Greetings Travelers,
After yesterday’s 6-hour session with Bladedancer, I thought to myself that making biuld in Last Epoch gives me a lot of fun, and yet I’m bored. I started thinking about it and looking for the reason and found it: the linearity of the game and the lack of meaningful challenges along the way. This, in turn, made me start thinking how to (hopefully) with a minimal amount of work make passing the campaign and endgame never boring again. Combine hack over slash with the non-linear progression of map after map that is in rougue games.
Currently, the campaign in Last Epoch, as in other Hack and Slash games, proceeds in the same way:
- First, you go through a campaign divided into acts, which in turn consist of linear rooms/maps, with minor branches, at the end of which a boss awaits.
- To finally enter the end game and do random maps over and over again with increasing difficulty levels to grind our build.
This makes us want to run through the maps as fast as possible, and we are only interested in loot and levels. That’s why I suggest throwing the act system in the trash and introducing a semi-open world, where what campaign maps you run through first is dictated by your bild.
In Last Epoch, it can succeed because it has two advantages:
- the epoch system, where we visit the same places in different timelines.
- Item types and res that are assigned in the campaign to a particular biome.
The idea is to collect all the maps and regions of the campaign and combine them into one big grid of maps. The maps will not be scattered randomly, but will be grouped into biomes of a certain difficulty level in the centers of which will be the actual bosses.
Common items such as Cultist Blade will be more likely to fall out in the void biome, while unique items (chosen ones) will be assigned to a particular biome, and rewards such as extra passive points or statue slots will be spread around the world to encourage players to plan their journey in terms of the build they are currently doing. Some of the rewards could also be assigned to a particular boss to encourage players not to skip them.
Not every connection between maps would be available, but what are timelines and dungeons for? A transition between maps blocked in this era could be available in another. Such a system means that we will plan our journey for items, passive points and statues, in terms of the difficulty level of a given biome, possible map connections and eras. This will give an additional gameplay layer to the game for experienced players.
Of course, it’s also necessary to keep new players in mind so that they don’t get lost, so the first run of the new season would be more linear, in line with the campaign narrative and the developers’ recommended progression to get items from weavers in the endgame to change eras at any time and create spider bridges between maps that didn’t have them in the first run.
Such a connection system could be changed from season to season. Some of the roads would drop out, rewards would change their place, seasonal mechanics would add other profits that would affect route planning.
Of course, a route builder would also be useful.