im a bit concerned for noob players like me. in the old master system i could bring my masters to 7 in a reasonable time. i never gone for 8 . And i barely do red maps while getting the character to 90+. If i remember correctly some time ago there were information on how many player reach red maps, I believe it was less than 10% of the playerbase. How do the ther players going to get their masters and the crafting recipes to a decent lvl? In the old system it just was a matter of time but in Betrayel? As i said, im concerned.
I'm also concerned about this. As it is, I'd like to run red maps. I never seem to get any is my problem. I think I've gotten 10 red maps this entire league. Do I have to have these red maps to do my daily missions when I advance the masters that high? In the old system, we always had out dailies, and sometimes those were the only reason I logged on.
Also, I've noticed you seem to get a bonus for doing "your" daily master missions, as opposed to other people's master mission - or the ones you find wild in maps. Am I correct in understanding that if the masters are gated behind maps you don't have, you are forced to just run try and randomly run them wild, which will act as a "slowness multiplier" to your achieving master completion?
Or are they doing away with the "master mission bonus" to their exp?
I see three possible approaches:
Missions only occurring on unlocked maps.
Missions being a free play when they land on a locked map. (Like Zana missions currently are.)
Or missions being a form of "influence" where you have to have the map in order to run the content.
I see pros and cons to every approach.
I think what they need to do is give us more options for map upgrading. Maybe make a recipe that produces harb orbs. Like say 10 white maps makes a horizon, 10 yellows make a harb? Or maybe cut the upgrade cost to 2 maps?
I'd rather have a workflow option than a drop rate change.
Too much shit drops already. The game is unplayable without filters, and even with them, you end up with tons of cruft.
We need paid stash tabs removed so that things like transmute and the clay golem from Dungeon Siege could be applied here.
Stash tabs are definitely a form of pay to win anyway.
I would love to see something that reduces quantity in exchange for rarity.
I'm rambling. I know they won't do any of this stuff, I don't know why I'm typing.
Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen
Last edited by Innomen#6153 on Nov 24, 2018, 1:28:43 AM
I swear people have zero reading comprehension.....
Dailies aren't locked behind a static map.
When you force a re-spawn, it is no longer a daily. If you run the daily, then force another spawn, you get TWO missions for the same master. If you don't run the daily, force a re-spawn, then you only get one mission for the master. So dailies ARE locked behind the map they spawn on. Talk about zero reading comprehension.
Spoiler
"There is no more daily's" you just have masters spawn on certain maps now . They just happen to all spawn once per day.
There is zero to gain by how many times you play the masters. It's your game progress, beyond being able to run their mechanic / league.
basically,
they spawn, you run a map it randomly says hey 1-100 if the rng hits, 30 or lower spawn a random master on a map. IT's a 30% spawn rate guys, every 3rd map will spawn a new master.
Ok spawn master hit, now lets randomly pick from 1 of the masters, ok the wheel landed on Einhart, ok now lets place him on the map around the last map ran in general, ok did that now remove him from the other map, cause they can only be spawned 1 of each at a time.
So you could have Zana, Alva, einhart, Niko all spawned randomly for the day.
Zana is on a map you have so you run the map and encounter her. Good, her progress isn't going to move 1 bit. Her favor is tied to the story line progression with atlas and shaper.
You run the same map again, no new masters, run same map again, this time you roll to spawn a master, and then it rolls it wants to spawn Alva, you haven't ran her yet so it puts it on a map around your last ran one and removes her from the map she was on before.
You run the same map, and do the temple. which keep in mind is 3 temple runs.
This time right after that map you get lucky with your 1 out of 3 roll and niko is choosen, so he moves to a map near you.
Run it and this time it spawns again but its niko this time, so you run the delve again,
still all running maps around the one you just did.
The masters are a random 1 in 3 spawn, then it randomly picks which one to spawn, then where to spawn them, aka nearby last map run or at least in same tier. If they current exist in the map then remove them from the old spot. I'll assume this is to prevent people from stockpiling masters on the atlas, and then having parties to clear them all off.
So there is zero map locking, there are no longer dailies, and mastercrafting has very little to do with the masters themselves, and is all about your progression through their league mechanic.
Zana - map unlock / shaper / elder unlock affects what can be crafted.
Alva - the temple rooms you have cleared unlocks the master crafting
Niko - your delve level / special rooms / monsters you have killed affect crafting.
Einhar - the beasts you have captured affect what can be crafted
There only aspects to running them multiple times is to enjoy the content. It will take little time to full unlock Alva, while Zana will be unlocked in first week for people that hit maps hard,
Niko will be based on your delving abilities and progress
and einhar while a bit random due to the beast spawning, will be pretty straight forward.
Now I can see Einhar getting stuck into the aspect of having to be pushed to spawn on high red maps so you can get T15 mobs to spawn in the instances. Beyond that it really doesn't matter. Though you will want to run Alva in Red maps as well, for the better temple average level.
Niko isn't important where you run him really,
People need to stop thinking them as being like old dailies for master craft exp.
You get to do a master run every 3 maps just about.
Now yes if they spawn on a map you don't have you will have to potentially have to run 1-3 more maps to get them to spawn, which could... put you behind, but once again, are you hunting head hunters, or farming master zones? The choice is yours, and you are free to do so.
You can also still hit up the good old chat #LFG Zana runs, and toss your hate into a party run, but it no longer has any effect on your master craft options.
Masters having a 1/3 chance spawning in a map is NOT the same as an Atlas Objective.
"
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.
You can get masters 1/3 chance, but it WON'T be an atlas objective. Or you can get a Master as a daily atlas objective, or you can get a master as a random (chance was not disclosed) Atlas Objective.
But if you run maps without doing your daily atlas objective, you have a chance to overwrite it with another atlas objective, moving the location on the atlas. This means you lose out on the atlas objective daily, and only get one (the one you spawned in a new location). If you ran the daily first, then you would have gotten two atlas objectives.
does that mean maps do actually drop this time? or are you just implementing things for sake of doing so again?
Continued to incrementally improve the sound, art, effects and environments.
Posted by Bex_GGG on Dec 5, 2018, 12:35:38 AM
we know where the priorities are...and we know what you mean by "effects"
Anyone else see this as even more reason to raise the rate of lower tier map drops? I know they were annoying at one time, but building a base of lower maps is more important now that masters show up predictably.