Incentive for completing any map

I know that this game will generate random map every time we play the game. There is no need to explore to complete each map. Every player will try to rush to the objective and be done with that location. But the OCD side of me want to explore and complete the map. I walk around to complete the map of the same location over and over. I have already got my reward. I feel satisfied looking at my complete map.

But it would be better if there is actually some small reward every time we complete the map. It can be one of the random currency, a small chunk of EXP, or even a buff with infinite timer to walk faster in that map until we change map or the map is randomized again.

And, maybe, another reward for clear out all monster in the map. This might add a bonus to the grinding.
Last edited by Ignaaz#1104 on Apr 27, 2022, 10:30:42 AM
Last bumped on Apr 29, 2022, 2:28:43 AM
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actually GGG did try to do this somewhat via metamorph and scourge.

metamorph was the first league mechanic that i can remember where instead of the league mechanic being a few spots in the map, you had to explore the map to kill monsters for their organs.

scourge encouraged players to kill as many monster as they can on a map, but it's punishing mechanic worked against its own philosophy (the more time u spend in the league mechanic, the deadlier the enemies became) so players were torn between clearing more or just going for the next map.

but yeah, i get what you mean by giving more incentive for completing any map.

realistically i think its not going to happen for the following reasons:

1. there are atlas passives geared towards making map boss clearing more rewarding. map bosses are already rewarding on its own.
2. there are many map layouts in the game. a handful of them would GREATLY benefit from an extra reward for clearing the map. players would gravitate towards those maps. i believe ggg doenst like it if a few maps are run all the time over others.
3. GGG needs to implement a monster locater, where when less than 50 monsters are left on the map, their locations are highlighted in minimap. i've suggested this before but its still not in game.
4. the incentive should be significant enough that players WANT to complete the map but not so great that player feel they NEED to complete the map. its not easy to find a middle ground.

the only thing i can think of that could incentivize map clearing is getting a random map equal or 1 tier lower.

if you're spending time clearing every single mob in a map it would normally means you're starving maps. people who are not map starved usually wont even bother full clearing the map with 40 monsters remaining.
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I respect the motivation, and second that metamorph was generally great for full clear motivation. But seriously, I don't want to clear, kill the boss and see: 2 monsters remaining. Oh, I get a reward if I find them. Not a good idea. A little OCD is fine, that's too much.

The two new bosses that drop a valuable token every 28 boss kills already reward that. That perversely incentivizes City Square and the like. I admire your goal, I just don't think getting there is a good idea.
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exsea wrote:

3. GGG needs to implement a monster locater, where when less than 50 monsters are left on the map, their locations are highlighted in minimap.


you would still have to walk there to hit them :)

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imho, the best outcome would be to combine the idea of scourge and clearing a map:

the fewer monsters are left, the more agressive and powerful the remaining monsters get and they also hunt you down with special abilities whereever you are in the map and give greater rewards.

which also means: the first monsters of a map give fewer xp and barely any rewards.

the basic principle of scourge has been amazing.
age and treachery will triumph over youth and skill!
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Ignaaz wrote:
I know that this game will generate random map every time we play the game. There is no need to explore to complete each map. Every player will try to rush to the objective and be done with that location. But the OCD side of me want to explore and complete the map. I walk around to complete the map of the same location over and over. I have already got my reward. I feel satisfied looking at my complete map.

But it would be better if there is actually some small reward every time we complete the map. It can be one of the random currency , a small chunk of EXP, or even a buff with infinite timer to walk faster in that map until we change map or the map is randomized again.

And, maybe, another reward for clear out all monster in the map. This might add a bonus to the grinding.


You literary have that with "Enriched Entities" Atlas passive.
Last edited by TorsteinTheFallen#1295 on Apr 28, 2022, 7:51:44 PM
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vio wrote:

you would still have to walk there to hit them :)


lol yeah, well it is if you really want to full clear a map. i usually dont care when im at 20-30 monsters left. it annoys me when there are near 40 monsters left. i have a little OCD from being map starved in past leagues so i would want to hunt em down, at least cull them a little more.

"
vio wrote:

--

imho, the best outcome would be to combine the idea of scourge and clearing a map:

the fewer monsters are left, the more agressive and powerful the remaining monsters get and they also hunt you down with special abilities whereever you are in the map and give greater rewards.

which also means: the first monsters of a map give fewer xp and barely any rewards.

the basic principle of scourge has been amazing.


i really miss scourge and i like your idea. except i would change it where xp and map drops start low but increase as more monsters are killed. ggg would have to balance it out based on monster xp given so that killing a dozen small monsters dont exponentially boost the numbers too high.

that said i would also not want the monsters to be harder. reason being some scrubs have difficulty clearing maps as it is. having this feature will give these weaker players no choice and might be forced to abandon maps when they get too difficult.

personally during scourge i had to limit myself to doing scourge 2-4 times in a map max. once my scourge penalty was around 100 i knew i had to stop or risk losing xp. scourge's risk/reward left the decision into players hand.

if you dont do it you lose scourge content. if we make mapping harder as it goes, a player potentially loses map content which i feel may be unfair to weaker players as they have no choice in the matter.

either way its a very hard thing to balance.
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Hi i have similar compulsions so I gave it some thought:

My idea is that there should be two passive notables close to each other on the tree:

the small nodes leading to one give pack size
the small nodes leading to the other give a chance for more magic and rare mobs

Notable A
a global penalty to rarity
you gain item rarity from killing magic and rare mobs - such that its worse to take the notable if you plan to rush the boss but its is a SUBSTANTIAL bonus if you full clear a well rolled map

Notable B

a global penalty to quantity
you gain item quantity with each league mechanic sub encounter you complete
the map boss gets a flat additional chance to drop scarabs and map currency if there are fewer than three league or master mechanics left unfinished when you killed him (for the cases in which a tormented ghost is possessing the boss or there is a ritual in the boss room or you kill them before the deli fog disperses)
I agree and think full clearing maps also should be an objective to rival League mechanics farminig or boss rushing.

My idea would be to spawn a chest when you kill the last monster in the map.
The rewards when opening the chest should scale with the amount of monsters killed in the map, so juicier maps with higher density would result in better rewards if you full clear it.

The tricky thing is how rewarding it should be.
It should be rewarding enough to entice you to get it, but not make players feel forced to always full clear nullifyinig other strategies.
It should simply be a bonus for those who choose to spend extra time to clear a map killing mobs that otherwise won't give any loot.

The meta for farming for so long have been to just farm specific content through map rushing. It's the most efficient way of making money cause league mechanics award currency. Normal monsters do not.
The only type of farming that incentivize killing monsters is mega juicing to spawn beyond monsters multiplyig drops like 6-links for Divine Orbs et.c.

But for regular alch and go mapping or just modest scarab juicing, there's no incentive to clear a map. It's a waste of time.
Full clearing a map should also be a profitable strategy, even at lower investments.

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