Our view on map drop rates

Whats the point of having whole complex map system when everyone wil run only increased pack size because RNG and whole system is so fucked up that only this has chance to be even moderately good in terms invested currency/aquired currency?

Its not rocket science to see that map system is flawed and doesnt work really well.

Also you are compeltely wreong lol but i will even dont start discussion about game mechanics with guy that write in whole caps.

Last edited by KarraKurri#7943 on Mar 14, 2013, 2:57:06 AM
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KarraKurri wrote:
Whats the point of having whole complex map system when everyone wil run only increased pack size because RNG and whole system is so fucked up that only this has chance to be even moderately good in terms invested currency/aquired currency?

Its not rocket science to see that map system is flawed and doesnt work really well.

Also you are compeltely wreong lol but i will even dont start discussion about game mechanics with guy that write in whole caps.



Yeah and I won't argue with you either because I can run 1000 maps and not run out of them like you magically do, as I understand, constantly. I'll just make the conclusion, like I get told in most of the multiplayer games, I am lucker and should play lotto.

I was wrong about the quantity, but the point still stands, run the right mods and you will never ever run out of maps. It's not that fucking hard.

Indeed, they should just fucking increase the drop rates massively so all the whiners in this thread could make threads 2 days later gg i quit no content, then I wouldn't have to read this, literally, shit.
Hardcore only
Last edited by ahvneeger#5669 on Mar 14, 2013, 3:32:37 AM
I haven't run into the same problems everyone else has...

Personally - I run with the ARPG folks.

We normally have anywhere from 3-6 folks in our party, of varying levels 70+

Last night we started with, 1 69 and 2 68 maps. By the end of the night I had:

Spoiler


I think we ran a grand total of like... 5-6 maps maybe.

Our map philosophy is - for any map 68-69 and under, not to alch it. We'll run those maps blue. 70, we'll alch it, maybe chaos if the properties are junk. 71+ we'll start breaking out the chisels. I've found this is the most efficient way to run maps w/o bankrupting yourself.

Maybe it's luck, but from my own personal anecdotal evidence/experimentation I've found a few things do seem to increase map drops. I have nothing other than my experiences to back them up, and I don't know why this is; I could also just be insanely lucky, but this is just my personal experiences.

1) Burning Ground seems to increase drop frequency
2) Increased Monster Variety seems to increase drop frequency
3) Chaos Dmg/Sec seems to increase drop frequency
3) Increased Pack Size, Increased Map Size, Maze, Increased Blues and Increased Rare mobs, while great for XP/drop chances, do not seem to have as great chances for multiple map drops.

Take it for what it's worth - Your mileage my vary, etc
Thank you for the increased drop rate, maybe I'll start doing maps now, but that's a big maybe, I think the over all map system is kinda dumb and unrewarding for solo players like myself
S L O W E R
^. I must say you are partly wrong. I run maps alone from 66 to 69, just transmute/alter them to have +% rare and /or area larger with a quantity bonus of at least 30 combined (got 4 maps in one map once, on average I earn more maps than I use).

If you do it like this you will very likely increase your wealth (if you have some IIR) as well as your xp, at least to level 82-84.
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downstroy wrote:
^. I must say you are partly wrong. I run maps alone from 66 to 69, just transmute/alter them to have +% rare and /or area larger with a quantity bonus of at least 30 combined (got 4 maps in one map once, on average I earn more maps than I use).

If you do it like this you will very likely increase your wealth (if you have some IIR) as well as your xp, at least to level 82-84.


Yeah I know all that, ran hundreds of maps in closed beta, went 19 in a row without a drop, so for me doing maps I always come out negative.


I had a spork totem templar so I could faceroll maps, I'm just that one guy who has the worst luck :/
S L O W E R
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Chris wrote:
Hi guys,

This is posted in response to the Map Drop Rates thread.

Here are some observations on the current usage of the map system:

a) Players are not using enough chisels. I'm going to raise the drop rate of chisels in 0.9.12d. They are an important tool in helping get those maps that don't quite have complex enough mods to yield a whole new map on average.

b) Players are not playing hard enough maps (in terms of mods). If you don't have mods on it, its yield may not average a new map on average. For players who are making theirs rare with difficult mods, they get more maps than they spend, on average.

c) The nature of randomness means that conclusions drawn about playing low numbers of maps are dangerously misleading. Even when I was averaging 1.5 maps per map, I still had a run of six maps in a row where no new maps were found. I later had two maps in a row where I found three or more maps per run. That is randomness!

d) On average, players are finding more maps now.

e) On average, players are finding more items from maps now.

f) On average, players are reaching higher level maps more easily now.

g) Players appear to be running more maps than they were before the patch.

h) Most players are choosing maps that would have been good in 0.9.11, without switching to the mods that produce the best results in 0.9.12.

i) The modelling we were using does not account for some ways that maps are lost (disconnections, etc), so we are increasing the drop rate of maps in 0.9.12d to compensate.

Remember, if you get a bunch of people in a room to flip coins and count how many heads they get, a whole bunch of people are going to not get as many heads as they should on average and will feel that the system is unfair. For every person who has a bad experience with a string of eight maps, someone else is basking in riches. This same principle applies to everything else in this type of Action RPG that uses extreme randomness for its item system.

We'll continue to monitor feedback and statistics. Thanks again for the testing.


Extreme randomness? Why do you have to use extreme randomness? So say, you get 1.5 maps on average while another person doing the exact same things you are gets nothing after 10, 15 20 maps? Why do you have to use extreme randomness? Also why not be nice to us and use a system with a distribution that is positively skewed so that we are odds on to get that map drop or that 4L? Seriously random is better than extreme randomness.

Yes I have fallen out of love with this game because you can spend hours with it and have nothing to show for it. If you try to compensate the "bad luck" with the player trade system, well that is another way of wasting one's time.
IGN: Carmy
They clearly stopped reading this thread so I am not gonna right much.

/sick of no maps
/sick of needing exalts to buy anything
/sick of never finding an upgrade (post level 55ish)
Since the update I have been doing solo maps and never ran out, the problem is people are going for pack size/inc rare/magic mobs etc....... You need to get the % quantity on the map it's self and you'll see more maps.

I've gone from 5 lol 66 maps @ lol 70 never ran docks after at now at level 78 and still have over 30 maps, so the system does work.
Simply stated: map system is broken

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