Harbinger League Statistics
Feels pretty neat to be a part of some of these big numbers glad this league was a good one
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" I completely agree. I have 20 normal tabs, only for throw stuff in. And one day clear out. I filter them through, first essences. Then I go through all of my 20 tabs and get the essences. Put them in the right tab. Currency, uniques, maps, jewels, normal/magic (chrome and jeweller). After that the main equipment is still there. And thats where the real pains begins. You cant just say glove oder hand and have every stuff for that slot. Nope, you have 3 types of gloves... Also the selling directly would be awesome. I always put like 9 items in my inventory, goes to him and sell. That walking and go away from stash took so much time. Specially, since your stash don't save your filter. And to look, what it could be worth on the market is the last and biggest pain. I hope for a QoL some day | |
" About perandus trove it's pure RnG, found 5 in around 200 perandus maps ( far from the 300+ estimations ), some others players just never found it ( far from the 300+ estimations either :D ). Same thing than unique box in Prophecy league at all, got 39/40 in two weeks, took me an entire additional month to find it back in time ( with 4 to 6 hours playtime per days ), at this point i wasn't even happy to get 40/40 and just uninstalled the game for few months. RnG is awesome when it's about finding items etc ... it's just fine really, but when this is about something like challenges, when you enjoy doing them not for MTX only but also because it had something refreshing to the core game and motivating, it's really disapointing to end in this kind of situations. You got talented peoples at GGG's office, i'm pretty sure you will find a way to balance challenges a bit more, and find some non RNG dependant ones in the futur. Hf :) Last edited by Heli0nix on Oct 17, 2017, 2:31:57 AM
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Zones where most time was spent:
" Path of chill out. Percentage AFK players in that zones?! Towns: 85% Hideout:90% Masterpiece of 3.16 lore "A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks Last edited by gandhar0 on Oct 17, 2017, 2:35:56 AM
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Great to see these statistics, as always. If I may, I feel the Challenge graph would be better if the y-axis were labeled, and scaled not according to the "1 Challenge" but the 2nd highest challenge. Many of the less often completed challenges are hard to read.
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Thanks nice to see stats.
Next time please stop the pure RNG challenges :> | |
"The Harbinger Challenge League has been running for 10 weeks now and we're very happy with how engaged players have been so far."
How can it be possible ....???????? are they so ashamed to be so bad faith ? are they blind ? or maybe,yes,they are realy happy the way POE is running now....in that case , it sound like 3.1 will be as crappy as 3.0 .... learning is a painful process ... knowledge is the most deadly weapon. Last edited by xxxcobaltxxx on Oct 17, 2017, 3:10:35 AM
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Gonna do 36, then I am done. The RNG challenges broke my spirit. At this point they are just painful and deterring me. Grim Dawn expansion is way more fun currently than login in at the 0.00001% chance of completing them on my own.
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" That's the impression I'm getting, given the odd slumps for T7 (Shaped Beach/Oasis) and T11 (Shaped Spider Forest/Racecourse) have. Those would make sense if a sizable portion of maps of those tiers were shaped, disproportionate to the other tiers. " I'd estimate probably four times as many, given that the player count is down approximately 75% vs. the first couple weeks or so. Of course, while a lot of players would be stuck in earlier parts of the game, it'd be balanced out by the most advanced players doing all their hyper-grinding then, before disappearing entirely from the league. " Unless you're doing it SSF, Atziri's actually a far, FAR quicker route for the endgame grind. Done as split rotations, all 100 kills could be racked up in maybe 3-5 hours... And my experience has shown it CAN be profitable... (and I also used a set for the challenge that I'd farmed, too... So TWO Hopes) " Agreed, these rewards are the lamest set to have been produced so far. " ANY sort of decision-making is helped by having relevant data. It's kind of one of the basic principles of science. And in game development, it's actually a very basic subject; if you want to know how to make a game that others are playing better, you have to know how others are playing the game. As GGG can't afford infinite serious-level playtest time, the next best thing is to watch and measure how players are playing the game. In a simpler example: if they notice, for instance, that players using a certain skill are basically never dying and are achieving very high clear speeds (e.g, their EXP/hr averages 9 digits no matter what) then it's a pretty clear sign that skill is overpowered, and needs a nerf before EVERYONE plays that and nothing else. In terms of map progression, looking for spots where the play rate suddenly takes a plunge is a good way to measure where players hit a wall; this was demonstrated pre-Atlas, for instance, noting a sudden plunge after T8/9, indicating where the current system made map drops unsustainable. Atlas managed to largely do away with that sort of wall (the sustain question was shifted from having maps of a preferred tier to having a specific preferred map) making the game generally less frustrating. Less frustrating = players play longer, find and push against more challenging content = the game does better. " I'd say it probably has to. That's probably a majority of my own playtime... I suspect, more technically, that their method of measuring "playtime" MIGHT just be an aggregate lifetime of instances, which would be easier to track than actual play position, since it's take advantage of already existing data mesurements without needing new ones... As any player can see when they ctrl+click a non-map instance, the server DOES track when an instance is created, and tracks when it's to be deleted; measuring instance lifetime would just be a matter of saving the creation and deletion times whenever an instance is deleted... Which might be something the servers already do for debugging purposes anyhow. " That's very much the truth... And that HP buff just shows how much GGG missed the point. They claimed it was to make them "more like the T16 guardians," but forgot that there's an explicit REASON to fight those: you need them to farm shaper fragments, which are a guaranteed drop. Normal map bosses have no specific drops, and just drop off of the same generic loot table as the trash mob packs. We're years past the era of "Dominus farming" as rares no longer have any plausible chance to be worth anything, (3.0's addition of further garbage affixes just makes it even worse) so instead it's just a matter of speed-clearing, which has only gotten worse. There's no way any of the bosses' generic drop table can hope to match clearing 3 breaches in a map and portaling out. I'd already predicted this well in advance of 3.0 coming out: we were going to see the introduction of the "boss skip" meta, which appears to have fully come true. If GGG wants this to be different, bosses need to have a reward that reasonably matches the time and effort required. I'd already given suggestions before it even came out; e.g, make bosses worth >10% of a map's entire EXP offering, or even perhaps add special drop weighting (e.g, 100+ times as likely to drop divination cards as ordinary mobs, rather than basically no more likely) that'd make boss farming as reasonable as slaughtering the rest of the map with a single click. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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" +1. THe player drop off is makes me laugh so much. POE will die in 2018 |