Our view on map drop rates

So far since 9.12D my personal experience is an improvement in drops. this was over approx. another 15 maps of 40% or better quality, I broke even, but never saw higher than a lv 64 drop(which in turn dropped nothing after it was chiseled to +20%, +area mod on a 68% qual map)

Maps are the only *end game* content and as such needs to be generous enough to ensure people never run out of maps.. im not sure that's been achieved.

Impliment the following however, and it will be, while maintaining the integrity of the system as a whole


SUGGESTION to fix this whole deal.

Leave the drop rates exactly where they are currently BUT give every map end/unique boss is a 100% chance to drop a LVL 60 map(no higher than lvl 60 for this guaranteed//seeded drop).

The Unique Boss could still *randomly* roll higher than 60 maps, but this would be a separate from the guaranteed lvl 60 map it *always* drops

This would ensure a sense of progression//wellbeing even when the RNG isn't being nice and guarantee players completing content know they only have to kill the unique boss to be ensured another level 60 map, and thus, Players feel in control of their own destiny.

Obviously even with a guaranteed level 60 map clearing maps still remains the only reliable method of getting to higher level maps. But players on a losing streak should still get enough maps to turn in 3 60's every so often for a 61.

I believe this solution meets all the requirements of a reliable, replayable, endgame.

Chris? any chance you guys could model this scenario to assess its viability?
1 guaranteed lvl 60 map drop in every map(seeded to the map unique boss), everything else remains random.
Last edited by blackadda#0585 on Sep 13, 2012, 5:05:57 PM
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wiggin wrote:

This is wrong. Progression has nothing to do with that. There will always be a point where the content ends. Once you reach that point, there needs to be a variety of things you can do if the game is aiming for longevity. Map level downgrades add to that variety, running the highest map could easily become just another 'pyramid run' if there wasn't this possibility of downgrade.

About the items, that is completely irrelevant.

I wouldn't react if you didn't quote me because as I said, I am getting enough maps after the patch, I even tried running some 20-30% ones and they sometimes drop some map sometimes not. Also it is possible to get over 50% just with alts. Fleet map of smothering is, I think, the right combo.

So many reactions here are not about the actual change of drop rates but about the map system itself. The only thing they changed in the patch are drop rates and they seem to be just fine, many maps are dropping for many people, all you need to do is to run a bit harder maps (from what I have seen I think the threshold is around 40%, not 50%). I gained more maps than I ran (and in this math is a map, over 100% iiq btw, I lost to crash included) without using a single chisel.


First the word Progression and Map level downgrades can't be used in the same sentence.

And as far as map drops have gone up....Will i'm not going to replay to you here.
FFA loot = Single Player Game
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blackadda wrote:
So far since 9.12D my personal experience is an improvement in drops. this was over approx. another 15 maps of 40% or better quality, I broke even, but never saw higher than a lv 64 drop(which in turn dropped nothing after it was chiseled to +20%, +area mod on a 68% qual map)

Maps are the only *end game* content and as such the drop rate needs to be generous enough to ensure people never run out of maps.. im not sure that's been achieved.


SUGGESTION to fix this whole deal.

Leave the drop rates exactly where they are currently BUT give every map end/unique boss is a 100% chance to drop a LVL 60 map(no higher than lvl 60 for this guaranteed//seeded drop).

The Unique Boss could still *randomly* roll higher than 60 maps, but this would be a separate from the guaranteed lvl 60 map it *always* drops

This would ensure a sense of progression//wellbeing even when the RNG isn't being nice and guarantee players completing content know they only have to kill the unique boss to be ensured another level 60 map, and thus, Players feel in control of their own destiny.

Obviously even with a guaranteed level 60 map clearing maps still remains the only reliable method of getting to higher level maps. But players on a losing streak should still get enough maps to turn in 3 60's every so often for a 61.

I believe this solution meets all the requirements of a reliable, replayable, endgame.





Tell me exactly how will this happen?
If the boss drops 1 level 60 map how will players get 3 level 60 to turn into a level 61 map then?

Again RNG should not be the factor if i can get into endgame or not.

Hey why not do what gh0un sarcastically said today and make it so that PVP can only be accessed with a coin toss and if you flip the wrong the side of the coin you go back to farm coins....isn't it just like the map system?

In fact i will not be surprised if GGG actually implemented this.
FFA loot = Single Player Game
You have the possibility of getting other maps in that map. Getting the 60 would be automatic so you never run out. That's what he meant.
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silentman wrote:


[...]

