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Eliminate boring transition times in PoE bounties


Ezekeel666
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I like the open map of PoE and the bounties quite a lot. The only thing that gets on my nerves are the transition times between the bounty stages. Players rarely use the archwing to transition between the locations so it mostly consists of them running/bullet-jumping from one to the next for 1-2 minutes.

These transitions between two locations could be easily turned into something interesting by making it a stage of the bounty.

stage 1 at location 1 ---stage 2 transition---> stage 3 at location 2 ---stage 4 transition---> stage 5 at location 3

For example one could have stage 1 of a bounty at some Grineer base, then as stage 2 Lotus sends down some NPC near your location you have to escort to to another Grineer base to hack/sabotage something where then also stage 3 takes place.

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14 hours ago, (PS4)teacup775 said:

Agreed, bullet jumping 50000000000000 meters between stages is repetitive stress inducing.

 

All that mobility should be for game play, not stalling progress.

It's funny how they refuse to give you motorcycles, but want you to do this or waste Archwing launchers...

This type of mission design is for open world games that have some type of UNLIMITED transportation.

In GTA, you don't have your own vehicle, so you walk up to a car, open the car door, punch the dude, toss him out of the car and enjoy your transportation. SImple.

New players don't even have archwings...It's jus senseless.

At least they should drop those Dagyns are w/e at your location(give them boosters) when you move onto next mission.

Edited by Sorise
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Nobody wants to eliminate the load in / load out between bounties?

That is the most annoying thing ever for me. Yes, more than Kim Kardashian. 

- We should be able to queue up bounties at Konzu, or

- We should be able to pick a new bounty on the plains, through a basic pop-up window. 

PoE doesn't feel like an open world now, that we always have to get out and get back, just with a different loading screen than the Liset. 

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The only problem with that is that the game engine was built around missions. I expect it's more than a little rework to implement multiple bounties or to cue new bounties. A mission load is loading all the assets for that mission. I don't think they have the infrastructure to handle more than one, like most online rpg or mmo

Consider the issues of the current mission model then the notion of supporting 4 players each having multiple bounties. Whose takes precedence, which bounty takes precedence? (In other games, the host's or group lead's mission takes precedence). What happens with trolls and ask-ers? (in mmo, a group lead can initiate a vote to kick etc).

I expect DE is crawling towards a broader in map objective system, starting with incursions, but it's prolly a long haul.

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