Our view on map drop rates
i surely hope we see some tweaks to the map system come friday, i really don't want to have to reroll and level an alt just to enjoy the game again
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I have been running maps for a long time now. I generally only run maps with (+size, maze, +magic monsters, +rare monsters or 50% + quantity). I can run all maps excluding the elemental reflect maps. I had a very nice selection (30+) of 60, 61, 62 maps before the change to droprates. Now I only have around 5 maps left. When/if I run out I will probably start my next build or have a break and go to T2 for a bit.
In my view the map droprate is broken. With maps being the endgame they should be accessible, having lvl 60 maps being purchasable is a start. Also what is up with the insane rarity of high level maps? I have run 2 lvl 65 and 1 lvl 66 map out of 100+ RIP Bolto
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Same boat as you Covert. Once I run out, ill most likely be trying something else. Was able to give maps away before, had a huge stash of 65s and 64s, and now I'm running low on 64- maps.
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" Completely agree. Endgame content shouldn't be completely left to RNG. |
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GGG messed up with this new map drop rate. I'm being sarcastic when I say this, "Continue being like Blizzard and Diablo 3!" Make it impossible for players to get good gear so we see no improvement on our characters."
HC IGN: OrlandoFlorida / TheRoadBackToOriath
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welp, i'm finished dumping currency into maps
RIP engulfed | |
I honestly can't see why we can't revert back to the old system, I felt the nerfs to the area and maze mods were enough. I really thought there was nothing wrong with it [the old system], except some people in the community felt they were "forced" to wear gear with IIQ. No one was forced, and people had more options in the way they wanted to do maps, instead of just "roll high quantity map with terrible mods".
A player could stack increased item quantity in the hope of getting more maps/item drops, with the obvious trade off usually being less survivability/dps, and slower map clear time. Then there were those who would not stack IIQ gear and have more dps/survivability, meaning they would have less chance of getting maps, but would clear them faster. That was fine, people had to find a balance. For a long time when I first started doing maps I didn't have much item quantity and continued to find maps to progress, until it got to the point where I said "if I want to increase my progress, I will need a lot higher level maps", so I started using a quantity gem, some extra item quantity to maintain this. I know this seems flawed, and it is, but the current system doesn't make up for that, since now you have LESS options in how you want to approach maps. People didn't want to switch out gear and still progress in the original map system. Good for them, there was nothing stopping them from using their current gear, but the game is about constantly trying to find better gear and stuff to use, some players felt they were forced to wear IIQ gear to continue instead of the dps gear, but what about the players who WANTED to be able to use IIQ to progress?. Now I feel map system has devolved to relying completely on RNG/map item quantity, as opposed to RNG/map item quantity/personal item quantity, so this means less options for the player. There should never be less options to the player, but ALLOWING more options for the player to make. Nobody can effectively run blue/less modded yellow maps anymore because they have less increased quantity for maps from,meaning they have less chance of getting maps, which limits the end game even more. Realistically, end game should never be left up to chance to begin with, there have been many suggestions to have a guaranteed map drop from the unique boss at the end of the map. I don't necessarily think its the best idea, but it could be worth trying to see what it has in the current game, players would then never run out of maps, but the maps they have left might be so low level for them that the progress and grind might be too painful for them to continue. Also, map level ranges. I have said this so many times. People should not spend so many hours getting up to a lvl 69 map for it only to drop a lvl 60 one, setting them all the way back to square one, that is just asinine. I would rather play a 69 map knowing that if a a map were to drop, it would be at minimum level 65, than a level 69 map where 2 maps that dropped, then a crap dice roll that made them level 60-61. That just makes players frustrated and want to quit the game. I am not being elitist here, people will say "but I am still getting a ton of level 60-62 maps, you are just unlucky, play more etc", but wait until you reach a level where any map level under 64-65 that drops won't even give you half a percent towards a next level. It drives away the fun of the game for those higher level players. |
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The old system suited me perfectly (as I ran ridiculous amounts of quantity), however, it is NOT any better than the current system. What needs to happen is simply significantly increased map drop rates and viable, rebalanced mods that are actually fun to play (yes, it needs to be expanded too).
As long as map drops mimic gear, as many people have expressed, leaving it up to RNG will fail for someone, and if it's balanced around an average, it means it will fail for a LOT of people many times. I still haven't seen a single legitimate reason as to why map drops should be anything like gear. Let's say for instance you were forced to play through the Acts, but somewhere around River crossings you were forced to play it with temporal chains and all monsters have 3 frenzy charges and deal 100% damage extra as lightning, and after you clear the area, you try to go through to the dark forest and end up in the ledge. Fun, right? |
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" I never said the old system was perfect, I said it was still flawed, but it's still better in comparison to what people have to make do with now. Also who has dumped the most currency on maps? I think it has to be either me or grits. I have pumped in about 350 gcp worth of orbs at least, possible closer or over 400. I'm curious to how poor maps have made players. Last edited by Chucullinn#5226 on Sep 27, 2012, 5:20:04 AM
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Granted, with the current drop rates/mods it can easily be worse than the previous for someone (though not universally).
I think the idea of separating drops from IIQ is basically good, but that it should never ever be balanced around average drop rates, if anything maps should be over abundant. |
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