[SUGGESTION] The Atlas is too big, too messy, and it lacks any sense of completion.
" Which would be super easy to implement on a finite Atlas. The problem with the endless Atlas is that it doesn't load efficiently. The player has to manually scroll across it to jog its memory. This makes a search functionality highly problematic. A finite Atlas (being much smaller) would be ever-loaded, ever-present, and fully capable of seamless search functionality. I'll add this to the original post. |
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I like the idea of atlas being a more roguelike system rather than how it is right now. Tho, it would heavily depend how they implement something similar to your idea, because it could be either a good thing or the worst thing this game has seen
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Really good idea!
+10000 |
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" yeah... thats not how that works at all. searching for nodes on a massive atlas would be computationally dirt cheap. no need to make shit up, a finite atlas has its own merits. |
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" You misunderstand what I'm saying. I'll explain better. The entire Atlas doesn't load when you open it. It only loads the areas closest to your Atlas position. The Atlas begins to load more and more as you scroll across it. This goes mostly unnoticed because the loading takes place off-screen. It becomes especially noticeable when you use the Bookmark function. Sometimes, if traveling to a faraway bookmark, the player arrives in a greyed-out, unloaded area. It can bug out, and the only way to load such areas is to manually scroll to an area that is loaded, at which point the Atlas begins to join the dots, so to speak, and the greyed-out areas become populated again. Even if a search function is capable of reliably and accurately locating nodes in unloaded areas, teleporting the player to a grey area is still problematic. To be clear, I'm not talking about computations here, I'm talking about loading permanence. That was my point. Lo, I hath fabricated no shit this day. |
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This is a really really good idea.
I think GGG might take it, congratz bud. I remember when i read a post whete a player suggested The New trade system, and they took it to the game. I have the same feeling with your idea. It opens a shit ton of cool stuff. If i was a dev and saw this, i would def take this idea to the big guys. |
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I've been thinking a little more about percentage-based Atlas completion and came up with a pretty cool incentive.
At the centre of every Atlas could be a special node. That special node would be a one-time event, unlockable by clearing a certain percentage of Atlas nodes. 20%, perhaps. But for every percentage beyond that, the special node becomes more and more formidable. As its power grows, so too does its rewards. I'm thinking that it could operate as a wave-based boss arena. The higher the Atlas completion percentage, the more boss waves occur. When it hits its max limit (which could be about 80% Atlas completion), it spawns a pinnacle-type boss at the end. That would be one hell of an incentive to want to clear the Atlas. Entirely optional, of course, as some players might prefer to rush citadels and move on. But we like options. |
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I think the only real reason I put points in the atlas is to just remove the button on the screen.
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yep, its horrible after 2k maps
if i wanna see my bookmarks it takes minutes to load also there is no fucking search d:-D*
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There's Atlas Machine
It has 1,2,3 'KEY' slots. 1 is open at start. You drop that key in... An random 'INTERLUDE' generates respecting the key(s) used. It has clear progression, from bottom to top. It has nodes. There's ~8 of them. It has random atlas content. It has 0,1,2,3 'sidelanes' into special-bonus content It has a miniboss or two, then final boss. Nodes can be customized further. Once final boss is dead - that 'atlas / dream' closes. -- You can have up to 3 'interlude' atlases / gateways active Think of it as opening a map. But instead of opening one, you create a 'story'. What it does is bassicaly less map generation management and sort of forces you to clear certain content (eg, fight some actuall Atlas bosses). Think something in line of roguelike games (Darkest Dungeon 2 map, Slay the Spire, etc..) that generate multi-choice mini-chapters. Or just imagine you have infinite interludes, but those are actually atlas mechanics. Or even Heist wings. You drop blueprint in and it has ~8 wings (maps in story*). |
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