My problem with the size of maps

I could be enjoying the beautiful graphics you worked so hard on, but instead, I have to look at this:



Because finding the objective without the overlay map is the equivalent of running around like a headless chicken.

Navigating the map could be fun and instead it's a chore.
Dernière édition par mattia2103#3008, le 26 janv. 2026 à 14:58:26
Dernier bump le 26 janv. 2026 à 09:13:41
It's actually worse than that because a large sprawling maze of a map makes me want to skip it entirely, never even glancing at the incredible work the art department has put in.

Give us more wide open maps, or linear one path maps. Claustrophobic corridors arranged in a tangled mess are fun, exciting, or interesting, just a test of our patience.
After years and years of playing Diablo II and similar games, I've developed the habit of circling. I simply enter an area and follow a wall around the perimeter. Once the perimeter has been explored, I explore the interior of the map. It's not fast and it's not fun per se. It's just methodological.

I prefer more linear areas, or even open areas. Mazes are my least favorite layouts.
Closed Beta/Alpha Tester back after a 10-year hiatus.
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WhiteBoy#6717 a écrit :
After years and years of playing Diablo II and similar games, I've developed the habit of circling. I simply enter an area and follow a wall around the perimeter. Once the perimeter has been explored, I explore the interior of the map. It's not fast and it's not fun per se. It's just methodological.

I prefer more linear areas, or even open areas. Mazes are my least favorite layouts.


Exactly what i do as well, do the outside wall first then move inside and same, i like more linear maps
It also saddens me to see the company doubling down on this decision.

When they released early access, many players complained about the large map sizes, and the company’s response was to add more fast-travel checkpoints. So they clearly acknowledged the issue.

Yet, the new maps are just as big and frustrating to navigate. Why?

I honestly don’t believe developers anymore when they say they care about player feedback. It feels like everything is set in stone. They’ve decided the maps will be overly large and tedious to traverse, and they’re sticking to it.

They won’t or can’t course correct for some reason.

A pity.
Dernière édition par mattia2103#3008, le 25 janv. 2026 à 12:01:03
Just throwing out an idea but for the layouts and environments they are beautiful, layouts themselves need improvement however and a suggestion my wife and I were talking about is how when we play on co op we both don't like using the map overlay.. we do but we hate relying on it so we both suggested it would be good if the environments had more intuitive edges to know when you've reached the furthest out you can go rather than checking the map to see how close your character is. An easy suggestion is putting walls on the outside so you automatically know that's the end but I know that wouldn't work for the difference biomes and would be alot of investment however I think for those who like to be immersed in the game such as ourselves for us it's fun over efficiency in some cases which in this is one. The areas are beautiful and the monster designs are great, having an overlay on 247 for us is just distracting and ruins the core we enjoy. Hope I explained that clear enough and would be fantastic if the team could implement this. Thank you

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