Our view on map drop rates

4 maps dropped from 5 Pyramid runs while I lvld another character yesterday. Only 1 was from the Overseer. Additionally, 5 chisels dropped.
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blackadda wrote:
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Axebane wrote:

Because GGG doesn't have to sit and run maps to find out the statistics. They have access to the database connected with the server and can see exactly how many maps are dropping. They don't have to rely on tiny sample sizes to gauge how the drop rates are.


Guys please quit the troll fest and get the thread back on the subject. its not constructive and it does nothing to help improve the game. all of this additional fluff and posturing over who knows more about statistics has nothing to do with the threads subject and just makes it more difficult for Devs to actually glean useful information from the thread and improve the game.


I'm a troll because I answered this person's question?? They were under the impression that GGG have devs sitting and running maps a few times a day and therefore have no idea how well the drop rates are working.

I was just pointing out that they don't just use feedback, they also can look at the raw numbers and see exactly what percentage of maps are producing another map for players.

I don't appreciate being called a troll just because I'm shedding more light on the subject for people to consider.
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Ferumbras wrote:
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TehHammer wrote:
I've been using alchemy orbs on every map I run, with great success.

And where on earth do I get the amount of currency to keep this up?
It's easy to turn rares into alchemy orbs, check the Exiled Recipe Thread. Name matching will take up space if you just start collecting every rare, I suggest just defensive items if you have 10-20 stash pages, and just 1 specific type of item if you just have the default 4 (chests drop often, though they take up more space than boots/helm/gloves, so I'd start with chests).

The other, less space consuming way is 20% quality rare + 20% magic + 20% white items. 3 items, one orb. This will chew through your whetstones/armorer's scraps quickly, so I suggest looking for quality rares to start with, obviously the higher the better.
How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934

IGN: TheHammer
Last edited by TehHammer#0539 on Sep 14, 2012, 9:31:58 AM
Retard post.

AKA quote instead of edit.
How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934

IGN: TheHammer
Last edited by TehHammer#0539 on Sep 14, 2012, 9:32:17 AM
You can't really do alchemy recipe with default 4 tabs any more. I did that before but now there is like 5678968546 unique names. Not to mention you want to save some items that are not going to be used in the recipe...

Fortunately thre are other recipes and an option to trade. I would suggest the chaos recipe for freebies like me. I find myself burning a lot of currency on the maps anyway.
✠ ✠
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CanHasPants wrote:
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Helheim wrote:
I was really hoping for more maps to drop, but I guess I'm still unlucky. My marauder is probably forced into early retirement at 77 with one lvl 64 and four lvl 62 maps left.

There are loads of lvl 60/61 maps in the stash but I will not run those at 77, it's just not good enough.

Guess it's a good thing I'm not a one-char-only type ;)


Also, this... At some point in every aRPG, you reach a level cap and the end game... Ends. Replayability is then determined by the incentive to create a new character to progress and experience game content through. Perhaps that's all we're facing here. The lack of act 3 sets our end game content to conclude in the mid 70's, rather than 80's or 90's...


Why do people think that Act 3 will push end game to level 70? I keep seeing this in many threads. Did you guys forget that when Act 3 comes, they're removing a difficulty (either Ruthless or Merciless)? So you'll still be close to lvl 60 when you beat all the quests.

Or am I the one missing something?
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Pictionary wrote:
Why do people think that Act 3 will push end game to level 70? I keep seeing this in many threads. Did you guys forget that when Act 3 comes, they're removing a difficulty (either Ruthless or Merciless)? So you'll still be close to lvl 60 when you beat all the quests.

Or am I the one missing something?

Not at all. People that believe Act 3 will completely change things are delusional.

PoE will have a fixed expected level at regular content (right now expected level to kill Vaal Merciless), and after that the endgame content has to kick in. If you consider a zone like Pyramid endgame then you have not learned one bit from failures like D3 (BOOOOOOOORING!).

Whether this is level 60 or 70 does not matter. The fact that most people will get sufficient maps does not matter. This topic is about the concept, the design GGG has chosen. It doesn't matter what numbers are coming out of automated tests or given by us as feedback. It is designed to be random, so you can either be swamped in them or run out of maps. And that is, to me, currently a valid reason to not see PoE as a good game to invest all my time in.
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CanHasPants wrote:
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Helheim wrote:
I was really hoping for more maps to drop, but I guess I'm still unlucky. My marauder is probably forced into early retirement at 77 with one lvl 64 and four lvl 62 maps left.

There are loads of lvl 60/61 maps in the stash but I will not run those at 77, it's just not good enough.

Guess it's a good thing I'm not a one-char-only type ;)


Also, this... At some point in every aRPG, you reach a level cap and the end game... Ends. Replayability is then determined by the incentive to create a new character to progress and experience game content through. Perhaps that's all we're facing here. The lack of act 3 sets our end game content to conclude in the mid 70's, rather than 80's or 90's...


First act 3 is not going to be end game content it's going to be just content same as act 2 now.

Also when map stops to drop that's not an incentive...mostly being forced to create another toon to play which is a terrible idea.
mind you i understand your second post but we are here to comment about the current state of the game not the future of it.
FFA loot = Single Player Game
So uh... I could have sworn I read somewhere that GGG believed four difficulties to be about right for expected repeatable content while leveling through to endgame. I also believed the "one difficulty to be removed when act 3 is released" to be a misconception generated by MoC being removed with the addition of Maps.

If anybody could provide a link to prove me wrong, it'd be muchly appreciated.

Irregardless of this, I still vaguely recall seeing somebody from GGG post somewhere that ~level 60 isn't intended to be the beginning of end game, but rather ~70 to 80, and that it is only ~level 60 right now because of the lack of content in the closed beta. I, unfortunately, cannot reciprocate and offer a link of my own, this is just something I vaguely recall reading, not something I remember where it was posted.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Players must still stack iiq/iir to access the end game.

Your current model has not precluded this as a necessity which is in opposition to your stated goal. Several posters have touched on this, but I think it is important to present it explicitly:

Many posters are complaining that they are not receiving enough maps to progress. The presented solution was that the players need to be doing tougher maps using more difficult mods. Another way to word this solution is, players need to expend more currency on maps in order to continue progressing.

It requires a considerable amount of currency (both in orbs and in chisels) to reliably generate maps with a sufficient iiq mod to sustain progress. The amount of currency per map is directly correlated to a players iiq/iir. Therefore, under the new system, if a player does not (still) stack iiq/iir, he may not run out of maps, but he will run out of currency. Because of the randomness involved, most players will eventually run out of both.

The perception that iiq/iir stacking no longer affects map progression is an illusion. The iiq/iir stacking that is required is simply one step removed now, making it less apparent that it is necessary.

Ultimately, most of the complaints can be summarized as an issue of control, or lack thereof. It seems to me that many players feel as if they do not have enough control of their end game progress, which is what iiq/iir provides.

In my unqualified opinion, the system should be reverted back to 9.11b with some sort of guaranteed map drop inside of maps to assure progression. I personally prefer the method suggested by xenogfan43. I believe this solution allows less developed characters (with low iiq/iir) to continuously receive end game content, while allowing more developed characters more control over the quality of access to end game content.

TLDR: Despite appearances to the contrary, players still need substantial iiq/iir to progress. The only goal the current system achieves is obscuring that fact.

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