Let Atlas nodes keep Special Events and Tower buffs on losing a map
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As title.
At the moment you not only lose your map and 10% Xp, but the node is wiped clean. This is often far more detrimental to the player than the death: I have lost nodes with x4 specials and 7 tower buffs almost immediately on entering a map to lag. Literally. It also leads to a snowball effect where, say, if you want to attempt breaches and practise them, you cannot - as every fail means that event is wiped from the world permanently, meaning the player can never, and will never, be able to "learn" the tactics to the event. Please re-do this code and let the Atlas keep special nodes / Tower buffs on losing a map. This "feature" is currently making my mapping miserable and even more of a punishment / drag than it should be. Penalties for dying? Ok, fine. Permanently penalising a player for a cheap 1 shot? Yeeahhhh... I respect my time a little more than that, uninstalled and I go find a game that respects my time a little more. Last bumped on Dec 24, 2024, 7:55:57 AM
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The main problem with that feature is that it then becomes beneficial to die to reset the map.
Clear that breach in particularly juiced node? Commit Self Die and that map resets with all the bonuses and special events you want. |
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No. You get a bonus for completing it on the first try, you lose the bonus if you fail.
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" You can easily set a flag on the map to remove events when completed or even on start if you're feeling punative like the above poster. e.g. if Breach = begun, Then Map = no Breach node. Basically, that's how the map gen is working atm anyhow - it checks if a Node has the Breach flag, then gens a breach if = true. Just set to = false when it is begun in the map. Last edited by Nameless_One#4282 on Dec 24, 2024, 7:40:42 AM
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" The Hard-Core mode exists for maschocists and if you feel the need to be "rewarded" from doing content correctly on the first attempt. Also, you only get one try at the moment, so your statement makes no sense. |
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" I definitely like the idea of events sticking around until either "attempted (whether completed or failed)" or "completed" as that would let you clear the map on a higher tier but avoid the events if you know you're not able to tackle them at that tier of a map or with the current map modifiers, but also doesn't take them away if you ignore them due to that reason, letting you return with a lower tier map with perhaps better affixes that won't brick your build etc. It would be a great alternative to the fact that we're no longer able to use 6 portals. In fact, might even be a bit more versatile as with 6 portals you'd still be locked in on the difficulty of the map tier + map modifiers + event. |
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