How Atlas Objectives Work

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vio wrote:


look, there are players playing 1h per day for a week and there are players playing 7h on sunday only.

what's the reason to fuck the latter group again?

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rewards were substantial, you either trust strangers with crafting your items or get masters on 8 asap yourself.


How are they getting screwed? They still get the 1 daily per week for each master that they would have in prior leagues LOL
PC Specs :

I7-7700K @5.0GHz, 16 GB Patriot Viper DDR4, GTX 1070, Intel 600p 512GB NVME SSD
this I like.
so they took the dailies from our hideouts and just put them on the map to make it harder to do them?
I swear people have zero reading comprehension.....


Dailies aren't locked behind a static map.

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In addition to encountering masters randomly and having Atlas Objectives appear each day, the Atlas Objectives also have a chance to be generated when you complete a map.

Note, if an Atlas Objective is added for a specific Master and you still have an uncompleted one for that Master on your Atlas, then the existing one is moved to the new location.

The map tier that Atlas Objectives spawn at is loosely based on the last map you have run in the league.

This Atlas Objectives system is designed to reward both players who consistently play every day, but also players who just play a lot of Path of Exile. When combined with other ways of encountering Master content (such as Prophecies, Sextants and Scarabs), you'll have lots of opportunities to heavily engage in Bestiary, Incursion, Delve and Zana content if you want to!


So lets break this down.

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In addition to encountering masters randomly and having Atlas Objectives appear each day, the Atlas Objectives also have a chance to be generated when you complete a map.


So each day the game randomly tosses all the masters onto your atlas. What we don't know is it just completed atlas or not.
THEN.... as you run maps, it can spawn again. Ok pretty simple the more you play the more chances to spawn a master map.

Now.
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Note, if an Atlas Objective is added for a specific Master and you still have an uncompleted one for that Master on your Atlas, then the existing one is moved to the new location.


So we know that after running a map it can generate a master / atlas objective. this now tells us it will move the existing one, to the "new location" but where is that location?

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The map tier that Atlas Objectives spawn at is loosely based on the last map you have run in the league.


So if you don't want to sustain red maps, you don't have to. If you aren't running tons of T13+ they won't spawn there. They will spawn in the tier you are running, probably in a -1+1 range aka, probably connected via atlas paths to the one you just ran.

Now to wrap up the devs statements

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This Atlas Objectives system is designed to reward both players who consistently play every day, but also players who just play a lot of Path of Exile. When combined with other ways of encountering Master content (such as Prophecies, Sextants and Scarabs), you'll have lots of opportunities to heavily engage in Bestiary, Incursion, Delve and Zana content if you want to!


You will have lots of opportunities to heavily engage in the master content.

Lots and Heavily two huge key words that mean, we get them spawning often. We can run them hundreds of times cause it doesn't matter anymore how often we run them. Well it sort of does but not like before. We will have them spawning all the time. It's not like they are going to be spawning 1-3 times a day. probably more like 1-3 times an hour.

Why? cause crafting is no longer tied to their EXP it's tied to the favor, which from the FAQ on masters / HO's we get this.


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Will I keep my current mastercrafting mods?
There is a new system for mastercrafting mods. They are now individually unlocked on a per-league basis by completing specific in-game tasks for the new Masters. In Standard leagues, it is likely that some players will already have some mastercrafting mods unlocked, but they will still need to unlock the rest by helping the new Masters.



This means mastercrafting is now locked behind player game progress. You will need to capture a t81 Red beast, or hit delve lvl 1000, unlock all the temple rooms by beating their master, etc. For zana they mentioned it being tied to the storyline shaper / elder progress.

So it's less about how often you run them now it's more about how well you run them. We also found out, from another article, we get guarantees Einhar now has 1 red and a few yellows each run, sulfur will be balanced that while not in every map will drop higher rates, key is you will want to make sure you hunt it when you see it, versus blow past it. Alva will open 3 portals so you basically get 3 temple runs each time you run her maps.

So in general they will be spawning a ton cause crafting isn't tied purely to the number of times you run them. with this break away they push you to play the game instead of just farming t8 maps, 5 hours a day. Or let me restate that.

For those that can't stomach farming the same map a billion times, they aren't falling behind the economy curve so insanely bad.

Also remember the whole atlas is being reworked again, this can really help fix some things the right side of the atlas was horrible to deal with, if they fix it to be more like the left, it will be easier to deal with.

For the SFF group, if you full unlock the atlas it's easy to sustain even T16 maps, NOW with that said i feel your hell on next tier unlocking, getting that T15 map drop is impossible at times, but once you have it sustaining isn't too bad. The key is to full unlock so your map upgrade rate is better. We also don't know if every time you complete zana if her map inventory resets or not. That is a quick change the devs can make to relieve the map pinch currently, granted she needs to drop higher tier maps, but hey she can do that crafting isn't tied to her.

As far as the "old league mechanics" it's pretty obvious, it's why they changed the way she does / did her quests this league, they can stack the league mechanics into her random map option. Since she is now not impacting every single map run, they can be more free with her special map mods existing, on more of her quest maps. So you will see breach, perandus, etc mods show up on the maps picks she gives for her quest run. This will help both the players that don't play often, they will get chances to run free breach mods, without sucking up their chaos, but will also still increase the value for those that play more frequent cause they have more times to run her. It will also make challenges have option to be more diverse, and not just be a pay to complete situation. aka find perandus chests, is something that won't run you 5ex of chaos map spaming. It's not just running zana-ed maps and selecting that mod.

