Our view on map drop rates
" Ok, cool. Easy enough to do. My point is just that if 70 to 60 isnt rewarding or challenging, would say 80 to 69 be any different? I don't think it would be aside from adding however many hours/days difference in time spent leveling. It was the same with MoC those who wanted the ladder rank played it endlessly, those who wanted to farm items did as well. Therefore, I don't see much point changing off the current map system. It stretches out both leveling and farming quite bit due to the difficulty obtaining the highest maps. I could argue either way for lengthening, shortening the required time, but it doesn't really matter. At some point, some other goal for the play has to take over; item farming, boss killing, topping the ladder, endless dungeon running. I can understand the frustration not getting to play level 69 map knowing they exist, but I can also appreciate what that provides others in continued play time, and I don't believe the consequence of granting easy access to level 69 maps is worth the trade off of added playtime to endgame. |
|
This is a very good video talking about the issue that we are facing here.
It's only 5 minutes so it won't take too much time and it focuses on denying players the ability to play or do some actions in games and the most important thing...the reasons behind it.
Spoiler
http://penny-arcade.com/patv/episode/energy-systems
FFA loot = Single Player Game
|
|
How are you being denied access? Just keep running challenging maps with a large quantity bonus. You'll get there.
|
|
Hmm... guys... you know, as for my experience, max iiq on maps don't go to max maps from this map.. Just ran map with iiq 60 - took 0, then ran 30 - took 3, and then again ran 60 - and again took 0, and then again ran 30 - took 3. So may be some formulas are broken, huh?
Last edited by Cruger#1894 on Sep 20, 2012, 9:27:55 PM
|
|
" I am having pretty much the same experience and was wondering the same thing, I was really getting more map drops on lower IIQ but havent done a significant enough to actually see if this is true or not. S L O W E R
|
|
" Run 100 maps, and log it, then check to see. 6 maps is very very small pool of data. |
|
This is a difficult task for a developer. One hand hand you can't just increase drops to where everyone's getting stuff all the time; however, on the other hand, you got to present something to the player often enough for him/her to want to comeback.
I find myself wondering at times in some of these games... "Why am I doing this?" And that question decides whether I continue playing the game. In open world games, I just love to explore. So, even if I don't find new items, I just adventure into places and see if I can find some trouble. In loot-driven games, I get motivated to continue if I find something at least once an hour. Be it a good crafting material or an actual usable item. Grinding is fun, sometimes... and that's why we're playing ARPGs; however, it's very disappointing, and feels like a complete waste of my time if I don't find something good/very good after an hour of gameplay. "Life is a tragedy when seen in close-up, but a comedy in long-shot." - Charlie Chaplin
|
|
" You make this sound like its a "silver spoon" process, you make a good point in the sense that the 65+ ramp does provide a sense of accomplished feeling when u ACTUALLY drop 66+, and onwards to a 69 map, but your connection between running high lvl maps via customizing with orbs and finding loot to craft is a rather thwarted process man..anything 66+ even 65, IS NOT WORTH ALCH N GO, customization is mandatory since a) we are not swimming in these map lvls b) we dont know when the fuck they are going to surface, so while there around lets make the best of it...cause some of us want to make the maps harder, bigger, (more items to support your crafting theory). I found 2 69 maps yesterday, given the fact that they yield the most experience at my level and drop the highest level items, customization was mandatory..i repeat. Currently back at lvl 64 maps, see how this works? How can you be obvlivious to the fact that maps are an ongoing orb sink in the act of proper participation?, anyone here that alchs and does 66+ maps are a disgrace given the scarceness of them. Now i dont know where you get your loot from, but i can obtain loot like no other , trust me, and even myself i am stumped in town from customizing high lvl maps, when they do seem to surface here and there. The strongest thought in my mind right now would be to re-implement heightened area/maze mods so that customizing maps for certain purposes after using say 1-5 gcps on a lvl 67+ map becomes worth investing into. Edit - my point was maps dont leave you in a state where you have tons of orbs to craft various things...we know how expensive just crafting is. Last edited by butcherspupil#7882 on Sep 22, 2012, 11:31:37 AM
|
|
" I have been running maps for the last 4 days pretty much whole day and I have noticed the same thing. Magical maps of sub-30% quality tend to give much more maps than yellow 70%+ maps on average. Also maps with the mod "+% more magical monsters" definitely give more maps to the point where I have started to roll alterations until the map has that specific mod. This trend is so very very obvious that I have been wondering if there could be something wrong with the way map drops calculated as well. I used to run maps pretty much 50/50 blue/yellow. Now I don't see the point of wasting an alchemy orb and run only blues. |
|
" 1)Log it, or its worthless data. 2)Just because a map is rare doesnt mean its %IIQ is better. 3)Just because a %IIQ is better doesnt mean it has a better chance to drop a map. 4)Are these higher level maps you are getting or lower level? 5)Sounds to me like you are not having a map problem. All in all, my exp has been that higher IIQ% gives more maps on avg, more bosses,rares,magic mobs give higher level maps on avg. Merge the 2 and you tend to have more higher level maps. The key here is, is the value of a map (using orbs) worth using orbs on it to do it? Next key is, is it planned for people much higher level (10+ levels) to be doing maps (maps 10 levels under their level). Answering those questions, I believe the current system is that doing maps is an orb SINK to keep progressing in level of maps, If you are just looking to get even odds maps back (1 map for each map you do = or lower level) then you can gain a slight amount of orbs/currency. Second question is that I believe the major problem is that the content is not hard enough nor is it rewarding enough to do hard (deadly) maps. By this I mean, that at level 75+ maps become pretty easy, solo and in a group (group is much easier) with the rewards very minor (exp, and higher ilvl items). Anyone not able to keep doing maps is likely not spending many orbs on a map at all, or picking the wrong stats to get maps (like picking exp stats on a map). Getting higher levels maps have a lot more to do with RNG. Now doing this, its clear that IIQ/IIR is of some value at much higher levels (75+) due to keeping some money per map at the cost of slowing down your exp gains (good thing). However, I still believe that the cost of higher level maps is too costly with little rewards, and the maps are not hard enough. All in all I would like to see harder maps, harder maps giving more map drops, and harder maps giving more higher level map drops, and harder maps giving more currency drops. So you will pick your poison on how you want to play, how much death you want to risk for the reward, all of which costing money. Also chisels are way to rare still, and why dont we have a real vendor recipe for this (other than selling tons of maps with % for 1 chisel) |
|