"Talking upcoming endgame content, what's next GGG?" | Your vision for further high lvl content |

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鬼殺し написал:
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NeroNoah написал:
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鬼殺し написал:
As I said in another thread, I would pay stupid money to get a permanent, fleshed out Descent set up. 100 floors of that? Oh man. OH MAN.


Not sure about the 100 floors (it'd be a stupid long run, not sure of how it would mix up with the current game) but descending a dungeon like if it was Diablo I or a rogue would be glorious.


Well, it'd be expanded, so I'd expect checkpoints or the like. Maybe shop npcs on certain floors. Stuff like that. The variety between the floors could be quite dramatic now that they've got things like traps and dynamic lighting. With the right elements, 100 floors might even be on the light side.

Man, it's never happening and this just seriously setting me up for disappointment but...yeah, that'd be cool.


That does sound real cool.

Or an "endless runner" format could fit it quite well. GGG could make a ladder and players could compete, who gets the furthest.
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鬼殺し написал:
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NeroNoah написал:
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鬼殺し написал:
As I said in another thread, I would pay stupid money to get a permanent, fleshed out Descent set up. 100 floors of that? Oh man. OH MAN.


Not sure about the 100 floors (it'd be a stupid long run, not sure of how it would mix up with the current game) but descending a dungeon like if it was Diablo I or a rogue would be glorious.


Well, it'd be expanded, so I'd expect checkpoints or the like. Maybe shop npcs on certain floors. Stuff like that. The variety between the floors could be quite dramatic now that they've got things like traps and dynamic lighting. With the right elements, 100 floors might even be on the light side.

Man, it's never happening and this just seriously setting me up for disappointment but...yeah, that'd be cool.


Heh, make it accessible only to characters that reach 100 and "liberalise" reaching 100 via a better danger/reward curve. Or even better, make it available to characters beyond 85 (as that is moderately easy to reach these days, if not too easy), but each level as you get closer to 100 would have a small bonus regarding packsize, and characters that have 100 could have a small additional bonus to IIR/IIQ that increases per level (so we could all experience characters "finished" without spending obscene amounts of time or be forced to use "opie-op metas".

Make it unlimited in descent, add checkpoints every 5/10 floors, and every other 10/5 floors shop npcs.

Have it with floors that resemble the upside world at times, like an descent towards the core of the Earth...

Or better yet, keep it simple, with the map device malfunctioning and entering in such an endless loop where the dream maps become "altered" and each finished "floor" brings you closer to the corruption source - if we're stuck to the 100 levels limit...

So many possibilities...
PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...

Good to know "free speech" doesn't apply in any form or manner on the forums these days...
Последняя редакция: sofocle10000#6408. Время: 22 окт. 2017 г., 00:18:25
Just having a Descent dungeon inside the game would be fine, :P.

Rather than endless stuff have 15/16 floors that you have to complete in one run. It can have a ladder too. If there is not going to be more race seasons, adding race like elements to the game would be a great alternative.

Just add secrets, tough enemies (invaders?), some mechanics (tempest? darkshrines? perandus?), randomize the layout of the dungeon using the technology developed in labyrinth. Hell, have sidequests/sideareas randomized like Diablo I if possible.

...

Another thing that I'd like is for the world map to be playable at the endgame level in a way that is not a dull backtracking grind. That would require having the areas show an apropiate challenge and matching rewards at least (as many have said, the area should be scaled when you use a prophecy; I'd love to have the world areas available at the epilogue balanced like Act IV merciless before 3.0).
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
endless labyrinth anyone?

err, not with those risk averse folks here, just ask on reddit.
age and treachery will triumph over youth and skill!
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sofocle10000 написал:
Heh, make it accessible only to characters that reach 100 and "liberalise" reaching 100 via a better danger/reward curve. Or even better, make it available to characters beyond 85 (as that is moderately easy to reach these days,if not too easy), but each level as you get closer to 100 would have a small bonus regarding packsize, and characters that have 100 could have a small additional bonus to IIR/IIQ that increases per level (so we could all experience characters "finished" without spending obscene amounts of time or be forced to use "opie-op metas".

