#Option to toggle overworld encounters/deposits/plants etc. off the heat map once found

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sharp cobalt
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A great quality of life improvement I think for exploring the overworld would be the ability to remove an encounter/deposit/plant from it's contribution to the heat map.

Currently (please correct me if I'm wrong) - once you mine a deposit or plant or complete an encounter they do disappear from the heat map. However if you do not wish to deplete everything (maybe you are only exploring for certain resources) these will continue to effect the heat map. Having the ability to remove them via scanning or simple interaction with a hotkey once found will ensure you can explore the full map and make sure you don't miss anything.

Let me know what you think

proud flume
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I like it.
Since finding something adds an icon onto the map, having it removed from the heatmap at the same time should improve game flow a little. In that you spend less time looking for more resources in an area where there might be none left to discover.

sharp cobalt
proud flume
dim lance
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Sounds like a great idea to me, could easily be done with a UI to just check which types of resources to scan for without interacting with each resource individually. I wouldn't be surprised if this idea was already in the works and just being saved for later iterations with more polish though.

spice linden
# sharp cobalt A great quality of life improvement I think for exploring the overworld would be...

I think it would take away some of the hassle of playing the game.

We should check whether the time that people spend on a run would be majorly impacted. If it allows for significantly quicker exploration, I think it should be behind a paywall. Either spend extra fuel to super-charge your heat map or have a certain Illuvitar / Illuvial collection to unlock the feature.

If people can do runs 4x as quickly because they dont waste any time searching, it would mean that you get a higher inflation of Illuvials and ores and such. This will have to be taken into account when the team estimates user acquisition and demand for assets.

(4x is a random number yeah xD quite possibly exaggerated)

sharp cobalt
# spice linden I think it would take away some of the hassle of playing the game. We should ch...

I wouldn't mind a shorter run if it meant the quality of the run was more enjoyable (not having to search every inch in areas i've already spent a lot of time in already to see if i've missed anything), I currently find myself revisiting deposits I see on nethersight only to find I've already visited them. To tick everything off a heat map (maybe 15-20 encounters, plants and deposits each as an estimate would take at least 45mins in my experience if you're actually entering encounters). That seems pretty good to me for a pack opening. If people want to race through quickly and do lots of runs...not the worst thing for the DAO and it's revenue in my opinion.

spice linden
# sharp cobalt I wouldn't mind a shorter run if it meant the quality of the run was more enjoya...

Agreed I think it is a good idea and hope that the team will do some internal testing on adding this.
I would like to see it as a paid option. If it has significant impact (im not sure it will without the team testing it)

While a not-updating heat map is a hassle, it is not gamebreaking and there are ways in place to circumvent the heat map usage (Visor and detection range).

What I do if i do/dont want to visit ores again is to click on them on the map. It highlights them and you can remember that those are good / bad ones 🙂

blazing pulsar
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I also like the sound of this idea. Maybe the option is available with a visor upgrade.

Agree team should do some tests to see how this changes player behaviour.

proud flume
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Another option would be a toggle (or a Mozart Chip) to only have one type of resource on the heatmap.
Since you generally focus on one type of upgrades, having this option would also have a similar effect on run times.
This could easily be made into it's own slot (with a generic catch-all chip by default) And an expensive upgrade for each type (Or a fuel-chargable cost to use it).

dusk orchid
spice linden
# dusk orchid Actually... since there's a limit of how much an individual can spend/day in Ove...

Value of things oughta be time + money.
If you reduce time, then value decreases. Going further in that direction, why would we not make it direct gacha like Illuvitars then?

Im of the opinion that this change will provide comfort that is not necessary for enjoyable gameplay. You can play around it with ease. Comfort that is not necessary but makes things more easy in my opinion is reasonable to come at a price. Either a mozart chip that reduces your efficiency, thereby overall decreasing your run's value extraction or adding fuel to supercharge certain features.

Also, the team intended for the overworld runs to be in a museum like fashion. You go around and experience a fascinating region. Moving around in vain is not too big a deal if you have a cool environment around you. You may find the idea of exploring the same region boring, so you want to speed it up, then you can pay for it.

Naturally this is under the assumption that this significantly changes the speed at which you find your stuff.

On your point: People would spend more to do runs quicker so they can do more and more expensive runs. Wouldnt that be a winwinwin situation?

dusk orchid
# spice linden Value of things oughta be time + money. If you reduce time, then value decreases...

nah, putting a simple toggle behind a paywall seems more like a cashgrab actually imo, i'd litterally quit a game if i see that option for it being there, it's such a red flag... why don't we just adapt the price points? if the average travel is done quicker, then the price for one travel is cheaper. Same for how much you can collect per run, those are just numbers that can easily be tweaked.

I really don't like the paywall idea for this personnally.

shut quail
shut quail
# spice linden Value of things oughta be time + money. If you reduce time, then value decreases...

this is completely seperate to the main idea being discussed here, but being able to speed up your run by paying more seems unnecessary

however a simple solution to the fact that Illuvium has a time gate on how fast u can spend money on overworld is if they sold an actual pack opening experience that was either more expensive but offered same average value as a run, or same price but offered less value than an equivelant travel

this way those with less interest in doing runs but who want to spend a lot of money very fast have a way of doing so (and maybe pack openings due to their speed of opening dont affect the avilable illuvials curve)

(just made this into an idea, curious on peoples thoughts on this) https://discord.com/channels/760344898200666112/1110944822509965333

delicate current
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I think it's a cool idea, I'd love to hear from the team about difficulty to implement, but overall this is consistent with the way that drone upgrades work, and the game loop of targeting certain resource types or Illuvials during a given run.

Ex. Harvesting run? Use a map filter for plants. Mining run? Use a map filter for deposits.

gusty vector
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I think the summary of the idea is to have the quality of life improvement from a mozart chip as a default in the game, better, more accurate heatmap.

Regarding heatmap especially, I wanted to bring up to the council anyways, that maybe having heatmap be a t0 chip and guide people into building some in the tutorial can make the first few runs with suboptimal movement items, learning movement mechanics, knowledge about lootspawns etc. a lot smoother.

Furthermore I wonder if there are different ways of implementing the above idea, in a way it feels more rewarding for players than just "following a red dot" on the map.
It seems to go into the direction of RPG game that shows a ! for where you have to go at all times or one that marks an area and asks you to find it as a player.

I have some concerns with going to hard on the ! to follow option regarding replayability and player progression of knowing where loot spawns, how it looks like etc., it always feels very good when you can see your own progress and that you get better at something. Feels more rewarding to do something you have spend time learning as well.
Going towards the ! option is also rather easy if people have the feeling they want/need it after tutorials and finalized heatmap/lootspawns/etc. designs, but taking it away once introduced seems like it could be problematic.

Other ideas that come to my mind, which could help players similarly, but keeping the immersion, happy about learning feeling, would be having specific visors for plants/encounter/ore with higher range, maybe weapons that have a "guiding bullet for the specific thing you are looking for", e.g. showing you the direction even when the visor can´t see it yet, this would be similar to the "spend more money for quality of life" idea but stay with the you can always sell what you bought again, because it is an NFT-Item idea and allow people to specialize their item setups for their goals further.

Now like Blickter mentioned all of that with caveats of how difficult to implement/change would it be to do X.

sonic cape
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Yes, I would find this helpful too.