Campaign Skip wouldn't be Needed if the Campaign is Broken Up in Maps
In this league I wont ever make it to end game. I haven't logged in for a week. I got to the end of act 4, lost to the boss a couple of times and waas looking at my time played and was over 40h. I also knew I had all the interludes left to play and was tired of slogging through 500 white packs to get to the bosses. By the end of the campaign I am tired of it. With Cruel at least I could just blast through it. But now I cant. I would love to play the endgame but as I consider replaying 60h campaign for a Father / Employed normie like me then I cant manage it. Since each act seems to take as long as all acts before it combined, this doesn't bode well for me.
But there is an alternative. Instead of starting maps after act 6 all you have to do is change it so maps start after Act 3. So what about acts 4 through 6? Its really easy, you break it up in the maps. Lets say a user hits level X, you gain a higher and higher chance of dropping a map that starts a short story that continues the campaign. Perhaps you find only one piece of the weapon then you play a bit longer and hit the second one and so on. Instead of one big campaign the campaign is broken up among maps. There should be some significant rewards to not skip the short stories. An easy way to make it compelling is add permanent bonuses that you get for defeating that short story. In this manner the campaign can literally go on as long as you want. I would combine this with a Delve like paradigm for progressing through the maps. Putting this in that context, when a user gets to that level then the chance of triggering the short story. The story should adjust to the level of the player so it is still challenging no matter what level you hit it at. The bosses should be juiced relative to level and power. If we did this then the campaign would not be a problem. Dernier bump le 30 sept. 2025 à 14:26:45
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" The campaign are literally maps. |
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" Ah perfect, so we can skip the 40 hours of fluff and get right to it then. Glad you agree. +1 to OP. It's WAY too long. |
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" What fluff? You get 65 levels with no penalties. |
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The campaign is not = maps. Not even close.
Thee campaign is tedious. I would suggest compressing it. Maybe only 10 packs of whites to slog through instead of 5,000. This is an ARPG. This game isn't Witcher 3. This game isn't Elden Ring. Its an ARPG. |
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" ARPG players don't care about that. That's not the goal of the game "to get to end level." |
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I think changing campaign to be more atlas-like is best idea and it is not totally against some ideas what they have about patch 0.4 and can work with it well.
My idea * Instead of creating to portals to maps we will use wayportal, simplifying the system. Map can still reset after certain number of deaths and can be waystone/tablet modified as usual. * Each map will have it's boss (Already planned for 0.4) * Completing map will allow you unlock higher tier to boss, similar to pinnacle bosses. * There will be new currency that allows you to unlock showing map statistics like weight for certain monsters or items drop chance. So we can target farm a little. So we can see things like map is having more humanoid and more equipment drops, but lower high tier currency etc. * All acts will have its own atlas map and endgame atlas will be removed. * There will be waystones for each map instead of universal. Like sea waystone, desert waystone, jungle waystone etc. * All map can be run without waystones, keeping their default level and all "after story" maps will be 1 level lower than waystone 1 maps when you dont use it. Allows easier world unlocking. * Each map will have some kind of atlas skill tree like we have for breaches, expeditions etc. to further specialize and juice each act to some degree and for some content. It will also be future proof, so you can grow number of maps as story grows. * In each map there will be main story path maps and side quest maps and area around these maps will be pregenerated. After last story map it will branch like current endgame atlas, but that maps will always me max level, so undoable without finishing story. * Story path will be similar to unique maps and each of this story maps will unlock aditional side branches with side quests that will slowly unlock all endgame mechanics and stat bonuses. Similar to how we run through map to unlock towers, but applied to quests. * Main story maps will be more like encounters, so that filling to running between bosses will be map based and story/quest maps could be much simpler. Like tiny map or just boss fight. Maybe later with some juicy cinematics? * All maps will be replayable and waypoints/tablets will be ways how to boost them instead of tower system. (Something like this will be in patch 0.4) * If you will keep atlas map like we have now, new character could have already unlocked areas locked between story path maps. This allows you to rush story and side quests with new character much faster because of skipping what is inbetween story maps. But you will still have to do story map to unlock another part of map, because they will work similar to towers for revealing that area. Even when unlocked on another char, new one will have to reveal it by doing story, but will keep "map completed", just dont see them. Why this approach? I think it is more new players friendly, more rewarding and instead of throwing you to endgame will all its mechanics, you will slowly unlock them during story and enjoy game growing complex slowly. Also this approach allows you to speed run your other characters if you already unlocked path between story checkpoints. Theoretically allowing you just go checkpoint by checkpoint. Oh, and game will feel more consistent. Right now story + endgame looks like different game modes. And one of ideas for 0.4 is game scaling slowly and my idea is same. Dernière édition par The0dil#4308, le 26 sept. 2025 à 09:19:44
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" Sure buddy, that's why half the complainers here are crying about exp loss. El. oh. él. |
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You do know that.... When you are running through zones in the campaign. You are mapping.
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[Removed by Support]
Dernière édition par Sameer_GGG#0000, le 27 sept. 2025 à 01:05:29
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