Don't Remove MF from the Game; Just Cut it in Half
"Okay, I get what you're saying, but you're still not offering a fully comprehensive solution. Under your suggestion, pre-maps MF builds, maps MF builds, and maps non-MF builds are addressed, but not non-map non-MF builds; this would mean that unless non-MF have builds that can just dive into added-affix-difficulty maps (most of these are cookie-cutter), they're likely to get stuck in a broing Docks grind. This is one of the things I was specifically trying to fix; Docks farming at 0/0 is painful. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Seeing kaoms doesn't mean it's assigned to your loot. In party of 6 two kaoms per month is pretty low. Without mf guy it's probably lower. Not sure what the problem is here. ign TheBlackMambaTemplar
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" "Hey, I can join a party with a MF character who's sacrificing practically everything to improve loot for the entire group (and still not getting anything for themselves if RNG wants it that way). Or I could make a character like that and join a party to create massive loot explosions for everyone! But no, I don't want to do either of those, I just want comparable loot when I'm playing solo with no MF so I don't have to make any sacrifices, share any of the loot, or do anything especially expensive, dangerous or demanding. Oh yeah and keep the drops for people who do all that as they are so that they wouldn't complain too much." Sounds more convincing with line graphs. |
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"This isn't a fair appraisal of what I'm trying to do here. I think there should be a difference in drops between a zero MF and a dedicated MF build; I even think that difference should be significant. That means: I don't want them to have "comparable loot." I'm not trying to turn a 13x advantage into a 2x advantage; I'm trying to turn it into a 5x advantage. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" It's not 13x everyone can get a litle mf on their char and they would be fine. This entire thread is a big waste of time! No real tests with different amount of MF to show the difference. aka 50x docks runs with 0%,50%,100%,150%,etc I say leave it as it's as now you actually have to do something to improve your loot instead of having everything handed to you. Hint if you want that you should go play D3. "I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel |
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" GGG HIRE THIS MAN he speaks truth The rest of the 'end-game' content will be available along with a heap of new stuff when the game launches in a few months time. From what I've seen it's going to be awesome. - Michael_GGG
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So, since I just can't seem to get any maps to drop, I'm sort of interested in trying to figure out the diminishing returns thing. Basically I would do X amount of dock runs with X quantity/quality, record/post results, bump the MF, repeat. Is anyone interested in seeing an experiment like this? If so, how many runs do we think we need in at each MF level to have reliable data? Will do this if there is actual interest, probably just keep farming maps if there is not.
Anarchy/Onslaught T shirt
Domination/Nemesis T shirt Tempest/War Bands T shirt |
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" That is exactly what I'm requesting it would be really nice to see some actual data and how much you actually need to bee somewhat efficient. "I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel |
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" You're relying on the assumption that most map-viable builds are cookie-cutter and require a lot of funds to become viable. I personally don't think this is the case, though there is room for improvement in map accessibility (some map mods are too punishing for too many builds, like blood magic and no regen). If this was the case, and only cookie cutter builds could do maps, then that's a problem GGG should address. Maps should be accessible for a lot of builds, not just a select few. As for the "requiring a lot of grind" part, it depends not only on the build but also on the reward threshold. The better the rewards are for maps, the sooner it is worth-while to do them. Last edited by Novalisk#3583 on Aug 23, 2013, 8:45:15 AM
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" If I'm not mistaken, you do quite a bit of farming in onslaught? I believe I bought some leveling uniques from you there a few days ago. If you do, what is your current theory regarding the numbers? I've done a ton of farming on Anarchy, and for MAPS (which is different because of the quantity bonus on the map), I believe anything over 50-75Q does not offer near the returns that 0-50Q does. For rarity, I seem to notice increasingly strong diminishing returns after 200-250R. I'm wondering what you have anecdotally noticed? One problem I will run into is the exiles spawning on docks. I'll have to not include the loot that they drop, as it is adding a unique monster to the instance and will skew results. I'm going to do this this weekend, probably starting when I get home from work, (about 10 hours from now). Anything anyone wants to offer towards number of runs/constraints that should be added, please do so. I want to make this as scientific as possible. I'm also terrible with computers, and I'm hoping someone will volunteer to make charts from my raw data. Anarchy/Onslaught T shirt
Domination/Nemesis T shirt Tempest/War Bands T shirt |
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