4) the currency only drop i suggest is combined with the "does not grant experience" part of my post. If the HoH does not grant experience, but it does grant currency it can establish an equilibrium for self-found and solo players. Run some maps + run HoH when it becomes available to get some more currency to properly roll your maps. The +5 item level thing i suggest is also in tandem with the no-experience i suggest. It focuses the HoH on gear and crafting purposes and moves it away from an alternative to experience gaining. 5) A div car is an elegant way to push people to finish all the floors instead of opting out earlier for the currency rewards. Keep in mind, in my suggestion you don't get experience, so people would need an different motive to finish all 16 floors. Lvl 16 would provide the currency + a random divination card.(keep in mind, this can be shit like a carion crow, or it could be grand like a doctor card etc, random) That way if people already made it to tier 14 for example, the decision would be "do i go out or do i finish up to tier 16 if i can for the card. And due to the card being random in nature, that's a hard call to make for a player. It could potentially be a worthless effort or give you something to sell for an exalt or more. The underlying principle is "high tier xp without investment is a no go" since it fucks up the system already in place. (this is not "my" opinion btw, it's simply what i conclude by looking at GGG's approach and content) Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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Mistake. read next comment
In-Game Nick: MagicalCrime. || Main Character: Level 100 Witch (Ice Nova). My standard shop: https://www.pathofexile.com/forum/view-thread/1221095 My Loot Filter: https://www.pathofexile.com/forum/view-thread/1313065 GTS - Stream Game: https://www.pathofexile.com/forum/view-thread/1344346 Last edited by MagicalCrime#3366 on Sep 25, 2015, 11:00:17 AM
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