About lack of end game for PvM

How would you feel if we got introduced an end game that more or less was inspired and works in the same fashion like the map system from Torchlight 2?

Feel free to discuss below both pros and cons, why you would like it or not like it but please keep it civil and polite, if you disagree on anything, make sure you target it against the subject at hand and not the person behind it.

Thank you in advance. :relaxed:

-late edit- Basically in raw numbers once you complete main story, a side area acting as hub opens up, an NPC is selling maps in 5 different tiers varying in area level from lowest of 50’s all the way to highest of 105, they are restocked randomly either as a plane map with no affixes or it comers with various of ones, if they affect the player its considered positive and if they affect monsters they are considered negative, completely randomized but you will always have those various tiers present, for those who have never played Torchlight 2 before.

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Can you give more details on that? I didn’t play Torchlight 2.

Once you complete the storyline of Torchlight 2, you gain access to a hub where you can buy maps and use them on the altar nearby, which is more or less randozimed dungeons in various themes, rehashing the assets you experienced throughout the main game basically.

Sometimes the maps you can buy lists positive and negative affixes and unless you cast a portal inside, if you die you cannot really go back into it again.

-edit- It is a nice concept and lots of room to make it work in a unique way.
It can be very easily made to fit into the game from a lore perspective.

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I never played Torchlight 2, and I’m sure there are others in here who also never played it.
I’d be happy to give my input here, but you’re gonna have to explain the mechanic you reference for those of us who don’t know it

May be the Ubers banners can use to open a portal, to get into random maps, with random bosses, and some other things that make you to get better gear to do thats runs, whit some ladder.

Updated the main post of topic on how it mechanically works, but the whole concept is used in various of other ARPG games, not just Diablo 2 or Torchlight 2 and there are so many different ways you can introduce a system, maps can be acquired from so many different ways listed below;

  1. Bought from NPC.
  2. What if you need to find it as part of a rare loot?
  3. Maybe you need to craft it.
  4. Perhaps Standard of Heroes can finally be put to good use, or add new sprite assets that you can rarely find that needs to be interracted with specific items or objects that can be found, think of it like special shrines to encourage players to explore the game more thoroughly.

Torchlight 2 just happens to go by the route of selling maps.

Diablo 3 has the Greater Rifts system.

I once beta tested a game called Mythos that had normal, rare and legendary maps with the harder to find maps had larger density, depth and size.

Project Diablo 2, a modification for Diablo 2 Lord of Destruction apparently has a very elegant map tier system too, utilizing the aspect of having to find them and can be modified through crafting to make them more worthwhile.

To recap once more how the map tier works in Torchlight 2, sold in 5 different tiers from the low 50’s up to max of 105, this would be the “area level” of it which decides the quality of loot you can get, you basically buy these maps from an NPC and once used on an altar, you are placed inside a dungeon which you will lose access to by dying, unless you cast a tome of portal to preserve it open.

Where as another idea, you could restrict the use of any portal to keep it as a high risk dungeon for survival while exploring its depths, maybe have a second version of super rare dungeon full of cows going all moo! :joy:

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