I still think map drops are fine - boost drops and good players can do 79++ all day long
They try to stop that 1% players to cap the game fast by change the map system. However, they failed, top 1% players still capping the game fast even faster, other mediocre players take the hit.
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" That's great! If the information is there, would it be possible to publish some data? Just # of map instances opened by level would be really useful! It would be great to get more detailed data, but this will probably end up giving too much away. |
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I did not follow this topic over the weekend. I found out this morning, to my surprise, that GGG has responded here even if it is just a generic "we are talking about this", which might result in nothing being changed.
I spent most of my time in PoE over the weekend mapping. If I have just 1 word to describe how it went it would be "slow". The progress in maps is very slow. I have now move from 71 to 72 and soon will be ready to run 73 exclusively. I still have only 1 74 and 1 75 map. Game is not difficult despite my gear being self-found, except my weapon. I faceroll 71 and 72 apart from those insane map bosses such as Phantasmagoria or Graveyard. I also start to swim in low tier currency but I'm barely breaking even on Alchs and Chaos. Chisels are a separate category, which is either growing or dropping depending on my mood and how maps are dropping--I tend to spend more chisels on 71 and 72 when I run into dry streak. I hope devs discussion will bring improvements to mapping experience for wide population. Improvements does not have to be dramatic and top tier maps should be rare. I just need to be able to feel the progress faster than 1 mm a day. |
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" They increased max map lvl....they knew what would happen. |
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" can you please ask the dev team whether they ever tested map droprates seriously before 2.0? map drop rates are really horrible (with zana daily nerf) for endgame players atm and make a lot of people (all of my friends) quit in droves. Trading still sucks Last edited by Hynova#2551 on Aug 10, 2015, 5:11:14 AM
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" THX!!!!!! dedadadadedoodoodoo is all i want to say to you
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" Careful here. Chris has said they might run, or eventually run, tests in million of repeats to verify how new map drop rates work out. Problem is that millions of repeats is a scale that does not work for single player. You will have losers and winners there. This is not a win-win situation. If you are on the losing side, you will have miserable experience. GGG must work on a system that will smooth edges of map drop system unless they want to have unsatisfied players who will eventually move to another game because the system is seemingly always in their disfavor--this can happen when the system is balanced on such a large scale. How would you feel when you roll maps the right way, sparing no currency, only to get nothing in return? |
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I am currently running the remains of my level 75 maps, and I am keeping notes on all the "vitals" of those maps.
So far I have ZERO +1 map drops (after 37 maps run) and a single +2 drop. I have done an ROI calculation, that basically spit out a number between 0 and infinite, where 1 is I get back the map (value) I put in (I don't account for currency, just the value of maps). The ROI* currently stand at 0.77 - and it is only that high because of that single +2 drop from a map boss, without it the ROI plummets to around 0.5. I have tried different strategies for rolling maps, and I honestly cant see any correlation whatsoever between {IIR, IIQ, Pack Size, Quality} and the the number of maps drops or their level (that might become apparent after several 100 of maps with varying stats). (The map that drops the most maps (value) was a blue map with no pack size) When I run out of 75 maps, I will continue with my 74 maps and see if the ROI looks different for those. (I have a very limited set of data for 76+, but the sample size is too small to say anything even remotely meaningful about ROI) *I set the value of a 68 map at 1, and all other at 3^(MAPLEVEL-68). I then sum the value of all maps dropped in a given map, and ROI=sum of map drop value / value of map run (so a 68 that drops a 68 = 1 and a 75 that drops a 74 = 0.333) Still sane exile?
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" currency can be generated by many means. if you're anti-trade, ok, but are you banned from MF farming dominus or dried lake ? Ill tell you the real reason- you simply dont WANT to MF farm currency. thats fine, but lets not act like trade is the only way simply because you don't want to grind farm 68 zones. you can get currency to roll maps without trading by farming, the only real currency that might be hard to get by farming is a vaal orb. oh and maps are a currency sink, you wanting to be able to make up most of currency in the map you've rolled makes little sense. it wouldn't be a SINK otherwise. SINK means you're losing currency, a LOT of currency by doing maps. you're buying XP and chance for further maps for currency when you do maps. Last edited by grepman#2451 on Aug 10, 2015, 3:35:44 PM
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" Content BEING a currency makes little sense. There are currency sinks without using content, crafting gear and jewels themselves can be a sufficient currency sink. The fact content requires such a huge currency investment just makes crafting less of a sink, not because crafting isn't a good sink, but because content demands the currency and crafting doesn't get it. As for MF flipping low level content to gather orbs to attempt to roll, run and sustain high content, too fucking right I don't want to. #revelation. Casually casual.
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