1.0.0f Patch and Data about League Distributions and Map-only Uniques

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kamil449 wrote:
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Wisdom wrote:
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kamil449 wrote:
look at how many new players have joined recently.. the game has easily gained x5 player base. why do you think they did this all of a sudden...

its not like they increased the drop rates of higher tier maps.
They greatly buffed boss drops (like Piety) and in exchange they moved some of the best uniques out of the non-map drop table. Piety runs are waaay more fun now, and it makes sense that the very best uniques are reserved to players who partake in the most dangerous and difficult content. I think the concept behind this change is good, although some tweaks to the exact drop table might still be needed.


HAHAHAHA OMFG EVERYONE LOOK AT THIS >> this dude joined in 2011 and has only max lvl 20 char.

BAIT GGG ACCOUNT> WHAT A JOKE. SERIOUSLY EVERYONE CHECK HIS ACCOUNT OUT HAHAHA PATHETIC



as much as i disagree with your attitude about it, and by having my aluminum foil close by my side.............i have to agree with you about that account.

sure does look like a little bit of obvious damage control without being listed under staff posts

sorry but the damage was done, and is irreparable, when this was announced
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soulpoetry wrote:
just to clarify, i think map only drops are fine to filter out some of the "offending" uniques but mid to high 70s is much too high in my opinion.


Yea, I think every item in the game should drop in lvl70-71 maps at the highest. Higher level maps should perhaps have an increased chance of dropping the high-end stuff or something.
IGN: Ironmallet
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minus4 wrote:
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MierenEronaile wrote:

Get real. Anyone who does not trade can not sustain the high level maps, and the reality is to REALLY sustain the very top level of them(75-78) you need a GROUP that trades, or extremely consistent luck.

For someone who plays solo and mostly self found, its frigging impossible to get a real chance at farming those items now no matter how much you play.

I don't see the problem with solo players having a hard time to sustain high level maps. I mean, why play in a group if everyone can just maintain the 75+ map pool playing solo? If a player choose to play solo AND self-found, that player should be aware that it will take much more time to achieve things that other players who trade, or a group is capable of achieving.

GGG has stated before that this is an online game so they value inter-player trade heavily. There are plenty of ways to get rich via crafting or just being lucky and find items to sell. Players who can't maintain 75+ maps solo can accumulate wealth that way and buy the desired uniques. Again, this is an online game, people who play together will have easier time to reach top level, what is the problem with that?


I can tell You what the problem is:
Trading is retarded. You spend hours in town talking to lazy people who do not respond/annoy you, are insulting or wasting Your time by offering bullshit.
Not everyone has a 6-player-group, and not everyone has one that is willing to devote 50% plus time on trading and streaming to be able to sell every little midlevel item for a couple chaos.
Have You ever tried to sell a 800 armor 80 life 2 resist chest for 3-4 chaos on trade chat? It takes DAYS! to do that.
And you cant get rich by crafting anymore. Because chances dont work now.
And i have the feeling that they changed mapdrop rates too. There are more 66es dropping in higher maps than before, and less actually good ones.

I dont like restrictions in games for players not being able to use all their time in it. I use all the free time I have, and I will never get there. Because I have a job. Those restirctions include:
Stupid drop rates for maps.
Itemlevel restrictions used on a stat You dont even see.
Deminishing returns on any stat, especially if it is not displayed.
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Dimitrii_ss2 wrote:
why does it require ilvl 78 to drop a lvl 68 unique?

whynot?
also this new info only at patch notes and wiki, so droplist soon
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Nuro wrote:


That said, I feel like some people here are seriously over-reacting to all of this. The item level requirement on a few uniques was increased by 3-10 item levels: this obviously doesn't warrant making outrageous claims about GGG promoting RMT or that the game is destroyed. Calm down a bit and try to state your opinion without making wild claims due to being upset; that tends to get a better response.


The number of item levels is totally unrelated. The issue here is that they put those uniques behind a gate mechanic most people can never force open.

Thats just not cool.
IGN
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PhreEkGarden wrote:
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Wisdom wrote:
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kamil449 wrote:
look at how many new players have joined recently.. the game has easily gained x5 player base. why do you think they did this all of a sudden...

its not like they increased the drop rates of higher tier maps.
They greatly buffed boss drops (like Piety) and in exchange they moved some of the best uniques out of the non-map drop table. Piety runs are waaay more fun now, and it makes sense that the very best uniques are reserved to players who partake in the most dangerous and difficult content. I think the concept behind this change is good, although some tweaks to the exact drop table might still be needed.


I don't think it seems like you know what you are saying.

I understand Piety runs are way more fun, and rewarding. I've been doing plenty of runs.

The issue with those items being only obtainable in such high level maps is that most people will never run those maps. It's not about whether or not you risk doing the content or not, it's about even having the possibility to run them.

I understand this change is just to make the uniques more rare, but this exact change only seems like it will make the very few players that actually maintain 76+ map pools even richer, jacking up the prices even more.
I don't think this change was necessarily to make the uniques more rare, but rather it was to offset the large increase in boss drops. They wanted to make boss runs more rewarding and fun (I think everyone agrees that they were successful on this front), but still provide incentive to run maps. They announced this change (without exact numbers) before the game even released, and there was no outrage then.

I think the main thing they should do is have separate drop tables for maps, rather than having the drops based solely on item level. Make it possible for a level 66 map to drop some uniques that Dominus can't, even though Dominus is higher then 66. That way there is some incentive to play low level maps instead of boss runs.
The best items should be gated behind the hardest content. Challenge and difficulty should be rewarded. There needs to be strong incentive for players to challenge themselves in maps instead of mindlessly rushing Piety all day.

What needs to be investigated is the difficulty in reaching the hardest level of content. Changes to map drops should be the primary point of discussion here and how easy/difficult it should be to sustain a map pool that is able to reach ilvl78 items. As a solo player it does feel very hard to get past the 74 maps wall. Balancing maps will be a challenge though as you would want it to be viable for solo players but not give too big an advantage to private parties.

TLDR: Putting the best uniques in the hardest maps makes perfect sense from a gameplay perspective. Fix the mapping system so that more players can challenge themselves in higher level maps and thus attain the rarest uniques.
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Wisdom wrote:
I don't think this change was necessarily to make the uniques more rare, but rather it was to offset the large increase in boss drops. They wanted to make boss runs more rewarding and fun (I think everyone agrees that they were successful on this front), but still provide incentive to run maps. They announced this change (without exact numbers) before the game even released, and there was no outrage then.

I think the main thing they should do is have separate drop tables for maps, rather than having the drops based solely on item level. Make it possible for a level 66 map to drop some uniques that Dominus can't, even though Dominus is higher then 66. That way there is some incentive to play low level maps instead of boss runs.


They did not need to make it so only the very top levels of maps could drop the best uniques, they could have limited it to where, or just a bit past, the average solo player gets to.(70-73 maps, probably)
IGN
money is correct.
[img]http://vestia.pl/images/avatars/2698.gif[/img]
This change makes me worried.

I understand that ultimately you want people to play more, so having hard-to-find uniques sounds like it makes sense. But I don't think its a good move.

For one, you basically say that these high end uniques are not accessible to me as a player if I am not part of an organized group that runs topend maps. Solo players are out. Casuals are out.

Second, some of the people who desire these and are not part of the elite group (probably because they actually make money during the day) will be buying these for real $$$.

GGG, think about this.

Make uniques rare (via droprates), but not inaccessible for 95% of population (via high ilvls)

OR

reevaluate the accessibility of highend maps for solo players.

Thx for listening.

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