Solution for endgame

Although the campaign is not fun to repeat, I found it funny on the first time.
But maps... they have been always bad. This is why:

-No boss at the end of each map.
The few things D3 may teach us, the boss at the end of a rift and a guaranteed drop makes it feel good.

-Too many mechanics on top of each other.
Finding one extra per map is kind nice, but as more are overlaping it becomes a chaos, generates map mispacements, and most importantly: they are not made for PoE2, those are taken from the first game and implemented even it disrupts the vibes of the new game. Many times said "PoE2 is not PoE1" but then you take all those stuff that works in PoE1 and be surprised that's not working on PoE2.

-Atlas takes a lot of time from one map to the next.
Everytime you have to choose a place and a keystone, or create one. Sum that to the rutine of identify items, break or store accordingly. That makes the game step brutally on the break pedal, compared to the "mostly fluid" gameplay on the campaign.


So the solution could be:

1 Add always a boss to each map, and let user choose one among the different mechanics. To add more mechanics, then let use more keystones on the same map, one per each extra mechanic.

2 Implement a "map planning" system. That way the player may decide to make 5 or even 10 maps in a row.

3 Add the pets a chore:
3.1 Autoidentify all nonunique items on drop
3.2 Add ingame custom filter
3.3 Make pets pickup every undesired item, defined on filter.
3.4 Pets autotransform the items on currency, keeping the augment/regal shards AND the quality/slot.


Results

A smooth gameplay where player chooses their way, confortabily pick up only interesting items and still retain the wealth generated: MORE FUN
最後にスレッドがバンプされた時間 時刻 2025/06/07 4:33:02

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