Mapping is awful
I'm sorry but the atlas map just wasn't a good idea.
It looks like a mess, it's tedious, you spend more time setting it up than actually playing it, and if you die, you lose all that setup you did. It's not intuitive whatsoever, towers don't make sense, it's just kind of terrible all around. Why not just have a simpler system where you put your waystone into the device, it throws you into a randomly generated zone, and you go room to room as long as you can. It gets progressively harder/more rewarding each room based on the waystone modifier(s). Maybe you need to kill a boss to move to the next room or something. Maybe the waystones could have a "number of floors" modifier on them, so there's short ones with only 2 or 3 rooms, long ones with 8 or 9 rooms, etc. Tablets can be used to add league mechanics to the waystone, so you pop a Ritual Tablet onto your normal Waystone and now it's a Ritual Waystone, with higher chances of ritual content occurring. Spooky Forest Waystone (Tells you the biome/aesthetic/enemy table) Rooms: 6 Base Level 78 (+1 per floor) Risks: • Enemies deal +6% additional fire damage per room • Enemies have +3% movement speed per room • Ground is covered in dog poop with broken glass in it Rewards: • +12% increased rarity of items per room • Each room contains an additional chest • +6% savings on car insurance per room Last bumped on Mar 4, 2025, 3:28:24 AM
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I kind of miss the feel of dungeon crawler in the end game. (edit: yes we have trials. I love it!)
I remember the feeling of opening the atlas via map device for the first time. "It has begun !" Then quickly noticed The Realm Gate and The Reliquary Vault, dungeons! that soon turned into confusion and disappointment. It accepts the waystone... and does nothing =_= (edit: yes we have hideouts and the Ardura Caravan. I love it!) These could have an "entrance scene" for first-timers, closed or deactivated like Trials, but without the tourist signs. "An unidentified object" is never disappointing, unless it gets identified :P
Framing, framework itself is a thing.
In classic isometric overworld maps, a "flat earth" style is still common even in modern 3D games, and I don’t see any issue with that. But if zooming in emphasizes flat, expansive space while zooming out shifts towards a curved, world-or-universe-like perspective, it could enhance both the sense of scale and the sandbox feel. Using a slight curvature with "Fog of War" might help smoothly transition between these perspectives, like a vison in the crystal.
Everything I do should be wrong so please correct me if I do it right <3 Stop Bombing Moment Joon 【Passport & Garcon】https://bit.ly/2wXiUSj MonoNeon 【Put On Earth For You】https://bit.ly/3I22mru Last edited by finisterre#5659 on Mar 4, 2025, 7:24:53 AM
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