Feeling FOMO / Railroading While Mapping. Allow Us to Use TP's as 1-Way Waypoints?
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1-way means you can only teleport TO and not FROM a TP
Just the feedback: I am feeling Fomo while mapping (See Fomo more In Depth for more info, though the entire post more deeply explains what I'm experiencing) as well as annoyance that I cannot leave a teleport at a piece of content I have already explored and prepped so that I may return to it quickly after I have completed other objectives. Breakdown: --- Fomo more in Depth Something I notice often while mapping is that I want to go explore a part of the map that is not towards a rarespawn. Because there is a strong incentive to just clear rares due to an enforced map objective I find myself nearly always choosing to kill rare mobs over scouting for non-objective content (rituals, expeditions, etc). If I had the ability to drop a TP and use that as a 'return to main map objective' marker It would allow me to go down side paths and explore the map while not feeling punished for doing so (assuming there are waypoints at the end of the route that I want to explore). --- What does this 'fix'? Allowing the user to place a semi-waypoint gives the user choice in how they want to interact with the waypoint system and would allow them to use it as a tool to solve their individual 'icks' with traversal through maps. Example: (Find an expedition but dont want to do it 'till after you clear all rares because you are low on lives? Drop a tp so you can quickly return to it after you have completed the map objective). --- It allows agency for users to choose how to break down / clear a map. Giving players choice on how they want to complete a map just feels good. The more choice they have the better mapping will feel. If you use the waypoint system that you have no agency over and have a bad experience it feels like a shortcoming of the game and you feel no control over managing that perceived shortcoming. In contrast; if you forget to place a checkpoint somewhere the frustration is then with yourself which can be managed. The latter has a solution and feels much better as a player. --- Dowsides? Because the TP's would only allow travel TO and not both TO and FROM it would still require that users find a waypoint before returning to the TP. It really just enables exploration and slots into the existing waypoint system without issue. It gives the player a large amount of agency without opening the waypoint system to abuse. --- Feedback Conclusion: As pure feedback the issue I am feeling is I don't feel like I have much choice in how I complete a map (assuming I want to be efficient). TPs as a waypoint was just the best thing I could come up with to both propose a solution and as a vehicle to try and more deeply explain why I am feeling the way I feel. If you read this, thank you. Also thank you for your dedication to a game that I and many others enjoy. Last bumped on Apr 16, 2025, 3:26:58 AM
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Based on my experience from 0.1 (have not got to maps yet in 0.2), what I would hope to see, that solves the problem, is that the map automatically creates Checkpoints for every event in the map (Breach, Expedition, Ritual - 1 for each site). This would allow you to fairly easily get back to any events after clearing the map of rares.
"Got to admit it's getting better, getting better all the time" - Paul McCartney, John Lennon
I hope so, after 400 hours. |
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