Area: Difference between revisions
Mefisto1029 (talk | contribs) (Roughly copied from poe1) |
Bloonpauper (talk | contribs) (rather not mention stuff that hasn't been confirmed yet) |
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Once the tiles have been generated, the instance will be filled with objects according to the area rules. Specific flags on the area will also change area behaviour - a [[town]] does not permit use of [[skills]], a [[map]] will scale enemies depending on the map tier, etc. Similar to [[item]]s maps use a hidden [[tag]] system that sets certain attribute that govern which modifiers, monsters and other objects can be placed inside the instance and their likelihood. | Once the tiles have been generated, the instance will be filled with objects according to the area rules. Specific flags on the area will also change area behaviour - a [[town]] does not permit use of [[skills]], a [[map]] will scale enemies depending on the map tier, etc. Similar to [[item]]s maps use a hidden [[tag]] system that sets certain attribute that govern which modifiers, monsters and other objects can be placed inside the instance and their likelihood. | ||
In addition, each area has a default level associated with it which is used both to determine what [[monster]]s, [[Extra Content]], [[modifier]]s and such are allowed, but also sets the level of any object within the area. | In addition, each area has a default level associated with it which is used both to determine what [[monster]]s, [[Extra Content]], [[modifier]]s and such are allowed, but also sets the level of any object within the area. | ||
Areas can be connected to each other allowing [[character]]s to pass from one area to another. Most of the story areas throughout the [[Act]]s are connected in some fashion to each other which can be seen on the world map. Areas also have a parent area which is used to determine where the [[character]] respawns after death. Usually this is the most recent [[town]] area. | Areas can be connected to each other allowing [[character]]s to pass from one area to another. Most of the story areas throughout the [[Act]]s are connected in some fashion to each other which can be seen on the world map. Areas also have a parent area which is used to determine where the [[character]] respawns after death. Usually this is the most recent [[town]] area. | ||
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The game automatically creates an instance when a player tries to join an area with the region based on the player's realm choice. If there is an existing instance already created by the player or a party member, then it will be joined instead. | The game automatically creates an instance when a player tries to join an area with the region based on the player's realm choice. If there is an existing instance already created by the player or a party member, then it will be joined instead. | ||
Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in | Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in the campaign, but much longer for instances created from the map device). The instance is destroyed after the time elapses, along with the items and monsters inside it. | ||
When entering an area in | When entering an area in the campaign, holding Control key displays existing instances of the area, and allows the player to create a new instance. The latter can be used to "reset" an area and start it again with a new layout, set of monsters, etc. | ||
Most instances can hold up to six players at once, with the exception of towns which can hold many more. | Most instances can hold up to six players at once, with the exception of towns which can hold many more. | ||
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Hostile areas: | Hostile areas: | ||
* Many zones in the | * Many zones in the campaign | ||
* [[Map]]s | * [[Map]]s | ||
Revision as of 03:59, 12 October 2024
Area serves as generic term to describe any separately loaded zone in the game. Areas have various attributes and rule sets attributed them depending on the type of the area. Using the rules of the specific area the game creates a randomized time-limited instance of an area which can be played by the character.
Mechanics
Areas are separately loaded zones in the game with a specific set of attributes and rules. Those attributes can be thought of as a plan on how to create a specific zone.
An area may have multiple layouts defined that are used to create the randomized instances. The layouts dictate specific features of an instance, so that for example the waypoint and quest objectives are always located in roughly the same positions.
The individual pieces used to create a map zone are often referred to as a tileset. These individual pieces (such as walls, doorways, rivers etc) are designed by hand and are non-randomized themselves, however they are put together semi-randomly to form a coherent zone according to the layout. This allows a high level of variation in each instance while using the same building blocks ("tiles").
Once the tiles have been generated, the instance will be filled with objects according to the area rules. Specific flags on the area will also change area behaviour - a town does not permit use of skills, a map will scale enemies depending on the map tier, etc. Similar to items maps use a hidden tag system that sets certain attribute that govern which modifiers, monsters and other objects can be placed inside the instance and their likelihood. In addition, each area has a default level associated with it which is used both to determine what monsters, Extra Content, modifiers and such are allowed, but also sets the level of any object within the area.
Areas can be connected to each other allowing characters to pass from one area to another. Most of the story areas throughout the Acts are connected in some fashion to each other which can be seen on the world map. Areas also have a parent area which is used to determine where the character respawns after death. Usually this is the most recent town area.
Instances
An instance is a specific, randomly generated zone using the rules defined by the area. It holds the current state of the zone, so whenever an item is dropped or a monster is killed that will be saved within the instance.
The game automatically creates an instance when a player tries to join an area with the region based on the player's realm choice. If there is an existing instance already created by the player or a party member, then it will be joined instead.
Instances with no players in them continue to exist for a limited time (about 8-15 minutes in instances created in the campaign, but much longer for instances created from the map device). The instance is destroyed after the time elapses, along with the items and monsters inside it.
When entering an area in the campaign, holding Control key displays existing instances of the area, and allows the player to create a new instance. The latter can be used to "reset" an area and start it again with a new layout, set of monsters, etc.
Most instances can hold up to six players at once, with the exception of towns which can hold many more.
Examples
Friendly areas:
Hostile areas:
- Many zones in the campaign
- Maps
Version history
Version | Changes |
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