MXL: Sigma Announced

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Marco
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The void map(s) have been reworked. Each sin has now it's own "Plane", and all planes can be accessed within the same game. The old randomness effect was pretty, but having to reroll the uber didn't feel right. This level is now segmentated (a concept I've explained a few pages back) - this means each plane gets it's own name, mob set, illumination, critters, etc. so the uber looks overall more solid.

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Also, the maps have been edited and improved.

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Additionally, moving levels outside the main storyline means only one thing: Lava maps are back :D
Yes ladies and gentleman, ABADDON, the coolest named level in history is now back.

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Hopefully these non-mandatory areas (act 1 caves, act 2 tombs & ancient tunnels, act 3 dungeons & temples, act 5 ice caves and lava maps) can be re-purposed in sigma since they will no longer contain uberlevels. These will probably have interesting drop and experience rates, but the difficulty gap will not be as huge as it is in regular median with uberquests. They probably like normal levels, but with a higher monster level and larger elites density.

There are 136 stages in diablo / median, and now with the extended core we are already at 190 stages in sigma. :)
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archon256
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Hmm, it'd be nice to have some reason to enter each of them.

I don't think higher monster level and elite density would be enough to motivate me to enter any of them, and definitely not in each difficulty. Especially when I'm going to be focused on doing all the challenges and getting to the endgame.

Maybe if the XP curve is changed so that all the Act Boss areas are of a much higher level than the area before them so players are encouraged to get some levels in the side areas. But that'd be hard to communicate with new players since there's ordinarily no obvious way to tell what the monster level of any zone is.
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Dude Love
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Man idgaf there never was a real reason to enter them they were just little bonus areas with the same monsters as everywhere else having abaddon back is hype as FUCK
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archon256
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Dude Love wrote:Man idgaf there never was a real reason to enter them they were just little bonus areas with the same monsters as everywhere else

Well yeah, that's sort of my point. They were pointless bits of the game until Laz gave them a purpose (even if it was only 'you're going to run through this area till you get to the actual uber'), and now they're going to be the same way again, which is a downgrade. I don't think more higher monster levels or higher elite density is enough to change that. :?

Maybe they can have some use in the future, but for now it's basically the same to me as if Marco just announced that those areas are going to be deleted.
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Waffleown
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So many updates all of a sudden! It's wonderful!
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Dude Love
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Yes, more areas are a downgrade. The ubers in which those areas were are now vaporized from the game never to return, thrust deep into the Pits of Acheron. Toraja, Khalimgrad, Belial, K3KBA, Duncraig, the Butcher, Infernal Machine, Death Projector, Yshari Sanctum, and not to mention the Cathedral of Vanity are lost forever, and will never even be replaced. Damn you, Marco!
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Marco
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Don't even bother. Some people will always try to find a problem where there's none.

Archon, the levels weren't changed because "they had no purpose". They were replaced because new content had to be added and you had to use a dispensable area because the engine could not handle adding more areas. If you don't agree that having a level 110 area in the middle of a level 50 area is bad design then let's disagree. It also kind of feels stupid you're using the phrase "areas going to be deleted' when I just announced there are 55 new stages implemented (and will probably be over 70+ total at the end). The elites/higher level mobs was just a basic idea, really no need to over-analyze it, this is outside the scope of the current development process. You can do better. :P
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Naabaanit
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I used to always love to jump into those act 3 bonus areas because they were so small but filled with so many unique monsters that had pretty decent drop rates so I'm glad to see that back.

I'm wondering, Marco, if Uber Tristram could maybe be reimplemented? It's just such a nice lore standpoint when you can take your characters to experience the utter destruction of the small town as the primes crawled out of hell into Sanctuary.
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Icegod101
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Marco wrote:Don't even bother. Some people will always try to find a problem where there's none.

Archon, the levels weren't changed because "they had no purpose". They were replaced because new content had to be added and you had to use a dispensable area because the engine could not handle adding more areas. If you don't agree that having a level 110 area in the middle of a level 50 area is bad design then let's disagree. It also kind of feels stupid you're using the phrase "areas going to be deleted' when I just announced there are 55 new stages implemented (and will probably be over 70+ total at the end). The elites/higher level mobs was just a basic idea, really no need to over-analyze it, this is outside the scope of the current development process. You can do better. :P


Speaking of high level areas, maggot lair coming back as a regular area which means its an extra area as well?

Naabaanit wrote:I used to always love to jump into those act 3 bonus areas because they were so small but filled with so many unique monsters that had pretty decent drop rates so I'm glad to see that back.

I'm wondering, Marco, if Uber Tristram could maybe be reimplemented? It's just such a nice lore standpoint when you can take your characters to experience the utter destruction of the small town as the primes crawled out of hell into Sanctuary.


Uber Trist would probably have yshari diablo baal and mephisto :twisted:

I wonder if the nexus bridge will be in the same area before and after sigma
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archon256
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Marco wrote:Don't even bother. Some people will always try to find a problem where there's none.

Archon, the levels weren't changed because "they had no purpose". They were replaced because new content had to be added and you had to use a dispensable area because the engine could not handle adding more areas. If you don't agree that having a level 110 area in the middle of a level 50 area is bad design then let's disagree. It also kind of feels stupid you're using the phrase "areas going to be deleted' when I just announced there are 55 new stages implemented (and will probably be over 70+ total at the end). The elites/higher level mobs was just a basic idea, really no need to over-analyze it, this is outside the scope of the current development process. You can do better. :P

Do you really think I didn't get that :/


I'm just saying the elites/higher level mobs probably will not enough incentive for players to go in there, so you might have to do something else in the future. But there's no rush.

I'm obviously pleased that we have so many more areas of new content.

Edit: And my comment about "areas being deleted" wasn't to belittle the amount of effort you've put into this. What I was saying is that as long as those areas are not part of main quest route, ubers, or give something that players will want to get, they're effectively the same as if those areas didn't exist. Apart from maybe exploring them for the first few times.