I still think map drops are fine - boost drops and good players can do 79++ all day long

"
Weslie wrote:
Everyone complains because they think you should be able to run literally nothing but 82 maps all day guaranteed, and don't understand how shit that would be if it were actually the case.

Then they mindlessly chant the "Content should be gated by DIFFICULTY not RNG" mantra without realizing that if that were the case 99% of them would probably be stuck doing less than lvl 80 maps because their characters are too weak.


If a player has the ability to kill a boss at 100+ IIQ, then they should have a decent shot at a +1 map. At the moment, you don't. You get a 1/5 chance of a map drop, which could be anything from +2 to -14 map levels.

Maybe we should have a map drop penalty linked to deaths or number of people in the map. If you need help to clear the boss, or you die a few times - you're probably not ready to progress.
== Officially Retired 27/02/2019 ==

Massive thanks to GGG for producing such a fun and engaging game, it has taken up faaaaaaar too much of my life over the last 5 years.

Best of luck in the future!
"
morbo wrote:
For the record; my char in Warbands can do any map mods combo and I always full clear the map (1 - 2 stray white mobs remaining at worst).



High level mapping confirmed exclusive to Cyclone-SRS-PA (/sarcasm).

"
Weslie wrote:
Everyone complains because they think you should be able to run literally nothing but 82 maps all day guaranteed, and don't understand how shit that would be if it were actually the case.

Then they mindlessly chant the "Content should be gated by DIFFICULTY not RNG" mantra without realizing that if that were the case 99% of them would probably be stuck doing less than lvl 80 maps because their characters are too weak.


I would totally be fine being "stuck" doing 79s all day. Perhaps I can't handle 80s (and very likely not the bosses) - I have no idea because I've never been able to try.
We're all in this leaky boat together, people.
Last edited by demon9675#2961 on Aug 4, 2015, 4:31:03 AM
offtopic
"
Zed_ wrote:
"
morbo wrote:
For the record; my char in Warbands can do any map mods combo and I always full clear the map (1 - 2 stray white mobs remaining at worst).


High level mapping confirmed exclusive to Cyclone-SRS-PA (/sarcasm).

Well, in my defense, I had a 2H Cycloner planned way before there even was 2.0 beta, since I first caught rumours about "melee buffs". :)

---

There would be nothing wrong in being "stuck" or chaining 78 - 82. People normally want to play the highest theoretically available content, and grind that for the chance of gated uniques / high ilvls / more XP / fun challenge...

If access to high difficult content is severely hindered (and through stupid RNG gating of all), then there is no point in trying to perfect your build / gear / min-maxing... This action RPG, that is all about char development, looses meaning, if you cant access content of appropriate difficulty.

No one quit the game in 1.02 to 1.3, because you could chain 76-78 all day if you wanted. I've never heard complaints about "the game is giving me too much content to play, I can't stand so much variety". :p
When night falls
She cloaks the world
In impenetrable darkness
"
morbo wrote:
offtopic
"
Zed_ wrote:
"
morbo wrote:
For the record; my char in Warbands can do any map mods combo and I always full clear the map (1 - 2 stray white mobs remaining at worst).


High level mapping confirmed exclusive to Cyclone-SRS-PA (/sarcasm).

Well, in my defense, I had a 2H Cycloner planned way before there even was 2.0 beta, since I first caught rumours about "melee buffs". :)

---

There would be nothing wrong in being "stuck" or chaining 78 - 82. People normally want to play the highest theoretically available content, and grind that for the chance of gated uniques / high ilvls / more XP / fun challenge...

If access to high difficult content is severely hindered (and through stupid RNG gating of all), then there is no point in trying to perfect your build / gear / min-maxing... This action RPG, that is all about char development, looses meaning, if you cant access content of appropriate difficulty.

