Quote (Joshie @ Apr 25 2018 06:35pm)
I think most of our suggestions stem around making improvements to item drops. We need to do this in a manor that makes sense, it's hugely overpowered, doesn't undermine other high effort methods.
Most of our explore is COVERING THE SAME BLACK SPACE as we try to clear a map. If we explored spaces had no monsters like in maps, we would hit more EP's, more wells, etc.
Now this isn't a direct nerf to maps because STRONG maps will still be very valuable, and medium maps are kinda not worth doing anyways.
I know this was the way it use to be before maps, but I think this is a valid discussion to revert back to.
Pros:
More chance to find EP, less exp wasted on trash mobs
Keep current map clearing the same above 71 so mirror maze isn't affect
Cons
Slight debuff to middle mapping system if it's being utilized
I don't remember a time when the system was as you describe and I think I was playing when catacombs were added. Although admittedly I mostly played Arena til it was removed. (RIP Arena RIP MCC

)
As I recall prior to the 3D maze system the most used tactic was "Blacking" were the driver would find a long straight section in the maze to run back and forth over the black previously explored spaces to spawn waves of mobs.
This method was used primarily because with an unskilled or lazy driver the group can level up much faster than exploring but also because it dodged Ep's especially Seven Shamans which often caused them to reform the group sometimes losing players. Strong groups could handle shamans but they were seen as a waste of time, the attitude was "good items never drop and an undeserving noob gets them when they do."
When the 3D maze visualization was added the driving controls were changed as you were now "facing" in a given direction. Players could just rotate the direction they were facing to spawn waves by repeated turning left or right "spinning." Some people got dizzy from the watching the spinning maze and complained which brought us the
whistle.
The point of mentioning this is that given a choice the majority of players choose the fastest easiest route possible despite the reduced rewards, heck white items for the well did not even drop when "blacking"
Given a choice between waiting 2 hours for a group to form followed by a 2 hour climb most players would still take that option over a 4 hour solo or duo. (times specified are just used make a point)
History aside taking away the random spawns on prexplored spaces defeats the whole purpose of the both the maze and random teleport spins and makes rooms mostly pointless.
Presently some of the community including myself actively hunt for mazes with rooms, enjoy events and farm or buy maps with bonuses to EP's and Rooms.
Pay attention and drive intelligently if you want to minimize those "trash" spawns and accept that randomness happens, maze complexity varies & some spins are good or bad.
Allowing mostly elite players to farm EP's faster while paying less attention the game does not help new players outside of some strange trickle down economics argument.
New players can play just fine with gear they find or buy for cheap what they can't do is play with people that refuse to play with them.
Thanks to the recent update you can now buy whites and fight just well bosses for the drops if you want. Plenty of 70 to 100ee items from wells you could donate to new players.
Also a change to Trap Doors was recently suggested. Paul seemed receptive to the idea. Basically altering the mechanics so that rather than primarily just being a difficulty increase, drops in TD's would better reflect the greater challenge. I think this would be a better version of what you are seeking that adds to the game rather than subtracts.