Endgame Exploration Overhaul Concept

1. Zoomed-Out Endgame World Map

Increase zoom level on the endgame world map to reveal much more of the surrounding terrain, structures, and potential destinations.

The map should feel vast and explorable.

Use fog, weather effects, and subtle markers (e.g., glowing ruins in the distance, vague outlines of towers or caves) to tease points of interest.
--------------------------------------------------------------------------


2. Organized "Home" Starting Zone

The starting area, "Home", is your base of operations when entering the endgame.

Layout is simplified, clean, and tightly arranged: Vault, Realmgate and Monolith.
--------------------------------------------------------------------------


3. New Item: Travel Map

A consumable item used to venture from one zone to another.

Comes in sizes:

Small, Medium, Large, Extreme

Purpose: Create a feeling of adventure and distance.

Each travel map:

Goes point A to B, no backtracking

Feels like a journey, not just another map

Has potential ambushes, side events, traveling merchants, rare creatures, or treasure hunters.
--------------------------------------------------------------------------


4. Freeform World Map Exploration

Instead of predetermined nodes, the world map is clean and open.

You decide where to go based on what you see:

A tower in the mist

Flickering lights on a mountain

A collapsed ruin

Each point of interest leads to a new mini-journey via travel maps.

This creates player agency and a sense of true exploration.
---------------------------------------------------------------------------


5. Claimable Towers (Anchors of Progress)

After multiple travel maps, you arrive at a tower.

Defended by:

Elite soldiers

Mini-bosses

Unique mechanics or challenges

Actual vertical climbing required — multiple layers or levels, not a single flat map with elevation baked in. When you get to the top you get great vision
over the landscape around the tower.

No more biome mismatch: right now a tower icon can be something else while in the map.

Desert tower icon = desert-themed level

Forest tower icon = forest visuals

Consistency improves immersion and readability
----------------------------------------------------------------------------


6. Tower Rewards: Terraforming & Map Node Placement

Claiming a tower gives massive options:

Wider vision radius around the tower

Unlock more tablet slots (not limited to 3)

Unlock Terraforming Tools to shape and place surrounding maps

Place map nodes around the tower — choose the types you want to run

Want to farm a specific mechanic? Drop more of that type

Stay and grind the area until the area is all done — or just do some fast personal objectives and move on exploring further.
-----------------------------------------------------------------------------

7. Loop Continues: Explore, Travel, Conquer

Once you're done with one tower's region:

Use new travel maps to head deeper into the world

New biomes, new towers, new threats

Maybe eventually discover hub towns, raid zones, or even PvP areas "arena"
-----------------------------------------------------------------------------


This is ofc my personal opinion... but for me instead of making the towers less usefull id say make them absolutely much more usefull and epic!

goodluck and enjoy your day.
There can only be one Box, and that is the BOX from HELL.
Dernier bump le 28 sept. 2025 à 20:10:22
I mean, some ideas are pretty cool, +1.

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires