Ritual Altars and Map Generation
Hello everyone!
First of all let me just say that I enjoy the game alot - haven't had such a blast with an ARPG since I first played D2 way back in the day. Love the artistic direction, the flow and feel of the gameplay, very much a 9/10 game for me personally. Now to the matter at hand. I have just reached the endgame content, doing T3 maps right now. And I have noticed some potentially unintended interaction between map biome and a certain map event - in particular the Ritual Altar mechanic. By "biome" I mean a certain type of map visuals and layout, for example "Mire", "Fortress", "Savannah", etc. Some bioms feature more open-space layout ("Savannah"), while others - more corridor-like, choke-point layouts ("Fortress", "Mire"). The unintended interaction I mentioned is thus: on a choke-point maps, Ritual Altar site (arena) appears to be placed with no regard to actually playable area - Ritual site would appear in a small corridor, obstructed by geometry, limiting the arena to 30% of intended area (no kidding!) Here are some examples (I'm not sure how to attach images here, hopefully it works lol) https://drive.google.com/file/d/1__OpU06tErb5V00YPcGZaXuRQpOZGs3W/view?usp=sharing This screenshot was taken on a "Sulphuric Caverns" map biome. As you can see, roughly 40% of the arena is blocked by map geometry, limiting the space for player manouver. https://drive.google.com/file/d/1hKjHUCWYq3a-MNjJEActnpSuvADfYLmx/view?usp=sharing This one is the same instance - RNGesus really wants me to fail this one xD The arena is reduced to a strait line - no option for draw-kiting whatsoever The Ritual Altar event revolves around limited arena with aggressive mob spawns and environmental hazards - and the only saving grace for the player is to keep moving-moving-moving while chipping away at the horde. The placement of the Altars I showed severely hampers the ability to do so. You are swarmed by a horde of enemies, constantly threatened by environmentall effects (explosive bulbs, blood waves, etc.) - and you can't move around at all! For characters lacking instant screen-clearing capabilities this means death, loss of exp and the map key. And I know it's not a question of build/skill issue - I can take on every other mechanic on that said map tier (Breach, Mirror Madness, etc) just fine. I can't for the life of me believe that this is the deliberate design choice. I'm not going to interact with Ritual Altar mechanic on a "Sulphuric Caverns" or "Mire" map for sure. It's too risky and prohibiting with map gen like this. And it doesn't have to be this way. Here is a screenshot from the same Caverns instance: https://drive.google.com/file/d/1AR7NAsN-Nk9TvE5R6QUSBgoY_6DK4-Aj/view?usp=sharing A perfect spot to place an Altar. Open, spacious enough to fit, no clutter/geometry. But it isn't here =( Hope you can take a look at this problem, because it takes away from a game, and I'm sure a great deal of players enjoy the Altar mechanic as much as I do. Peace! Last bumped on Dec 20, 2024, 3:02:11 PM
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