Thoughts on the Design of the Map System

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1988288 wrote:
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MortalKombat3 wrote:
There is no other "rogue-like" or "dungeon-crawler", where ACCESS to content is gated by RNG.

Much of a content can be gated by drops you receive, what kind of monsters you encounter, what kind of events you get, do you get lucky with finding a shop with good loot in it, spells/spell-books, etc..etc.
This thing varies from game to game though. I don't know what kind of rogue-likes/dungeon-crawlers you've played, but I've encountered plenty enough where RNG will either screw or save you.
That's the fun thing - adapting and being able to adapt to worst situations.


I played a lot of them - Diablo 2/3, Torchlight 1/2, Sacred 1/2, Titan Quest, Hand of God, etc.
And every one of them granted me an access to new content if i was properly geared up (with only exceptions of Uber bosses in Diablo series).
PoE is the first where being properly geared up is NOT enough to get access to endgame content. You also need to mindlessly grind faceroll content to get access to hard one. And the main problem there is that gear STAYS WITH YOU FOREVER after you got it, but access to endgame content in PoE DOESNT. When you expend your high-level map pool (and in long-term run this WILL happen, due to poor map drop rates), you will be forced to grind (now faceroll) content (because you were already geared up properly to farm much harder one), which causes extreme boredom and frustration.
You may think what you like, but i find this state of endgame content UNACCEPTABLE.

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Player can influence what the box will be more likely to drop. This is exact opposite of RNG, but feel free to call it RNG just because it is not 100% deterministic.


High-level maps are used for experience boost only. They are far too rare to farm them for loot.

So, to get maximum experience from maps, player needs to get as much experience from a map as possible, make it sustainable and run it as fast as possible.

Since majority of maps (sustainability) is gained through Carto Boxes, and map mods dont affect their spawn rates, players will chose to run easy map mods to ensure they wont die and run map fast. Furthermore, those easy mods also boost experience gained (yes, i mean "Hordes", "champions", etc). So, player gets double benefit without drawback, and as for sustainablity, he just waits till Carto Box spawns and then throws massive amounts of currency on it (instead of maps) because Carto Box obviously brings 100 times more reward/risk rates.

So, we and up that it's more efficient to skip hard map mods (as they will not pay-off), and instead run faceroll population mods. Do you really wantto claim that such a broken reward/risk system should stay there?

Oh, and player also forced to group up with other players to get max experience benefit from map and share currency expends. This makes game even more boring, as content is much easier when you play in group.


IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Jul 3, 2014, 3:13:25 AM

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