Maps - Yet another thread but still worth postng

Dear GGG,

probably you've heard enough unjustified criticism so I hope under this post there is not going to be any rude and pointless replies from other players.

I just want to present my point of view regarding the current state of maps, theiir layouts, completion system and QOL aspects of them.

Great number of players critcse the overall layout concepts of almost all maps that we can currently run. I totaly agree with them.

But the problem is not the layout itself. The fact that you have to kill all rare monsters to complete the map makes it even more annoying to work with. In addition to that, we can't see the rare monsters on the map untl we kill enough of them.
Then the most tedious process begins:
- open the map and look for remaing rare monsters
- go to the waypoint, travel a bit closer, then run anyway a bit more to kill something that you missed because it was hidden in some corner and wasn't visible on the map.

My first question is: What is the point of this? Immersion? What is the point of introducing immersive gameplay if the only outcome is general dissatisfaction of majority of the players.

I'm not tryng to deny you the freedom of experimentation in your new product but after developing and mproving POE 1 fro such a long time, one mght thnk that you know what players may expect in the endgame.

None (generalization) realy hugs the walls and kill every single monster in every single map. When you make a completion criterion based on killing rare monster then at least make them visible rght from the start. If someone wants to clear the entire map, they will do so.

The other question one may ask is whay do you focus on implementing the whole waypoint/fast travelling mechanism when it makes the gameplay more interuptive.

The concern becomes even bigger when in some small patch we see a patch note that says that more waypoints were added to a certain map. Current map laouts (even though probably interesting and immersive) are baseline not enjoyable for many players and adding more waypoints won't change a thing.

I don't want to repeat anything more that already has been said but please consider revisiting the entire concept of layouts, waypoints and teleporting just for the sake of completing the map.

Or at least make the rares visible on the overlay map right from the start to minimise the necessity of jumping all over the map.

Anyway, thank you for the great game that POE most definitely is ;)
Dernière édition par rydzek12#6106, le 10 mars 2025 12:13:26
Dernier bump le 10 mars 2025 15:24:55
I mostly agree with this. I think my solution would not be to show the rares on the map from the start but rather make the criteria for finishing the map killing a certain number of rares then the map completes and shows you where the remaining rares are if you want to go kill them.

It is really annoying to have to spend extra time in a travel map because the rares are hidden in corners but when I am in a juiced map I make an effort to kill everything and explore the while thing.
I personally don't get it.

Would I like to see the rares on the map from the start? sure, it would make clearing maps more efficient.

But I always enter a map and do a full circle around the outer edge of the map then work inwards.

By the time I've made that entire circle there are typically 3-5 rares left, all marked on the map for me to target.
I can see your point. I try to cover maps the same way.

Still though, the aspect of remaining rares all over the place is annoying. If that's the case, why can't we see all the rares right from the start. I just don't understand the reason behind it. It's possible that the intentions for this feature to exist were never explained.
Dernière édition par rydzek12#6106, le 10 mars 2025 15:26:52

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires