Atlas should never have been infinite

I have an issue with infinite atlas, one of complete and utter INDIFFERENCE. I simply do not CARE about the map I am running.

I do not care about the map layout, I just care how many towers are near it and what reward it has, every map is the same as the last and the only thing that matters is how MANY I do, rather that WHICH ONES I do. I do not feel like I am exploring a map, I feel like I am just optimizing a node graph where each node is insignificant in the grand scheme of things.

I feel that the atlas is held back by its randomly generated nature.

I think that instead:
1:The atlas should be of a finite size and deliberatly arranged(in fact this would also prevent the occasional "bad seed" where certain players cannot find things like the breach portal for hundreds of screens).

2:That atlas areas should not tell you what their randomly rolled league mechanics are(only the mechanics you force on with precurser towers), you should have to actually enter the map to know what random league mechanic will show up. This may sound bad at first, but it is necessary to implement the other things

3:Tying into 1 and 2, each map should be possible to repeat via waystones, such that once you have found a zone you like the layout of you can keep doing it.(This means I will actually CARE when I find a fun map and I will actually bother to remember where it is).

4:Precurser towers should change a bit due to people being able to repeat maps, in that the tablet on them should be replacable so as to allow players to get their league mechanic on the map they want a second time(in exchange for wiping all the bonuses from the previous tablet, including any forced league mechanics you didn't do).

5:We should NOT be getting atlas passive points based on the NUMBER of maps run, but for going to a different map type(basically going to uncompleted nodes as you do now, but you would have the option of repeating the same map without gaining atlas points), this would mean the next map you run when farming atlas points will allways be different, instead of frequently getting the same layout as you do now.
Reflotado por última vez en 26 dic. 2024 21:22:57
Editado por útlima vez por mrfox123#7595 en 26 dic. 2024 20:46:44
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mrfox123#7595 escribió:


This emphasises my point, it is another reason to drop random generation entirely
I think this could also be solved if we had visible goals. Show us the direction of notable atlas nodes - unique maps, citadels, whatever - and have more of them. In that way, it'd be more about working towards specific goals, rather than just searching for favorable tower layouts. Additionally, having ways to move around more quickly... for instance, a Port style map which, when completed, opens up 3-4 other maps some distance away along a river or coastline, or cave maps that come 'exit' some distance away. It's somewhat demoralizing to see that there's nothing of interest visible and just have to speedrun garbage maps in a direction and hope to find something.
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KoboldCoterie#1973 escribió:
I think this could also be solved if we had visible goals. Show us the direction of notable atlas nodes - unique maps, citadels, whatever - and have more of them. In that way, it'd be more about working towards specific goals, rather than just searching for favorable tower layouts. Additionally, having ways to move around more quickly... for instance, a Port style map which, when completed, opens up 3-4 other maps some distance away along a river or coastline, or cave maps that come 'exit' some distance away. It's somewhat demoralizing to see that there's nothing of interest visible and just have to speedrun garbage maps in a direction and hope to find something.


None of those suggestions would actually change how each individual map feels, it would just make a few more precurser tower like objectives that you path to. The atlas would still be the same fundamentally, where you optimize your path but do not care what you pass through.
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mrfox123#7595 escribió:

I've started to notice this happening on my map.
Edges of maps that I've tried every way to get around and reach, and I can never find a way.

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