[SUGGESTION] Finite Atlases w/ progressive rewards [REVISED]
" If you have distinct, finite atlas areas I suppose it would be no problem to simply add enough of each to such an area, so you only need to find the nodes |
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" Yeah, that's the general idea. A base model Atlas would contain a bit of everything, with "Charts" being used to create a more personalized experience. For example, if you really enjoy clearing Citadels but don't particularly like Anomalies, you could slot in a Chart that says: | Double the amount of Citadels in your Atlas | Remove all Anomalies from your Atlas Something like that. A trade-off type system that allows players to pursue whatever they find most enjoyable. |
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Yeah, pretty much any "endless" progression system eventually hits the same wall. Humans are wired to like finishing things. If the game is an infinite hallway, at some point it stops feeling like progression and starts feeling like you're doing cardio in a casino.
On the search thing, I really don't buy that it's some impossible moonshot. The client already knows enough to highlight stuff like +1 bosses, deadly bosses, map names, etc. Let me type "boss", "citadel", "Sandpit", whatever, and show me where it is. That alone would remove a ton of atlas archaeology. Also, pathing needs clearer visual cues. Right now it's way too easy to stare at the web like "which of these is actually reachable right now?" Give accessible nodes a stronger, obvious indicator so I'm not playing Where's Waldo with lines and fog. And yes, this needs a GPS. If I find something spicy, I want to pin it and have the game draw a route to it. Either auto-calculate the path, or let me mark my own route. And those markings should persist until I actually run the maps, not vanish the moment I blink or sneeze. |
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