Idea for extending the endgame and giving player a purpose
Currently, when you one-shot t15/t16 maps, the game loses any sense. It is NOT hard to get there, especialy with game based around Trade system - not personal drops. The game is TOO EASY and unscalable any further with your "broken build" which makes most people drop the game as soon as they complete it.
Please, add something like "Corrupted atlas map", which becomes avaiable after your first completion of T16 map. CT1-CT16. Those maps are H A R D, even CT1. Barely completable with a build that destroys normal t15/t16. T16 maps, yes t16 only should drop UNTRADABLE Enchants. "Adds to a random affix/suffix on your item another 50-120% (rng)". For example, if it lands on your 200% phys dmg bow, it becomes 250-320% phys damage. You can use as many enchants on your item as you want. With set upgraded this way, you are finaly ABLE to enter true end-game ("corrupted" maps - need a better name to difference from vaaled). This gives endgame a MUCH longer life, is DEPENDANT on a player so makes them play more (they again feel dopamine, progress). Thats why i want it untradable - to encourage players to play and do it themselves. Also its REALY cheap to develop this. Free content, that resonates extraordinary with grindy human psychology. Whoever drops at t15/t16 - would do it anyway. But for those of us that still want to play the game - we finally would have a reason to do it. End-game depends on us, unlikely trade-inflated bs we have now . We are officialy bored one-shotting everything after a while with no further reason to do it. 最後にスレッドがバンプされた時間 時刻 2025/07/18 6:05:08
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The idea that the game is easy is nonsense and the difficulty depends on the map modifiers you use. I have maps so bricked i assure you won't last 1 minute, no matter what build you have.I hear a lot of people say that the game is easy, i can 1shot everything, i have no more goals etc... but in the end, how many people have completed it ( i mean having done every mechanics and reaching 100 ) ? I have a 100 level Bloodmage with 2500+ hours into the EA and can say this is a (beautiful) hardcore game, not easy at all.
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Most of the cases, you end up with nothing to do at level 93~. Thats where most of people drop their current characters to make new one.
Going for level 100 is just self-made achievement that brings nothing to the table. The game lacks any goals after you get to the certain point. I clear maps asking myself why am i even doing this anymore. My idea brings the goals, as you enter another scaling zone. This is very common idea in many games, nothing crazy about that. Yes, i would love to be made to drop some kind of enchants, just due to my gameplay. Yes, i would love the RNG written in them. Lots of dopamine shots and things to do - MANUALY. Not by trade to get bored in like 2 days having everything for free. With trade system being center of the game, there are a very little things to motivate players to drop anything for themselves. Once i dropped bow that made my jaw drop, just to see similar ones being 1 exalt on Trade. Wow. With this system - you still use trade items so model stays the same, but you upgrade them manualy - by your own work and luck, which keeps you hooked. And if you didnt roll max % on your item? Well. It will work, but it wont be the best out there - maybe you would want to buy another one. With this system, even the most completed items become "bases" for your personal upgrades, which adds another layer of RNG dopamine fiesta and grind (that we lack after certain point). I'd suggest to min-max% roll on "bases" tied to Tier of affix/suffix to keep bases relevant. Lets say T10 can be upgraded by 10-20%, but T1 by 60-120% etc. the numbers are to be figured out. This way items wont get undervalued. 最後に 595414#6862 が 2025/07/18 6:13:42 に編集
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