Vaal Fragment Changes in 1.2.4d

While perhaps the whole approach to getting to Atziri needs to be revised, I can see why GGG doesn't simply want people to get access to Atziri as a result of doing what they simply would have been doing anyway. The 'special' feeling would be lost.

That said, ideas have been posited before about other ways to do it - how about a 'Death and Taxes' approach by running a gauntlet of random (and randomly buffed) bosses to get Atziri access?
I wonder if there could be something coming in Act 4 that synergizes with this, and further helps the problem.
"
Galtrovan wrote:

I'm as likely to use a vaal orb on a map as I am an alch or chaos..... never.

None of these currency items drop often enough to be wasted in this manner. Using an alch over an augment and/or alts provides no benefit. RNG is RNG. Running a rare with over 100 increased quantity can still provide zero maps. Running a lowly magic with 20’ish increased quantity can provide 8 maps.

Get these results, you just wasted your currency while making one run more difficult than the other.



I agree with this x1000. This is the problem with GGG when it comes to endgame, they sit looking at stats and dont understand what it is to be a player of their own game. A rare map with 100% quant drops more than a blue map with 40%, weve checked our server stats and it is working, we can see more items are dropping when we look at a sample size of 500,000 people playing maps. So there is risk vs reward and it works, we have a diverse endgame.

No, you dont, because if you actually played your own game the way we do you would quickly realise its pointless running hard rolled maps because the rng swing is so wide that the tiny amount of extra quant provides no visible increase in how much 'stuff' you get from a 6 hour grind. Watch HvR, one of the consistently richest players in HC, rolls high maps blue for pack/magic mobs then regals, Morsexier one of the longest serving hardcore veterans "theres absolutely no point in running hard rolled maps, theres no risk vs reward".

In GGGs mind theres an incentive, but it only exists on paper, the people who actually play the game know it doesnt exist in reality. On paper this is an incentive to run Vaaled maps and to avoid doing mass instance resets in sublevel zones, in reality again it doesnt exist. If you did it youll keep on doing it, if not then not. I alch maps sometimes, and when I do it I wish there was a reason I was doing it outside of being bored and doing it for its own sake, if GGG looked and saw I run alched maps, system must be working fine, nothing broken here at all. We all orb craft, grind for loot, roll maps, level masters etc, it doesnt mean these systems are working properly and resulting in a fun, challenging game that has risk vs reward balance. I dont care about how hard or easy it is to access atziri, what I care about is that tick going on the whiteboard at GGGhq, yet another problem "solved" that still exists and is still not understood by the Dev team from their remote, detached perspective. Its what that says about the games future that concerns me.



"
lethal_papercut wrote:
"
geradon wrote:

poe is not such a game. items which are endgame never become midgame items. i don't think there are many other games like poe without "power creep". i don't know cause i don't play much outside poe at the moment.


says hi.


:)

LG immediately popped into my mind and I almost linked one, too. But I didn't want it to look like an isolated example, because it far from is.
Casually casual.

This change is awesome.

Thank you.
"
If we had them drop while players were running regular maps then they'd merely stockpile them and occasionally get some free Atziri runs out of their existing play.

What's wrong with this? Why are you restricting players to play maps OR farming Sacrifice sets? Same with map system: Why are there lower chances to find higher level maps? Gaining level 100 very fast? No problem, player hits level 100 and starts a new character, another build, maybe some more funnier. I REALLY can't see a cause.

I'll not corrupt my maps.
"
Snorkle_uk wrote:
"
Galtrovan wrote:

I'm as likely to use a vaal orb on a map as I am an alch or chaos..... never.

None of these currency items drop often enough to be wasted in this manner. Using an alch over an augment and/or alts provides no benefit. RNG is RNG. Running a rare with over 100 increased quantity can still provide zero maps. Running a lowly magic with 20’ish increased quantity can provide 8 maps.

Get these results, you just wasted your currency while making one run more difficult than the other.



I agree with this x1000. This is the problem with GGG when it comes to endgame, they sit looking at stats and dont understand what it is to be a player of their own game. A rare map with 100% quant drops more than a blue map with 40%, weve checked our server stats and it is working, we can see more items are dropping when we look at a sample size of 500,000 people playing maps. So there is risk vs reward and it works, we have a diverse endgame.

No, you dont, because if you actually played your own game the way we do you would quickly realise its pointless running hard rolled maps because the rng swing is so wide that the tiny amount of extra quant provides no visible increase in how much 'stuff' you get from a 6 hour grind. Watch HvR, one of the consistently richest players in HC, rolls high maps blue for pack/magic mobs then regals, Morsexier one of the longest serving hardcore veterans "theres absolutely no point in running hard rolled maps, theres no risk vs reward".

In GGGs mind theres an incentive, but it only exists on paper, the people who actually play the game know it doesnt exist in reality. On paper this is an incentive to run Vaaled maps and to avoid doing mass instance resets in sublevel zones, in reality again it doesnt exist. If you did it youll keep on doing it, if not then not. I alch maps sometimes, and when I do it I wish there was a reason I was doing it outside of being bored and doing it for its own sake, if GGG looked and saw I run alched maps, system must be working fine, nothing broken here at all. We all orb craft, grind for loot, roll maps, level masters etc, it doesnt mean these systems are working properly and resulting in a fun, challenging game that has risk vs reward balance. I dont care about how hard or easy it is to access atziri, what I care about is that tick going on the whiteboard at GGGhq, yet another problem "solved" that still exists and is still not understood by the Dev team from their remote, detached perspective. Its what that says about the games future that concerns me.







Nice meep

And the sum total drops from it


To be honest, I was surprised it didn't completely blank, the signs that I'd pulled a bad seed were there mediately, and I've seen better maps blank.

And of course the white map I ran after it, which pulled a good seed, was farting maps out of barrels, stones, boxes, chests, trash, exiles and bosses.
Casually casual.

Last edited by TheAnuhart#4741 on Nov 10, 2014, 9:06:19 PM
Bad idea. Trade Vaal orb for a chance to get fragments - its just another useless option. This game is already have too many useless stuff.
Bah, just ocrrupt maps with multiple bosses like museum, bazaar, and courtyard. That'll be efficient, especially if you run them twinned. The only drawback in my opinion is for HC players that don't want to vaal maps at all because they're afraid of dying. I like the change, but I too would probably prefer that corrupted areas just spawned in maps -- although I understand why that isn't something GGG wants to do.
this actually sounds quite brilliant, I'm exited to do some map corupting!

Edit: 26th page! I'm so close
I am a shadow. I was born the youngest daughter of a respected family, raised to fight, weep and bleed for God and the Order. I would have died to keep my mouth shut. Professional integrity, it's called. That lord sang a different tune once I had taken their children.
Last edited by jugglereli#0806 on Nov 10, 2014, 11:26:04 PM

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