2.3.0 Changes to the High-level Experience Equation

Map Tileset and Map Tier need to be independent, SET MY MAPS FREE GGG !
IGN @VOC

See all my reddit posts (even the shadowbanned ones)

https://www.reddit.com/user/minescsm/
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Jentry wrote:
I mapped as support this league with a few of the top 5 PSC players to hit 100. While I understand and agree with the stimulus which Chris & GGG have for these exp changes, I advocate that the chosen methodology of implementation has exacerbated disincentives to running endgame challenging content, and has reinforced the pervasively growing speed mapping meta which detracts from the fun, challenge, and loot of the highest tier map content in Path of Exile.

In PSC, and progressively for a number of development cycles since the overhaul of map modifiers, the players I see successfully pushing the ladder are speed running mid tier maps (Tier 9-12) in lieu of playing content appropriate for their ability.

I think it is critical to expound upon what I mean by "Speed Running" because it is a playstyle that I only observe in this tiny niche of the POE community. Builds, groups, and Map Rolling revolve around the ability to one shot every monster in the chosen tier of maps, the vast majority of loot is disabled and ignored, and there is significant priority given to sustaining obscenely high Movement Speed.

The gravitation towards this Movespeed=Clearspeed, nodowntimeinstapopmapaftermapinonehideout, playstyle is Phrenetic. For me it has detracted a good deal from the depth and enrichment of what Path of Exile once was because this "Efficiency Mapping" incentives players to actively ignore many aspects of the Game Design and map in Cliques or small groups of like minded players, or Solo in this style to achieve ladder position.

While there has always been a no-life element to the POE ladder, these changes further skew towards the extreme.

I do not fault the players for adapting, responding, to the GGG changes in this fashion. As Chris and GGG has pointed out many times, the playerbase, even in the absence of "Access to Information" on many of the mathematical fine points of the game, the players are becoming ever more efficient at MinMaxing their builds and their playstyle.

The tier 9-12 maps are sustainable indefinitely with minimal currency investment and can be run at max speed with negligible risk to grind exp. Higher tier maps are not sustainable and require currency investment that doesn't return maps or appropriate reward to the risk and differential time it takes to run them (except maybe for the first week of the league). The risks in the highest end maps often appear in Spiky forms, and are not a elegant counterbalance to play skill but rather a direct developer response to expected meta and playstyle.

As more and more players and groups gravitate to this playstyle, they also withdraw, in my experience, from the broader community, trading, crafting, social aspect of POE. The SpeedMapping meta being sustainable as a solo playstyle or clique playstyle supports a narrow band focus on the "Game". It is so much more efficient at accomplishing the niche goal of pushing the ladder that traditional mapping feels slow and wasteful. It is more difficult to make new friends to play with as the lightspeed jump from normal mapping to "SpeedMapping" is very jarring for new players, or longtime players who have never pushed ladder in this fashion. This, by design, has created a, barrier to entry, a monumental disincentive to players who consider jumping into the ladder race.

Basically, what I am arguing here, is to push the ladder these days, you either have to go it alone, or conform to the very narrow and xenophobic speed meta, and it just instantly trashes so much of the richness and depth of an awesome game and encourages elitism as a zeitgeist. I don't think it is healthy or sustainable for the long term of the community.

VOC



One of the best parts of this game is the social interaction. While I feel its important not to limit players options, I believe that social play should be encouraged. I don't have an issue with raising xp penalties as the race to 100 needed to be made more challenging. Seems to me when I started playing the first 100 was somewhere after the 2 month mark.

A couple ideas..

Its time to add party xp bonuses. Working together as a team should be both encouraged and rewarded.

Some guild functionality should be added. Guild xp bonuses for meeting certain criteria and maybe guild ladders.

Please consider what VOC said GGG staff.
Then realize it matches the community's opinion.
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Chris wrote:
The race to level 100 in Path of Exile is not meant to be fast. The upper echelons of player level in Path of Exile are about bragging right more than absolute power. The marginal benefits of the last few passive skill points are low, and there currently aren't any items that require level 97 to equip.

Over time, players have become both better at building characters, better at playing to maximise experience and have more powerful tools at their disposal. The race to 100 gets faster and faster each league.

To compensate for this, we have periodically applied changes to the experience equation to slow down the top players reaching 100. Sometimes we apply changes that intentionally slow a larger band of players down, but this is due to our dissatisfaction with their leveling speed also. As we have seen this league, players are still able to reach high levels rather quickly.

We didn't go into detail about the specifics of the 2.3.0 experience change in the patch notes. This was an oversight. The details are as follows:

We reduced the effective level of endgame areas for the purposes of the experience equation. The below chart lists the monster level of the area, what the level is for the experience penalty before 2.3.0, and then the effective level after 2.3.0. You can see the details of the experience penalty equation on the Path of Exile wiki (http://pathofexile.gamepedia.com/Experience).

Level 70: 70 -> 70
Level 71: 71 -> 70.94
Level 72: 72 -> 71.82
Level 73: 73 -> 72.64
Level 74: 74 -> 73.4
Level 75: 75 -> 74.1
Level 76: 76 -> 74.74
Level 77: 76.9 -> 75.32
Level 78: 77.7 -> 75.84
Level 79: 78.4 -> 76.3
Level 80: 79 -> 76.7
Level 81: 79.5 -> 77.04
Level 82: 79.9 -> 77.32
Level 83: 80.1 -> 77.54
Level 84: 80.2 -> 77.7

We've found that players who aim for max level enjoy a harder grind to reach this goal. The harder grind also more clearly signals to players who like building alternate characters roughly when to reroll.

