Atlas/Map suggestions

Up-front: I like the new atlas. I like the idea of traveling around and setting up areas to farm, buffing nodes, pathing to citadels and the like. It needs significant improvement though. Here are some suggestions.

Basic UI:

-Lower level of detail and allow much further zoom-out.

-Highlighted nodes by keyword. ex: swamp highlights swamp nodes.

-Area name when zoomed in enough. Crypt and such. Maybe a quant/rarity count as well.

Traveling/Towers:

-More connections. Its incredibly frustrating to be right by another node but need to travel a dozen nodes to actually get there.

-Set minimum tower density. Nodes must be able to be affected by x numbers of towers. Base = 4.

-Ability to pay to complete a node with gold. The more mechanics on the node the higher the cost. Alternatively an orb to do the same thing. Makes pathing to set up towers feel less annoying by letting you spend more time in your buffed maps.

Maps:

-No, or at least, far fewer dead ends. This wouldn't be an issue with more movement options, but as it is, this just breaks flow and feels bad. Example map: Slick.

-Less object density in many maps. The amount of terrain to get stuck on or block many spells or blink is frustrating on many maps. Examples: Pillars in middle of the hallway in Crypt. Brambles in Blooming Field.

-Boss on every map. Boss as completion objective. Optional: Boss kill reveals remaining rare monster positions. This is an alternative to paying gold/adding a currency to move across a node. Cuts down on time spent in less desirable maps.


Dernier bump le 5 mars 2025 à 12:52:48

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