Single path maps are GARBAGE.

I want more linear maps. Unless these maps change drastically I wanna get in get my loot get out. As fast as possible.
I like Ravine
Nice thread, but you wont get much support here tho.
Many people who post here are from poe1 since its a poe1 forums still and they are playing poe to "win" it asap, and maze/branch maps slows their divine/hour casino.
Remember this wall of complains when they got their maphack (rare icons) removed?
If they could they'd make each map canyon for most "peofit" to spent in game as little time as possible.
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Panzerstrike#1881 a écrit :
I REALLY hope we see a whole lot less of these singular winding path maps. They are completely uninspired and completely kill the vibe of ARPG with any sense of exploration. I get depressed as soon as I zone into one.

Why build a beautiful system and throw it in the garbage at the endgame? Make the maps sprawling and make their layouts interesting with many branching paths. These single path maps are complete brain dead garbage.

When it comes to backtracking it seems the cure is worse than the malady. People didn't like backtracking so you removed the ability to go anywhere but forwards and backwards. D3 did this, D4 did this, this is the reason I jumped ship with Blizzard. Now you're doing it too to appease the loud complainers and streamers when what you had at the start was a MASTERPIECE of level design.

If I wanted to play a side-scroller where I can only go forwards and backwards I would do that.

GGG please don't turn the endgame into a pseudo-Side Scroller! PLEASE!


I enjoyed exploring the larger maps also. I don't understand why so many people had such a problem with it. This game is suppose to be a dungeon crawler after all. Long as there is stuff to find and things to do, the bigger the map the better IMHO.
Also bigger maps are great since you spend more time actually playing arpg on map, rather than playing "backpack battles" and managing waystones in hideout.
Give me more linear maps with no deadends, please.
I like the map variety!

Single path, circle, maze, etc. They all have their own "personality" so to speak, and honestly it keeps things fresh in the late game when you're doing maps over and over.

I also liked the big maps, felt like more was possible to happen in them and they were less cramped. It also felt more immersive as I felt some of the environments made more sense for what the map was trying to be.

One thing I wish they could implement was a boss tablet that changed the boss of a map to a different random one. That way I wouldn't have to take a short break to give myself a pep talk in the mirror at the boss checkpoint in Riverside maps (when I don't skip them).

I guess if you're one of the "everything must be as hyper-optimized as possible" players then they're going to want ONLY linear, path-like maps and efficiency as a priority, and if you're a "I am a diehard RPG player and I want to crawl dungeons with spooky music as a warrior with a mace and speak with a noble English accent irl" then you're going to want something that actually resembles the dungeon and keeps the fantasy alive as a priority.

I think the variety of maps allows things to satisfy both ends of the spectrum here, especially since you can choose which map you want to run to begin with.

Things don't need to be fine-tuned for a very specific hyper-efficient no-fun-allowed player type just as they don't need to be fine-tuned for the guy dressed in actual plate mail at his PC with "10hrs endless medieval tavern background noise" Youtube video on while in his hideout.

I can still run path-like maps while wearing half of my plate mail and have a good time.

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