Given the central nature of maps in War for the Atlas, the poe currency feature itself entailed a fantastic deal of time in evolution. It's been a work in progress over the duration of the last expansion, but also throughout the life span of PoE itself. The design of the machine is driven by two design goals: Random amounts are crucial and "anywhere can be a functional end-game". Most significantly, GGG looked in issues affecting the ARPG genre in general and how it planned to address the boredom That Lots of players find at game:
The significant issue that we faced when the end-game was in the nation has been staleness of the final locations. Players who wanted to find the very best items and earn the maximum experience were forced to repeat the exact same few areas repeatedly. While the random levels were doing a great deal of work, we needed a whole lot more variety. In the 0.8.6 patch, we added a distinctive end-game known as the Maelstrom of Chaos. This was a set of sequential areas that tapered upwards in difficulty level, with random monsters and random tilesets (in the variety of eight).
While this improved the boredom issue of folks playing the same areas over and over, it created a totally new problem that we hadn't seen before: content difficulty entitlement. It was quite frustrating, watching people intentionally sabotage their own progression and then getting mad about it. Eventually we realised that the fact: the game design was at fault and needed to change. We needed to locate a system that made players feel great about enjoying at the ideal level for their own progression.
Concept Art in War for the Atlas
One of the most intriguing thing for a lot of poe currency buy fans would be to see that the concept art that programmers begin with and also to compare it to how it ultimately ends up when started. The PoE website has another collection of images from the art team to flaunt things that can be located at Atlas Supporter Packs, Elder layout and special items. You can check it out here.