Our view on map drop rates

I know the RNG is sure picking on me. I leveled all the way from 69 to 70 with about 5 deaths just grinding the Pyramid - zero maps. It had to be at least 10 hours, maybe more - tens of runs at least.

Generation of maps from within maps is only one mechanic that is at issue. We need a crafting recipe to make a level 60 map at least.
I dunno how we're still on this, I've virtually given up on the game because of the map system and the very concept of access/customization of the end-game basically being a mechanical clone of gear.

I've been spewing the same stuff about map drop rates over and over again in HC chat and the last race, some other high level players already knew what you're supposed to look for in a map, but apparently people are now catching on.

The challenges and rewards on maps are basically completely out of whack. There are lvl 60 maps that I find a fair bit harder than doing a relatively easy lvl 65 or 66 map, but you get nothing for it and you don't get enough higher level maps.

Too many of the mods are simply annoying too, fairly broken mods have been allowed to remain unchanged (masked by easy resistances up until now).

Ultimately though, the biggest problem I have with the map system is the insistence that it should mimic gear.

Apart from what are seemingly restrictions on what combinations of mods you can roll on (particularly blue) maps, most of them have very little value and it is expensive rolling preferred mods.

I strongly believe that besides continued rebalancing of mods, larger and rescaled ranges for existing mods, more mods are needed for the different map rarities, additional mods and functions need to be introduced, some including player buffs but drop/xp penalties and the very idea of maps cloning gear systems forgotten.

As you may notice, I have some issues with this stuff.

(Edit: Forgot to mention the fun of playing maps regressing since introduction, mainly due to trying to rebalance map drop rate, that alone should speak volumes)
We're still on this because it's Beta. The feedback is what we do to help get the broken and un-fun things changed. Just because something isnt fixed yet doesnt mean it wont be fixed.
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Nemmerle wrote:
I know the RNG is sure picking on me. I leveled all the way from 69 to 70 with about 5 deaths just grinding the Pyramid - zero maps. It had to be at least 10 hours, maybe more - tens of runs at least.

Generation of maps from within maps is only one mechanic that is at issue. We need a crafting recipe to make a level 60 map at least.


^This, between 66-68, I can recall maybe two lvl60 map drops.

We all know that grinding is endgame, I don't mind that at all. What's getting to me is it's really hard to find/get a map to drop. I like the map system, I love playing maps, when I can get a map to begin with.

True, I could buy them from other players, if they are selling them. Again, this bugs me that I have to farm a lvl58 area just to try and get a map drop, or spend currency on endGame.

The fun is grinding maps, not grinding to get 1 map every few lvl's.
MonstaMunch: "You're just jelly because you can't afford to mirror my rod. It's 100% reel."

GooberM: "How does that not warrant a good ol' stabby-stabby?"
Last edited by didevol#6543 on Sep 24, 2012, 5:03:44 PM
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didevol wrote:


We all know that grinding is endgame, I don't mind that at all.


I agree about the map system being an excellent idea, but still needs some tweeking. It's NOT endgame if you cant get maps "reasonably" easily to do them. Grinding an entire slow level in the pyramid and not getting ANY maps means "endgame" is not available. That's just not workable as an endgame design.

The alternative is that there should be a relatively easy crafting recipe for a plain, non-magical level 60 map. Something you can do with some grinding, but not 10+ hours.
1 Alchemy orb= random level 60 map

This is cheap enough to make it available, but expensive enough to make it not worth buying tons to use for map recipe for +1 map level.
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SL4Y3R wrote:
1 Alchemy orb= random level 60 map

This is cheap enough to make it available, but expensive enough to make it not worth buying tons to use for map recipe for +1 map level.


I support this
S L O W E R
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SL4Y3R wrote:
1 Alchemy orb= random level 60 map

This is cheap enough to make it available, but expensive enough to make it not worth buying tons to use for map recipe for +1 map level.


would be a good idea

even if it was a chisel, that would reduce abuse and also bring up the decision between spending them to buy maps or spending them to improve your luck at obtaining maps
For those guys just trying to get a l60 map...

From a rough experiment:
Fellshine clear generates 1 per 6-10 runs @ ~35-40% IIQ
Pyramid clear generates 1 per 8-12 runs @ the same IIQ

Fellshine is much much faster to clear than the Pyramid so that further shifts the droprate in its favour.

thats from samples of > 30 runs of each (so we can use the central limit theorum to assume roughly normal).

Im not sure of the exact IIQ, since ive got different IIQ on the zombs and skeles, but that an average assuming that they kill roughly equal amounts to bad guys.

B.

TL;DR: for maps clear Fellshine, not Pyramid.
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I think IIQ does not affect drop rate. I think I might try Fellshire tho - I'm soooo sick of farming the pyramid.

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