No one quit the game in 1.02 to 1.3, because you could chain 76-78 all day if you wanted. I've never heard complaints about "the game is giving me too much content to play, I can't stand so much variety". :p


There was technically less variety. I tend to play 76+ w/ majority being.... 76-79. With the occasional uptick into 80 and 81. So, ya. More variety.
^ my point was no-one was ever complaining that they can chain top tier maps & play all content (relatively) freely.
When night falls
She cloaks the world
In impenetrable darkness
But that went against the very core design of the map system. I'm pretty sure the situation in 1.3 was absolutely not intended and just a consequence of several factors (cartographers, exiles, shrines...) piling up.
Since day 1 of the map system, GGG always said they wanted high level maps to be something not ordinary, something that you can't chain. A high level map drop is supposed to make the player feel like a unique item drop. And it was like that during closed beta, open beta, and 1.0. Do you remember high end players exalting maps in closed beta ? Nobody complained back then, it was designed and intended to be like that so players dealt with it.
And then map balance went to shit, and everyone could chain highest lvl maps 2 days into new leagues, and GGG let this situation way too long in the live game, which made the players feeling entitled to chaining high lvl maps each day every day.
And finally now, 2.0 comes and GGG decides to fix the problem and go back to the intended design. And all hell break loose.
"
Dawmz wrote:
But that went against the very core design of the map system. I'm pretty sure the situation in 1.3 was absolutely not intended and just a consequence of several factors (cartographers, exiles, shrines...) piling up.
Since day 1 of the map system, GGG always said they wanted high level maps to be something not ordinary, something that you can't chain. A high level map drop is supposed to make the player feel like a unique item drop. And it was like that during closed beta, open beta, and 1.0. Do you remember high end players exalting maps in closed beta ? Nobody complained back then, it was designed and intended to be like that so players dealt with it.
And then map balance went to shit, and everyone could chain highest lvl maps 2 days into new leagues, and GGG let this situation way too long in the live game, which made the players feeling entitled to chaining high lvl maps each day every day.
And finally now, 2.0 comes and GGG decides to fix the problem and go back to the intended design. And all hell break loose.


You've got a royally fucked history book.

Everybody complained about map drops back then, just as much as they are doing now. On release, they made maps have a much higher propensity to drop in level ranges close to the one you're running. With 2.0.0, it feels like they completely renigged on that change and then some. It wasn't an amalgamation of small additions that made maps unintentionally sustainable, it was by design.
IGN: WeenieHuttSenior
US East
Last edited by Caustic2#4821 on Aug 4, 2015, 6:22:35 AM
"
Caustic2 wrote:
You've got a royally fucked history book.


Not really no.

"
Caustic2 wrote:
On release, they made maps have a much higher propensity to drop in level ranges close to the one you're running.


I'm like 99% sure this is total bullshit. But if you can find me a patch note stating that, i'd be happy to see it.
The only major change I remember to ease the maps system during the first months of the game was the removal of the "area is a maze" mod and the default size of the maps becoming way larger since everybody tried to roll this mod. Low level maps always dropped in high level maps, it was just not a problem in 1.3 since maps were raining everywhere. Hell, you had a chance at a +2 for each and every rare mob in map.

"
With 2.0.0, it feels like they completely renigged on that change and then some. It wasn't an amalgamation of small additions that made maps unintentionally sustainable, it was by design.


Only GGG know the truth but I'm sure it's not. High level maps became sustainable because of all the backported stuff from the previous temp leagues. Cartographers alone is ok, exiles alone is ok, shrine adding huge mobs packs is ok. But when all of those things were put back in the main game, that created a huge source of maps, and that was probably an oversight.

Last edited by Dawmz#5618 on Aug 4, 2015, 6:35:45 AM
"
Dawmz wrote:
"
Caustic2 wrote:
On release, they made maps have a much higher propensity to drop in level ranges close to the one you're running.


I'm like 99% sure this is total bullshit. But if you can find me a patch note stating that, i'd be happy to see it.



"
Chris wrote:
End-game Map Balance:

While playing End-game Maps, you are now more likely to find higher level Maps.

1.0.1 Patch Notes
Casually casual.

Last edited by TheAnuhart#4741 on Aug 4, 2015, 6:52:55 AM

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