rsgoldfastcom: Given the fundamental nature of maps

Given the fundamental nature of maps

21 Jun 2018 at 22:54

Given the fundamental nature of maps in War for the Atlas, the feature itself involved a great deal of time in evolution. It has been a work in poe currency progress within the course of the previous growth, but also during the lifespan of PoE itself. The design of this system is driven by two design goals: Random amounts are crucial and "everywhere can be a functional end-game". Most interestingly, GGG looked in problems affecting the ARPG genre generally and how it planned to address the boredom that many players find at game:


The big issue that we faced when the end-game was in the state has been staleness of the end locations. Players who wanted to find the very best items and earn the maximum experience were forced to repeat the exact same few areas over and over. While the random levels were doing a great deal of work, we needed a lot more variety. From the 0.8.6 patch, we added a distinctive end-game known as the Maelstrom of Chaos. This was a set of sequential regions that sprucing up in difficulty level, with random monsters and random tilesets (in the selection of eight).


While this improved the boredom problem of folks playing the same areas repeatedly, it created a totally new problem that we poe trade currency hadn't seen before: content difficulty entitlement. It was quite frustrating, watching people intentionally sabotage their own development and then getting angry about it. Eventually we realised that the fact: the game layout was at fault and had to change. We needed to find a system that created players feel great about playing at the right level for their progression.



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