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14
Januar
2019

The big issue that we faced mmogo

The big issue that we faced when the end-game was in the poe currency state was staleness of the final locations. Players who wanted to find the very best items and make the maximum experience were made to repeat the same few areas over and over. While the arbitrary levels were doing a lot of work, we had a lot more variety. From the 0.8.6 patch, we included a special end-game called the Maelstrom of Chaos. This was a set of sequential regions that sprucing up in trouble degree, with random critters and arbitrary tilesets (in the variety of eight).

While this enhanced the boredom issue of people playing the same areas repeatedly, it created a totally new problem that we hadn't seen before: articles difficulty entitlement. It was rather frustrating, watching people intentionally sabotage their own progression and then getting mad about it. Finally we realised that the truth: the game layout was to blame and needed to change. We needed to locate a system that created players feel great about playing at the right level for their progression.

Concept Art in War for the Atlas

Among the most interesting thing for a great deal of fans is to find that the concept art that programmers begin with and to compare it to how it finally ends up when started. The PoE website has another series of images from the art team to show off things that is found in Atlas Supporter Packs, Elder layout and Unique products. You can check it all out here.

The Fire & Ice Mystery Box

The idea with this new Mystery Box was to build on the success of the earlier-released Chaos & Order Mystery Box. To that end, GGG decided on "another double themed box", this time (obviously) ice and fire. The article starts with a discussion about designing a dual-themed armor set being a struggle that went through many iterations before the final layout was discovered.



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