MythTL wrote:Ill be on the lookout for it.
As far as map variation goes, it seems to me you have it covered. I am assuming the mob spawns (types not numbers) will be based on the tileset?
MythTL wrote:I am going to give the updated set a whirl and see how it goes.
As far as mob density, I was having a blast with the original mod. The challenge was noticable and the massive amounts of mobs provided alot of enjoyment. I didnt see anything wrong with the experience gains or loot drops. They are very similar to the rates I get in the Shadow Vault. I was personally impressed with your chosen spawn rates because it seemed so balanced. The Epic Maps allow me to fight masses of mobs very close to my level and the Shadow Vault has me fighting mobs 6-7 levels above me; both providing similar gains for the time invested yet a different style of gameplay.
I will report back once I have tested the new version a bit.
Overall, I would have to say the added tilesets are a welcomed change and make this mod much better. Also, adding a choice of maps to cater to different playstyles, ability levels, and PC setups is a good idea but is a little overboard with "choices" at the moment. The Vendor's sell space is completely full due to all the different types of maps.
MythTL wrote:The Cave tileset provides a unique dynamic when combined with larger spawn rates. The bridges and gates can really get the heart pumping now.
Now for the opinionated feedback. Keep in mind I am playing through with a quite optimized level 70ish Destroyer build using Spectral Echo, heavy Passives, Haste, and moderately enchanted Epic Uniques and Sets. My experience probably wont be the norm for other players.
1) I dont think the multiple types of maps are necessary. Based on the difference between Legendary and Mythic I think two spawn rate settings would be enough. Using Heroic and Mythic would provide enough of a variation in difficulty level to be noticeable and adequate for most players. The difference between Legendary and Mythic was just not very noticeable to me.
MythTL wrote:2) I much prefer the two floor setup for vendor spawned, level scaled maps. The four level is tolerable but does seem to drag on towards the end. The six floor is just too long of a trek, in my opinion.
MythTL wrote:3) Tying into the difficulty, I didnt notice a significant increase the deeper I went other than on the final floor. Maybe you could scale the mob level higher the deeper you go? Something like: First level mobs are -1 to +1 player level. Second floor is +1 to +2. Third Floor is +3. Fourth floor is +4. I think adjusting mob level would be a better option, and much more noticeable, than slightly upping spawn rate each level.
MythTL wrote:4) Lastly, I did notice the decrease in spawn rate between the old Epic Maps and the new Mythic maps. I enjoyed the higher spawn rates and it was definitely more challenging, enjoyable, and frantic than the current version. I can only imagine how ridiculous the old spawn rates would be in this tileset with islands, bridges, and gate that must be clicked to proceed at some points.
MythTL wrote:Overall, I would have to say the added tilesets are a welcomed change and make this mod much better. Also, adding a choice of maps to cater to different playstyles, ability levels, and PC setups is a good idea but is a little overboard with "choices" at the moment. The Vendor's sell space is completely full due to all the different types of maps.
A bit more feedback and fine tuning is needed. Regardless, great work and thanks for putting this mod out. It really brings an added level to the game that reminds me of Diablo 2 "herding" and Mythos' system. Keep up the great work! I will definitely keep testing things out and giving feedback as the mod progresses.
Drev wrote:I guess I phrased my question wrong. The way I thought map scrolls worked were, that the 1-10 represented the Mob lvl up to lvl 10, and so on to 20, and to 30 and on the ??? it scaled to your level. I didnt think the tile sets were specific to those levels. I know Bebop tired to quick fix this for the ??? maps, but it fubared the rest of the lower level map, but from what he said it sounded like the tilesets were supposed to randomize as well.. And I posted this before re-reading that thread. So now I can understand why you are doing it 1 tile set at a time.
What I ment by 'why so many maps' was referring to the specific tile set. I understand giving them a choice in difficulty.
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