Make it unlimited in descent, add checkpoints every 5/10 floors, and every other 10/5 floors shop npcs.

Have it with floors that resemble the upside world at times, like an descent towards the core of the Earth...

Or better yet, keep it simple, with the map device malfunctioning and entering in such an endless loop where the dream maps become "altered" and each finished "floor" brings you closer to the corruption source - if we're stuck to the 100 levels limit...

So many possibilities...


Oh, we got something cooking here!

Ye, each 10 floors the tileset changes, cycling all PoE's gloomy tilesets. The ones introduced in act 5 would are just glorious. And even the act 1-4 ones are cool, like harvest or sewers.

As the foes become tougher, later crazy hard to beat, the player gains buffs to compensate.
Gaining flask charges every couple of seconds, all pathfinder-like. Or something like Guardian's time of need.

The endless format would pose a challenge that would inspire people to make builds just for getting further that others. There could be rewards and achievements for certain accomplishments.

There could be a quests connected to this, a little lore even.
A new master "Nor'ko, Master of the dungeon", he could be like a lost vaal priest.

And ye, a worldwide ladder showing who got the furthest. It could be a game-changer.

It could stand on it's own, besides the atlas. This is a good idea, expanding the atlas exponentially may not be the solution here, an all new concept should be introduced to the main game. That could add true variety.

And all sorts of players could try and enjoy it.

Последняя редакция: GrayR#7469. Время: 21 окт. 2017 г., 14:26:34
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BigFatCaeZZar написал:
The endless format would pose a challenge that would inspire people to make builds just for getting further that others.


From Diablo III we learned that content of that type tends to destroy build diversity more than anything (see Greater Rifts). At some point the difficulty increases are merely damage/life increases rather than mechanical stuff.

Trying to create endless stuff is a fool's errand. Targeting some difficulty level and making it hard to trivialize is a better idea. Numerical increases in difficulty should be small if possible.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Последняя редакция: NeroNoah#1010. Время: 21 окт. 2017 г., 17:08:51
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NeroNoah написал:
Descent




:o anybody?

... Anyone?

- Descent II was a game where you'd infiltrate an enemy base, take out its reactor, and then escape before the place blew.

- Path of Exile could do something similar. It could be a new type of map: Get to the Thaumaturgical Badness (guarded by a boss), destroy it, and then escape before the Map collapses (portals disabled, naturally).
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<739610877-3104-376.101077-1106.75103739110792103.108-5'92.9410776.>
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鬼殺し написал:
More on-topic, what you're discussing in that second paragraph is what was called Hard Mode in Guild Wars 1. Every single area had a hard mode (outside of the tutorial-eseque Pre-Searing) which bumped the enemy level by about ten I believe (which was a huge jump in GW1) but changed the loot significantly and you got a bonus for all-clearing a Hard Mode area. Given how much of GW1 'inspired' PoE and how sacred that game is to a lot of devs and players, I wouldn't be surprised if we saw something like 'hard mode' in Wraeclast and Oriath (that's such a mouthful, GGG -- name your fucking world already!) at some point.


Guild Wars 1 is extremely fascinating design wise. It's always a pleasure to know how the developers went out of their way to make a really distinct game compared to most MMOs out there.

There are even hard mode quests in that game. It sounds like the destruction difficulty in Median XL. Having stuff like endgame quests to complement the prophecies that spawn in the world and sacrifice fragment farming would be fantastic for the game (and a great carrot to at least get to mid tier maps for altoholics).
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
I really do hope that GGG will not concentrate on a very end game.

there is like 1% of playerbase there, why would GGG cater to them and not the rest.

Poe needs to be more casual and user friendly.

we need more mid game content
YES I support the game, NO I don't agree with many GGG decisions

Lab still sucks balls.

I miss Zana already.
More mindless grinding of the same layout for nothing but currency to spend on poe.trade, can't wait!

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