Idea for a better Atlas system
Many players have complaints about the current endgame. These complaints include:
Here is an idea to solve these problems while being pretty compatible with the existing systems: Add a region layer between the world map and the actual maps. ![]() How would this work? The atlas would look pretty much the same, but each node will be a region, not a map. When you click on a region you get the region view. Inside the region view the nodes are the actual maps you run. In a nutshell:
The network of maps inside the region works a bit like a floor in the trial of the Sekhemas.
Details/Notes The concept works well with the existing endgame mechanics:
Further Notes:
TLDR Nesting map nodes inside region maps makes for a more meaningful and navigable atlas map and is a solution to the "tower juicing problem". The introduction of regions opens up interesting options for strategic gameplay elements to be added to the game. 最後に spoqster#8971 が 2025/05/13 14:15:12 に編集 最後にスレッドがバンプされた時間 時刻 2025/05/28 10:29:54
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I completely agree — in the current environment, just dragging the map atlas already feels frustrating. It's easy to imagine how, as playtime increases, the atlas will expand to an almost unimaginable scale. At the same time, bookmarks don’t seem particularly useful. Splitting and modularizing the map system clearly aligns better with modern game design principles.
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Sounds like a good idea in principle.
How would you cater for being able to juice more than one tower's worth? Increase tablet juicing mods? Three mods per tablet instead of two? Allow for Rare Tablets with up to four mods per tablet? |
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How about 1 click drop every useful item in game instead? There should be some serious effort and strategy required to obtain certain things. I like it the way it is. It only needs a search function and passive presets.
HC SSF. What else?
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It would be a good idea if the maps weren't that super huge.
Also, the grind will get more boring . Not to mention Citadel issues. The best idea to place a boss in each maps just like POE1 and let the people have fun. The second issue is that each region is limited to 1 tower . Like come on that mean less drops and loot . The game already have tons of issues with loots. But I respect the work that has been put into this post, and it is still actually better than the current blind design. At least the proposal in this post has vision. 最後に SaKRaaN#0012 が 2025/05/14 5:09:09 に編集
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" This was not better. It was stupid. The way it is now is better to make your brain move a bit more, but I guess people don't like exactly that. xD HC SSF. What else?
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" OP addressed this in the Details/Notes section " So basically towers would be given more power to get in line with how a two-tower setup would act. It's a good compromise and way to address it IMO, getting 3 or 4 tower setups is rare, hard, and tedious to set up. Normalizing tower power this way would cut a lot of that tedium and make it more straightforward for us to just enjoy playing instead of worrying about finding 3-4 towers before juicing and blasting a few maps. |
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" Personally I don't like the idea of having to put so much effort into juicing. So I would design it in a way that every tower offers max juicing. The easiest way to do this is to either - make tablets twice as powerful - or give the tower 6 tablet slots Either way the end result will be that a tower gives the equivalent of currently two towers to the whole region. That will be more than we currently get on average. |
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" I don't think a "1-click drop every item" game mode would be fun, personally. |
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