POE2's Atlas Biomes Should Be Larger and More Impactful

As I've been exploring the atlas in endgame, just as many others have. While I do not have any current preference over which maps I do or do not like, I simply run them. I just couldn't put my finger on it, but I kept feeling like something about the atlas needed to be different, I wasn't sure if it was the exploration actions of us scrolling through the map finding what to run, or grindy nature of getting points needs to be different or anything and then i realized that the entire biome system is ultimately bad, even though it could be good and was something i wanted when they showed the atlas originally.

In Last Epoch, maps have specific rewards and these rewards based on the map you go to run. The items are of course randomized, but you could target farm exactly what you needed by hunting these specific modifiers. When they announced POE2's atlas, with biomes, they made it sound like the biomes are more likely to have specific base types or divs (which aren't in the game yet). So what's the problem then if the system isn't implemented? Well, the difference between POE1's mapping system and POE2's mapping system is that when you find a map you want to run you can run that map several times over because it's something you enjoy. This thought sat in my mind for probably 2 hours, and then I glanced at the map and IMMEDIATELY i realized what's wrong. "The Atlas biomes are too random and it makes the Atlas not feel like a world but a collection of random delve dots that just randomly generate random maps.

Biomes in this game should be a cluster of nodes of the same biome, increasing in density the further you get out from the center, or the start. What I mean by this, is that early on, you want players to experience the variety of maps, and layouts, to also gain a variety of rewards based on the biomes and allow players to explore these layouts and get a feel for which maps they like to run. Then, as players understand what the maps are, as they explore massive distances away from the center, these clusters increase in density, allowing players to almost target farm that biome of their choice. When you travel super far out, say in t16 maps, blasting your way, you've done multiple pinnacle bosses, now you find clusters of mountains, or grass biomes that span out for about 8 maps in a cluster, near towers, so that players can juice these biomes at will. This would give players the ability to target farm the maps they want to run without the entire system feeling 100% RNG, and just sucking the vibe off of mapping.

Hot take here, Poe's worst experience i've always had in this game is the mapping systems. I hate having to decide what map to run, I hate having to roll maps, and plan everything for about 20 minutes. I hate this aspect, it's why I personally find the campaign to be infinitely more fun than POE's endgame. Right now, there's too much decision making in running maps because not only are we having to decide what maps to run and where to run, we're having to decide which layouts to run because they're given to us and we have to "pick our poison". This decision was already solved by us in POE1 by us targetting a particular map. We don't have that sense of choice and it slows down the game play loop even more.

I think we should have clusters of biomes, with "travel nodes", aka random map paths between the clusters in case we as players somehow get stuck not finding a biome cluster we want and can still do the random maps in order to get to the towers and explore around those clusters still. That's how imagine mapping in POE2, idk if that's possible, but I think it would be amazing if towers were just sort of always on the outsides of biomes, hit biomes, allowed us to juice the biomes with pathways travelling between the biomes letting us explore for these biomes.

I know it's a bit hard to explain, perhaps I could make an MS paint doodle to explain what i mean, but hopefully I got the point across. I think the map is "too random", and it's quite draining compared to poe1.

Edit: TLDR
-Biomes should be in clusters, surrounded by towers and "path nodes"
-Towers not being classified as "biomes", would allow them to always hit a range of specific maps, even though it's random the number could be between 6-8, or what ever, allowing you to always super juice these biomes through precursors.
-Path nodes that travel between biomes should be random biomes, but almost always lead towards towers, being the ideal path to get to towers.
-These changes would allow for players to target farm the maps they want and have an easier time deciding what they want to run, and how they want to run it. It would also make the world feel more like a world and not just random dots everywhere.
-The biomes should grow in size up to a specific amount the further you get from the center of the atlas.
Dernière édition par khaosshinobi#3916, le 19 janv. 2025 16:03:51
Dernier bump le 12 févr. 2025 04:32:05
This is an interesting idea. I found myself actually thinking about the exact same thing.

"

perhaps I could make an MS paint doodle to explain what i mean


Do you mind actually doing that? I'd like to see it visualized.
I completely agree with your feelings toward the randomization of biomes.

Why? Because it doesn't make sense, and the main problem of the end game is this constant nonsense : I don't have idea how to organize it with a story or special mechanics, but it could at least be coherent on an esthetical point of view, meaning if you run toward plains, it should be a plain biome. Same for mountains, caves, etc.
-> you then would know where you go and why you go there.

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