Will maps ever stop resetting the second you leave the zone?

It is a needed change so I don’t understand the argument of the gentleman validating it with it not being important for him, even if selling loot is not a great source of income, I thought this game was created so we can play however we want, and enjoy different approaches and going through this forum the same issue is being created as in any other game which aka placing the issues under the rug because you cannot enjoy the game and include the constructive criticism or even focus on the QoL issues that should have been resolved ages ago.

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I played some hundred hours (others played thousands), and it is not needed by me, which invalidates your point that it is a needed change. It’s your preference. While I would prefer persistent maps, too, the gameplay mechanics don’t give enough reason to require them.

Dungeons and echoes are designed to be finished in one go, no leave.

Didn’t even know it was a bug o.o

Did you just validated your reason by own preference and time spent in the game while complaining that I did exactly same thing?

Can you see the irony smirking just behind you, watching your next move?

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As stated, I share your preference to have persistent maps, but I conclude from experience and observation that it is not needed for the game as it is designed. Persistent maps would be better, but the benefits are minor.

That’s the point: it’s not objectively needed. Not that people can have different preferences.

So, no irony there.

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It just feels really bad, especially because zone transitions aren’t clearly marked AFAIK (I only played a few hours today to get settings right, I’m waiting for 1.0). Accidentally zoning out and back in and having whatever that was dropped gone and the map reset just feels completely wrong.

I think some of you get too deep into technicalities and how this does or doesn’t affect the numbers or gold efficiency or whatever, that’s not it, it’s about how the game feels to human brains as opposed to calculating excel spreadsheets. Moving through areas means my brain expects those areas to be as I left them, it’s really that simple, and I never encountered such an issue in any other ARPG, online ones usually reserve the instance for at least some time and only reset it after you don’t visit it during that time.

Will this ruin the game? No, but it detracts from it, in a way that’ll affect some more than others.

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Yeah i didnt know “maps” reset and i wanted go to town to sell and BAAM reset!

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It’s not, it’s just not intended.

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Actually, I don’t think it does in this specific case.
I believe new monsters appear after you pick up one of the parts needed to fix the stairs, but the previous ones don’t respawn, and the map remains.
I don’t know if it is good or bad design, but it is not linked to the resetting mechanics.

(Not 100% sure, but I really think so)

Yeah, you’re not leaving the map, you’re just moving to a bit that’s a really long way away.

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Yep, I remember now that if you press TAB you see both the main temple and the tiny time-warp bits on the same screen.
So it is the same map. Thanks for confirming.

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Then the game has been unplayable since it was first released for Early Access. I have 1000s of hours in an unplayable game… go figure.

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i didnt know about this bug. I had full bag of items, and open a chest, a lot of yellow items droped and i went to the city to sell items, after i returned all my yellow items disappeared to the oblivion =(. Tbh this is such a stupid bug that still existing is beyond me.

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It’s still not a bug, yes it’s frustrating that it’s still how things work but I’m sure they’ll get it fixed eventually.

They’ve previously stated it was a bug so stop being disingenuous so stop telling people it’s not. It is period, no argument against that is valid. The only thing that is valid for anyone to say is that it is not a big deal to THEM. Each person can be more or less frustrated with it, or even not bothered at all by a bug. But if the game isn’t working in the way it was intended in a specific way it is indeed a bug. And based on this thread many seem to agree it’s a problem and less (though more vocal with multiple posts) think it’s not.

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Agree. I am forgetting where I am. but you can spam chests and TP…

They’ve also previously stated it wasn’t a bug but due to how the level data was saved so since they were going to rework that for multiplayer they’d change it then. But they didn’t for whatever reason.

Do you think I know more about this issue than I’m implying I do?

You kind of bring this shit on yourself. Instead of playing semantic games, how about just say, “it sure is frustrating, they said they want to change how it works, but they haven’t gotten to it yet”.

Of course, that will take away the amusement I derive from you and Heavy arguing with people about semantics. … on second thought, carry on! :laughing:

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It’s an important semantic distinction though: a bug implies that the devs screwed up, whereas what happened was a decision due to performance issues. They want to implement this, but the way it is right now is a conscious and premeditated decision.

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No. I do software development for a living. There are all sorts of defects; design, systems, code, ui, architecture. At a fundamental level, if the intended users are frustrated or confused, it’s a defect. Developers argue with QA whether it’s a code defect (‘bug’) all the time, and it’s always a waste of time (unless you are a developer that is just fed up with QA shit, or vice-versa).

So, we’re gonna agree to disagree here.