(edit)....

She can still impact everyone ran, that didn't come out as intended, but meant her mastery level, unlocking all of the mods, till you completed her more, her grind isn't impacting the mod unlocks, it's your game progress, that change is what i meant for impacting every map, as you could done T8 zana without ever having ran a map technically. Now you will have to progress to get the options.


Overall this is going to work out great, filling the needs of a wide part of the player base.



Last edited by keeperofstars#6177 on Nov 23, 2018, 12:26:52 PM
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dachoppa wrote:
to summarize this thread:

- <15 challenges people complain about map drops
- everyone else is ok with it

there may be a pattern related to knowing how to roll maps, how to play efficiently, have a guild or friends to trade with and play more than two hours a week.

but i agree, a trading system for consumables would be great (such as currency, maps). i have butt loads of maps, but i won't spend the time to trade for alchs or a few chaos. in the time it takes some people to load my empty hideout, i can be half-way done with another map.



I mean ive played over 2k hours, not counting before steam release and only gotten a handful of t16 maps as drops. The problem isnt white/yellows but red tiers are not fun to "sustain". Coop and rolling maps has never been the most fun aspect of this game for me.
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Walltrigger wrote:
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dachoppa wrote:
to summarize this thread:

- <15 challenges people complain about map drops
- everyone else is ok with it

there may be a pattern related to knowing how to roll maps, how to play efficiently, have a guild or friends to trade with and play more than two hours a week.

but i agree, a trading system for consumables would be great (such as currency, maps). i have butt loads of maps, but i won't spend the time to trade for alchs or a few chaos. in the time it takes some people to load my empty hideout, i can be half-way done with another map.



I mean ive played over 2k hours, not counting before steam release and only gotten a handful of t16 maps as drops. The problem isnt white/yellows but red tiers are not fun to "sustain". Coop and rolling maps has never been the most fun aspect of this game for me.


sustaining t15+ maps is not hard, you just have to full unlock the atlas. If you are shaping it, and doing other tricks with it that exploit mechanics, with the atlas etc then yes sustain can be a bit tricky

ALSO people forget to well choose to not vaal maps, people who complain about Red map sustain tend to not to like to run them Red (corrupted), it's kind of the point, it's in the name. you run white maps as blues, yellows, as yellows, and red as red aka corrupted. If you do that sustain is easy.

Note i rarely if ever chisel Reds, well minus t15s sometimes, it's not worth the expense, but a vaal each time is always worth it. If you play enough that you want to complain about sustain of red maps, you probably have an alt player that can run the few bad mods that randomly show up, or you just sell them for coin. Grab a map tab and selling your maps is super quick and fast.


Great news.
You say this "This Atlas Objectives system is designed to reward both players who consistently play every day, but also players who just play a lot of Path of Exile. When combined with other ways of encountering Master content (such as Prophecies, Sextants and Scarabs), you'll have lots of opportunities to heavily engage in Bestiary, Incursion, Delve and Zana content if you want to!"

But wasn't that supposed to be the way the Broken Masters worked before? Rewarding players who consistently play every day, but also players who play a lot? I'm not sure I'm seeing the bridge between marketing speak and significant changes - save that by reducing the number of masters you reduce the work load to level them.
Shut up and take my money!!!
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keeperofstars wrote:
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Walltrigger wrote:
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dachoppa wrote:
to summarize this thread:

- <15 challenges people complain about map drops
- everyone else is ok with it

there may be a pattern related to knowing how to roll maps, how to play efficiently, have a guild or friends to trade with and play more than two hours a week.

but i agree, a trading system for consumables would be great (such as currency, maps). i have butt loads of maps, but i won't spend the time to trade for alchs or a few chaos. in the time it takes some people to load my empty hideout, i can be half-way done with another map.



I mean ive played over 2k hours, not counting before steam release and only gotten a handful of t16 maps as drops. The problem isnt white/yellows but red tiers are not fun to "sustain". Coop and rolling maps has never been the most fun aspect of this game for me.


sustaining t15+ maps is not hard, you just have to full unlock the atlas. If you are shaping it, and doing other tricks with it that exploit mechanics, with the atlas etc then yes sustain can be a bit tricky

ALSO people forget to well choose to not vaal maps, people who complain about Red map sustain tend to not to like to run them Red (corrupted), it's kind of the point, it's in the name. you run white maps as blues, yellows, as yellows, and red as red aka corrupted. If you do that sustain is easy.

Note i rarely if ever chisel Reds, well minus t15s sometimes, it's not worth the expense, but a vaal each time is always worth it. If you play enough that you want to complain about sustain of red maps, you probably have an alt player that can run the few bad mods that randomly show up, or you just sell them for coin. Grab a map tab and selling your maps is super quick and fast.



I appreciate that you have a strategy but I completely disagree. I don't think it's appropriate to just state that it's not hard. It's going to be hard and it's where a big part of the end game content difficulty comes from.

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