[SUGGESTION] Finite Atlases w/ progressive rewards [REVISED]

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Morghus#4174 wrote:
Certain nodes also really need a form of RNG protection. Stuff like citadels, nexus, hideouts, and the like can randomly generate in a way where you almost never find them.

If you have distinct, finite atlas areas I suppose it would be no problem to simply add enough of each to such an area, so you only need to find the nodes
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C4Guy#0918 wrote:
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Morghus#4174 wrote:
Certain nodes also really need a form of RNG protection. Stuff like citadels, nexus, hideouts, and the like can randomly generate in a way where you almost never find them.

If you have distinct, finite atlas areas I suppose it would be no problem to simply add enough of each to such an area, so you only need to find the nodes


Yeah, that's the general idea. A base model Atlas would contain a bit of everything, with "Charts" being used to create a more personalized experience.

For example, if you really enjoy clearing Citadels but don't particularly like Anomalies, you could slot in a Chart that says:

| Double the amount of Citadels in your Atlas
| Remove all Anomalies from your Atlas


Something like that. A trade-off type system that allows players to pursue whatever they find most enjoyable.
Yeah, pretty much any "endless" progression system eventually hits the same wall. Humans are wired to like finishing things. If the game is an infinite hallway, at some point it stops feeling like progression and starts feeling like you're doing cardio in a casino.

On the search thing, I really don't buy that it's some impossible moonshot. The client already knows enough to highlight stuff like +1 bosses, deadly bosses, map names, etc. Let me type "boss", "citadel", "Sandpit", whatever, and show me where it is. That alone would remove a ton of atlas archaeology.

Also, pathing needs clearer visual cues. Right now it's way too easy to stare at the web like "which of these is actually reachable right now?" Give accessible nodes a stronger, obvious indicator so I'm not playing Where's Waldo with lines and fog.

And yes, this needs a GPS. If I find something spicy, I want to pin it and have the game draw a route to it. Either auto-calculate the path, or let me mark my own route. And those markings should persist until I actually run the maps, not vanish the moment I blink or sneeze.
This system looks really well thought out.

I think a static map with the various biomes would be best. You throw your waystone and tablets into a biome and it generates a map from that biome. Citadel bosses can just be accessed through the Passive atlas tree as a path of progression.

Great suggestions
I couldn't agree more with this general concept.

Someone described the current Atlas as being "soulless".
There is no familiarity to be found with any of the surroundings unless you see the pyramid and realmgate.

For example in Total War: Warhammer 3 you can develop familiarity with the map, know which factions spawn where, be familiar with the continent you are in and know relatively what to expect. You look around and know where you are. In a way you could say that map has a soul.

This game seems to use procedural generation and randomization in as many aspects as possible, which might not be the best choice. Even endgame maps have mobs from different biomes on maps where they don't belong.

My question for WaywornExile is if you think the Atlas should be 2d or 3d?

I think a 2d map Atlas would be nice, similar to the 2d Atlas during the Acts. I like the artwork, it looks great. the 3d Atlas is good but 2d blends well with the style we are accustomed to in the Acts.

A lot of the mechanics would need to be changed for a finite map, like being able to replay a map. Maybe there could be a cooldown period for maps.

Just imagine that concept map also having areas infested by Abyss, Breach, Delerium, Etc. If they had visual landmarks, It would look really cool, similar to the landmarks for corruption right now.

I attached a reference as an example for the Warhammer 3 map, but the gameplay is a 3d version of this. Imagine something like this with the 2d art style used in the Acts.

Last edited by TwitchGLHFsport#2155 on Mar 24, 2026, 11:00:27 PM
+1
Hell no. I love the infinite idea. It just needs a solid search function and more variety the further out one goes.

But I love that it’s infinite.

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