In the future, we'll release content that has a higher monster level than level 84. This would make the race to 100 even faster. We'll probably apply experience penalties directly to the upper levels themselves rather than continuing to drop the effective area levels for experience. For example, maybe it'll take 50% longer to reach level 100 from level 99, but the experience gain of lower-level players would be unadjusted. This depends a lot on the specific level of content that comes out in future releases. We want to strike a good balance between rewarding progression and a race to 100 that isn't over in ten days each league.


All I am asking for is that you make red maps more viable than gorges for players in the high 90's. I want to see an end to the gorge chains and a beginning to people grouping together to get the most out of their red maps(I play completely solo now and forever though.)
No one cares about standard. It's literally a recycle bin, just press empty.
1. increase the number of maps' mods which give pack size
2. increase exp gained in red maps by a lot (2-3x)
3. hard cap to 0 the exp gained from lvl 95+ chars in maps lower than t11-12
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Chris wrote:

In the future, we'll release content that has a higher monster level than level 84.


Act 5 confirmed !!!!!
Everyone, grab your frog-shaped tin foil hats !!!
"Teamwork is OP"
-The one and only one Dark_Reaper115 at your service.
Here's an effective formula. Set a specific % of level completed according to each map tier, and relate the possible % complete to time it takes to complete. make difficulty adjust according to players average damage output and durability.

This can limit the speed freaks from finishing miles ahead of the current bar. You must find the time frame according to the average player's map completion time, not the average time of the speed freaks. Sure, they'll still clear maps quickly, and get drops, but this formula makes it more challenging for those who are racing to beat each other to 100.

I can provide more detail about the formula specifics if interested.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5#1740 on Jun 28, 2016, 2:37:24 PM
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Flubby wrote:
slow down lvl 100 progression = GREAT. It was always a grind and a grind that should be hard and GRINDY. You already get everything for free, uber gets cleared at lvl 80, most meta builds cost 50c and are finished hard. Xping is the only thing left for ppl that actually wanna play a grind.

What is absolutely wrong though is the over emphasis of ep in yellow maps. Make that grind red not yellow or even better introduce black and make it black. If mods and hp and therefore danger increase by roughly 30% in reds there absolutely must be a solid reason to run red.With item rewards already handed out like cocaine in columbia at least limit ep.

This change is the only reason i have not yet deleted poe for the hope that next patch finally ups mob ep times 10 and mob damage times 2 on top of hard ep curves to finally get anything close to a hard grind again. Atm this game feels more like d3 then what used to be poe and if thats the case one might as well take an optimised engine that doesnt half ones fps on top tier machines because one guy uses a skill.


And to all those omg u took my lvl 100 chance guys ... jeeez get used to lvl 90 again game is broken and easy enough there already. And yes i have a job wife and some friends to care for and still manage to play 100....


Huge fan of the labyrinth too? Does it have too few traps and too few zones to work through?
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Chris wrote:
[..]bragging right more than absolute power. The marginal benefits of the last few passive skill points are low[..]


This kind of thinking will get you into a lot of trouble. You can not get into heads of every individual player and know what they are thinking. There are dozens of builds that people simply wont play because they need too many points to make it worthwhile. Now you're referring to last 3 or 4 passive points but the changes are much broader than that and you acknowledge that. Just as a remainder.


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Chris wrote:
We've found that players who aim for max level enjoy a harder grind to reach this goal. The harder grind also more clearly signals to players who like building alternate characters roughly when to reroll.


A fundamental problem exists, however. I don't want a completely mindless Arid Lake and Gorge grind for a week or two to get to level 100. I would much rather have engaging content. The tools are already in place. We're essentially designing our own end-game with rolling maps. All you have to do is fix it so it actually rewards difficulty.

As for rerolling characters - considering what was said before, there are a few issues with this idea or, rather, thought process. If you follow the thought of simply playing a new character every time you hit the wall of artificial experience penalties, you only fuel the 'meta' problem and in result you have players who will simply quit the league after having played the 'OP' build if the league is not engaging.

I understand that fresh/unique league economy is unpredictable but there are a lot of things to learn from Talisman, Perandus and Prophecy leagues, and there is a very clear pattern going on when certain build-enabling items are available to the average player and when they are not. (although I can only speak for myself and you have all the numbers to prove me otherwise)

This also raises my concern about actual end-game content. While we can design our own difficulty by rolling crazy maps, to be frank, we only have uber Atziri as a consistent bar of testing abilities of our characters. While having specific builds for each content like uber Atziri or uber Labyrinth is fine, I believe every build should at least have a chance to tackle the hardest content in the game.


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Chris wrote:
We want to strike a good balance between rewarding progression and a race to 100 that isn't over in ten days each league.


How about not binding the two together? Don't let a certain philosophy cripple both aspects of the game. Race season has it's place and demand, meanwhile casual players couldn't care less about it. Having acknowledged that players who like racing find out the most efficient ways anyway, why punish players who have nothing to do with it and(I am assuming) are the larger player population?

What about having a 2 week race season at end of each league as a standard? The most efficient build will be known, but the cost of getting items for that specific build will be incredibly high for this race. This would then breed strategy, what map mods(considering 'grind' is made less numb) you can run and how much of your income you'll have to invest into rolling maps.
Last edited by this_name_already_exists#3418 on Jun 28, 2016, 3:18:36 PM
Yes i am happy !

I was hoping on a manifesto that addresses the issue of lvl 100 in perandus was too easy
Bad Seed

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