Our view on map drop rates
" +1 to this post in it's entirety as Slurms and I discussed various times in chat, a floor so to speak, such as: minimum map level = current map level - 3 would be a nice consideration | |
First, Chris:
I am glad to hear that this issue is being taken noted of. I can honestly say that I smiled a little bit when you said that maps weren't being chiseled enough. :P Don't even want to think about how many of those I've bought. Cuch, is 100% on with the comment about how disenchanting it can be when seeing such low level maps drop in higher levels. I can honestly say though that between 65-68, many of the maps that dropped, or enough anyway, were somewhere in the range of "high level". Meaning, I could consistently keep getting them. It even reached one point where I had vendored a couple 64s in order to get some more 65s. That's how many I had. This, as I've stated before, was all with 80% IIQ. That's quite honestly how important good mods are on maps. Further, since the +area/maze mods are multiplicative in the sense that the more area in a map, the more that IIQ is drawn out. Even with the current patch, if a map is 2x as big, but only has 60% IIQ, in theory, in should pose a more likely chance of getting maps than a 98% map. This is, as I've stated, impossible to overcome. Unless the mods are done away with, and are automatic. This would allow "force" people to roll as hard of mods as their character can handle to increase map drops/currency items. I like being challenged. Even when I was rolling pre-patch, I still hoped for a no-regen + maze + magic/rare, since this would increase my map's IIQ. I wanted it to be as high of a base as possible. From what I can tell, this is what you have in mind. However, since Maze/Area > Map IIQ (some circumstances may not apply), what am I to do? The odds of getting more maps are simply always with the larger area. Anyways, I gotta get back to the HC race. But I am thankful for the improvement in chisel drop rates. Although I would appreciate a "level" of -3 in maps. It is my understanding that this is probably against your game design ideas. That's fine :) Just try to remember that it really is not fun for players, especially high level ones to not gain xp. Risk vs. Reward, if we can do 25+ lvl 60s and not gain that 15% (death penalty), in all honesty, the risk vs reward is not high enough. Especially with the desync currently, and rubberbanding that will be sure to happen down the road. Thanks for posting Slurms |
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This.
" While I probably have more levels in total than most players (76,75,72,71,70 and some more between 50 and 60), I only found one lvl 65 map and just a couple lvl 64. I simply refuse to run 60/61 maps with lvl 76, so I started leveling more and more chars (which is way more fun than running those low maps). I still don't have problems finding the lower level maps, but anything above 63 (still mid lvl at best) is not dropping for me, so I'm glad overall map/chisel drops will be increased. IGN: Nazhand (Standard), Gaurithoth (Anarchy) Last edited by Helheim#5540 on Sep 12, 2012, 8:23:49 PM
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Grinding up map levels is just not compelling gameplay.
It would be better if any map could drop any level of map. Then having to run level 60/61/62 maps wouldn't be so demoralizing. Chrome plugin for inventory/crafting: http://njs50.github.com/poe_ext/
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I don't want to sound like a wuss, but right now the risk and rewards of running maps is completely imbalanced.
At lv75, the exp loss from dying to get 1% exp just makes running maps not worth it right now. I honestly think that the endgame is a bit broken at the moment. Starting from scratch in open beta.
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" Would you rather the content was easier? I'm very glad that people are scared of dying in maps, because our #1 concern is having the endgame too easy so that people are not challenged. There's more parallel endgame coming in the form of PvP, Act three, more events, better trading, guild content, more maps, etc, etc. | |
I personally do not fear death in most maps so it's not a matter of risk/reward but rather a matter of time/reward (2% exp for a 60 map at level 75).
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
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Difficulty's fine, if the rewards gained match. Right now, maps for high level players only seem to reward commensurately with items, not XP. The map climb is cool, but it's probably a bit too punishing right now.
At least keeping yourself in maps is no longer much of a problem. Ancient and unwise, SSF only since 2012
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" I do like difficulty, but it feels like MFing has been seriously discouraged this patch. Starting from scratch in open beta.
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" How so? IIR/IIQ are as functional on non-map drops as ever. IGN: KoTao
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