Again RNG should not be the factor if i can get into endgame or not.

Hey why not do what gh0un sarcastically said today and make it so that PVP can only be accessed with a coin toss and if you flip the wrong the side of the coin you go back to farm coins....isn't it just like the map system?

In fact i will not be surprised if GGG actually implemented this.


You are basically saying that allowing in the end game to only whom stacks a certain mod on his equipment is better than letting the rnd decide (in a game that is supposed to be heavily influenced by the rnd).

Why don't make so that PVP can only be accessed by whom has stacked over 1000 accuracy on his gear?
Last edited by gjrud#1713 on Sep 13, 2012, 5:42:16 PM
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gjrud wrote:
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silentman wrote:


[...]

Again RNG should not be the factor if i can get into endgame or not.

Hey why not do what gh0un sarcastically said today and make it so that PVP can only be accessed with a coin toss and if you flip the wrong the side of the coin you go back to farm coins....isn't it just like the map system?

In fact i will not be surprised if GGG actually implemented this.


You are basically saying that allowing in the end game to only whom stacks a certain mod on his equipment is better than letting the rnd decide (in a game that is supposed to be heavily influenced by the rnd).

Why don't make so that PVP can only be accessed by whom has stacked over 1000 accuracy on his gear?


No and you didn't even take a look at the thread.
I've a post before that explaining in it how can we solve this problem with a way that had been tried and had success in other AAA titles like GW2 and WOW.

FFA loot = Single Player Game

I'm out of maps again, and from my experience so far flat drop rates are just starving people of map runs. At least before, we could influence the range of map lvls that we could run by iiq stacking at the expense of survivability. As of now, it just feels like we're forced to blow all our alchs/currency on low lv60-61 maps to get a chance to find another low level map.

If I can't run maps all day, it really doesn't feel like there's anything to do. I'm all alted-out so that's not really something I'm going to continue to do in the meanwhile.
Starting from scratch in open beta.
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teek wrote:
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Burgingham wrote:
I am amazed at people's grasp on sample sizes here. "I ran 40 maps and now I can exactly tell what the drop rates are."

what kind of post is this?

the people posting in this thread make up a large portion(probably the majority) of the maps that are run on this game daily

and what's GGG's sample size? you seem pretty quick to try to discourage our thoughts but have you even considered that the posters in this thread probably run more maps per hour than the alpha/dev team combined?

so explain again why our opinions aren't valid


Because GGG doesn't have to sit and run maps to find out the statistics. They have access to the database connected with the server and can see exactly how many maps are dropping. They don't have to rely on tiny sample sizes to gauge how the drop rates are.
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Axebane wrote:
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teek wrote:
"
Burgingham wrote:
I am amazed at people's grasp on sample sizes here. "I ran 40 maps and now I can exactly tell what the drop rates are."

what kind of post is this?

the people posting in this thread make up a large portion(probably the majority) of the maps that are run on this game daily

and what's GGG's sample size? you seem pretty quick to try to discourage our thoughts but have you even considered that the posters in this thread probably run more maps per hour than the alpha/dev team combined?

so explain again why our opinions aren't valid


Because GGG doesn't have to sit and run maps to find out the statistics. They have access to the database connected with the server and can see exactly how many maps are dropping. They don't have to rely on tiny sample sizes to gauge how the drop rates are.


Guys please quit the troll fest and get the thread back on the subject. its not constructive and it does nothing to help improve the game. all of this additional fluff and posturing over who knows more about statistics has nothing to do with the threads subject and just makes it more difficult for Devs to actually glean useful information from the thread and improve the game.

Arguing over someone's experiences in game and the FEEDBACK they have given is little more than trolling.

GGG wants player feedback based on their testing and how they FEEL the changes are working

Player experiences and feedback are every bit as important as the server side statistics in making a successful game. Player enjoyment=Player retention.

So please, for the good of the game, keep it on subject (your experiences and feedback on the map drop rate and playability/enjoyability) and keep this thread useful.
Last edited by blackadda#0585 on Sep 13, 2012, 8:21:19 PM
I don't like the current system much. I like the idea of a maps end-game, but not in such a way that the vast majority of time is spent just trying to get lucky and have a map drop with a level where you can actually get xp/useful items. It's like you're grinding for the privilege of being able to grind.

Personally I'd prefer if higher level maps were fairly common, but very difficult. Right now it doesn't feel like there's much difference between a level 60 and a 69 map in terms of difficulty, map modifiers aside.

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