Make mapping like Interlude acts
I personally lose interest by the time I get to mapping. The map itself doesn't serve a functional purpose as it's random. You can't rely on finding bosses or hideouts or whatever due to this. While there is no inherit issue with this, it doesn't provide a purpose for the way it's physically laid out.
With 0.3 we received the Interlude acts, small slapped together story bits which in all honesty feel like an extension of the campaign, and it feels great. They're short but provide enough content to make it feel like you're doing something with purpose rather than clearing a map to rinse and repeat. I suggest that maps be redesigned to remove the map entirely, instead offering a combine of sorts to creating randomly assembled interlude acts. Perhaps 5 maps that get created from the 5 waystones you select. The final waystone resulting in a map boss similar to the nodes that already contain them. This would not need to redesign the maps themselves, just create a sort of 'sprint' that you can either complete for a reward, or abandon (or fail) then create a new 'sprint'. To make this feel less monotonous. NPCs could head the sprint, giving a quest to defeat the boss and offering a reward as a result, likewise midway through there could be map specific payouts, dropping currency or random rare items, or something of similar, yet random value from a point of interest in the map. The story elements of the interludes can likewise be generated in random fashion. 'folk have seen a monster', 'the town's being attacked by', 'we need the macguffin and it only drops from X (boss)'. With a catalog of mix and match short story elements, map zones, bosses, and in-map points of interest I believe this will make maps feel purposeful and entertaining. Last bumped on Oct 9, 2025, 12:12:33 PM
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