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

"
demon9675 wrote:
Unless the "skill" is "having the currency to do this."


Sadly, that summarises GGG devs' philosophy.
Casually casual.

It's about learning all map mods, all map tilesets what's likely to spawn there, density and so on so that you can roll your maps accordingly.

It is also about how to get the most out of your currency so that you can afford to keep doing.

It's lots of things there and it takes some time, and even then probably most people don't use nearly all the tools and methods they have for increasing their map return.

I am not saying you are bad at it, but the return on optimizing is undeniable. Due to the level system of maps, not having a big chunk of potential drops will lead to the very highest maps being far harder to acquire, because the penalty to drops(how much your lack of map knowledge leads you to roll more worse maps) gets applied at every map level you try to climb.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
No. That is not what it is about. What it is really about is this:

I can build a character most likely capable of running the 80+ maps for somewhere between 2 and 10 exalt.

Getting to that content, however, will, whatever way I do it, cost me more than 10 exalt.

That, to me, is bad design.
Remove Horticrafting station storage limit.
"
Char1983 wrote:
No. That is not what it is about. What it is really about is this:

I can build a character most likely capable of running the 80+ maps for somewhere between 2 and 10 exalt.

Getting to that content, however, will, whatever way I do it, cost me more than 10 exalt.

That, to me, is bad design.


It's only bad design if GGG cannot sustain paying customers. Otherwise it just falls under 'not the way you'd want it to be'.
Last edited by Jojas#5551 on Aug 8, 2015, 12:49:31 PM
No. Even then it is bad design. Successful, maybe, but still bad.

Pay2win games are also successful (some of them), still as games go, it is bad game design.
Remove Horticrafting station storage limit.
"
Crackmonster wrote:
It's about learning all map mods, all map tilesets what's likely to spawn there, density and so on so that you can roll your maps accordingly.




So i guess next time, im a gonna reroll that 92% iiq /29% packsize map, when my deep knowledge of mods and tilesets tells me that with the small investment of twenty or thirty chaos i can get something better.
dedadadadedoodoodoo is all i want to say to you
Last edited by tweedledee111#4983 on Aug 8, 2015, 1:32:07 PM
There is no need to shoot the messenger, i just give it to you how it is, and you try to attack me as though i am trying to force it on you.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
[Removed by Support]


Funny stuff.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Rachel#0000 on Aug 8, 2015, 1:57:09 PM
The truth is, however, that you are kind of presenting your opinion ("I think map drops are fine") as a fact. I think they are not.

However, even if your assessment is true and it is possible to sustain 77 maps, it is still really bad game design because the amount of currency required is not affordable for a lot of us. And we are shut out of endgame (77 is not even endgame).
Remove Horticrafting station storage limit.
Yes, revel in my supreme excellence!

The Crackmonster feasts.

(well this post sort of lost it's meaning since moderations..)
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Aug 8, 2015, 1:59:11 PM

Report Forum Post

Report Account:

Report Type

Additional Info