Further Update to Map-only Uniques

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Hilbert wrote:
PoE has no Risk reward.


This. (see my long post above for details).


The definition of GGG risk unfortunately is based on time sinks (risk of sinking currency for no yield, for example), not on genuine difficulty and actual risk. It's quite weird but it's an influence of the millions of bad MMO's out there with artificial difficulty that disguise gear checks and time sinks as 'difficulty'.

Is too bad D2 still is superior to PoE regarding this, otherwise the game would be a masterpiece (except the terrible netcode and some bugs).



No much hope at this stage (game officially released) for fixing this, just can hope for custom leagues or new permanent leagues (won't happen I believe).
But making it easier is not good for the game.. Game should be designed by climbing stairs (maps), logic says that the best loot should be at the top of the pyramid.. Deserve victory, kids!
GGG i trusted you man ! I trusted you !

Endgame Maps always meant any Maps and then seeing Reqs of Lvl 78 = Mind blown

I trusted you !
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nikoon wrote:
But making it easier is not good for the game.. Game should be designed by climbing stairs (maps), logic says that the best loot should be at the top of the pyramid.. Deserve victory, kids!


By climbing stairs, or by trading for an elevator?

It seems to me that trading aggressively is required to participate in the endgame. It has nothing to do with the gameplay itself. It's simple, really... how many exalted orbs do endgame map farmers use on the maps they run? And how many do they actually get AS DROPS THEMSELVES, not as orbs they trade for? Are end-game maps achievable without defraying the cost among a group and then trading to obtain the currency necessary? From what I can see, the endgame design has nothing to do with the strength of your build or the power of your character or the time you spend farming low-level maps, but has very much to do with who you know and how much time you spend in trade chat.
A welcome change.
Though I am not against map-only uniques, I feel like only making them available to those playing in the highest maps was going to widen the wealth gap between the super hardcore players (they obviously get an advantage over those playing less) and the less hardcore players.
Players grinding high level maps are still more likely to get awesome drops but at least it's also possible when grinding low level maps, which is a good incentive to run them.

I've seen people whining because now everyone gets to have a shot at acquiring top-end uniques but I'm not sure if they realise how hard it is to sustain a map pool over 70+ when playing solo.
Killing stuff inside the map clearly isn't the hardest part, getting the maps is.
I had no problem with Kaom's dropping in lvl76+ maps. The problem is the map system, you have a really hard time to reach that level in terms of currencies. I find a bit retarded that you have, in a certain sense, to "pay" (with currencies) to progress in the game above lvl80+. I don't see how it would make the game easier (in terms of gameplay) to allow players to run a lvl78 zone with GMP/no regen/double reflect and not requiring from them to spend like 40 chaos and maybe an exalt on the map before running it. I sometimes found myself in Onslaught badly wanting to play the game, but I couldn't cause I didn't have any more chisels/high lvl map/chaos/HL mapping group friends online. And yes I could always make alts, but I also like to push things as far as I can (IYKWIM).
IGN : @Morgoth
Last edited by Morgoth2356#3009 on Nov 6, 2013, 6:14:01 AM
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Vods wrote:
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LeMing wrote:
The best solution for map/item fixing IMO
I’m playing mostly alone from open beta. I’m playing almost only maps. I hate spending currency for maps. I never found level 74+ map.
My ideas for fixing map and unique system:
1) All or almost all uniques can be found in nonmap areas. The chance for best items should be astronomically low.
2) First tier of maps should be level +1 compared to highest level of nonmap area. Also difficulty level of all maps will be higher.
3) Every one higher map level should be more unique rewarding: Chance for low tier unique should slowly decrease and chance for best tier unique should slowly increase. So playing high level maps will be most rewarding.
4) Clearing all map from mobs WIHOUT any dying should be rewarding a guarantee map of the same level. So you can play the best maps! But only if you are not dying.


I like the core ideas here a lot, but i also think some uniques should be restricted to ilvl item requirements only found in high level maps.

If I could have a CHANCE of playing last tier of maps I also agree that some uniques can be high level map only. But during the whole open beta I had no chance to play on 74+ map!!! Not because it was too hard. Only because map drop system is broken. This is the ONLY thing I don’t like in PoE.
ing: Storm_Gaze
Very happy to hear and once again, very good Job on updating and keeping us informed GGG!! I was so happy for you guys when i saw more PPL plaxing POE then COD ghosts on Steam! :)
Ok, so what is the place of maps in the current system of things? Only to get XP?

- You can get most uniques from regular bosses, some specific map-only ones you can just buy from other players
- You get much more currency running bosses, since you don't have to spend ridiculous amounts of it to roll maps
- Running bosses is much, much safer and easier, and giveing more rewards in the long run compared to maps, which drain your currency
Increasing Field of View in PoE: /1236921
Last edited by Shajirr#2980 on Nov 6, 2013, 6:22:09 AM
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LeMing wrote:
"
Vods wrote:
"
LeMing wrote:
The best solution for map/item fixing IMO
I’m playing mostly alone from open beta. I’m playing almost only maps. I hate spending currency for maps. I never found level 74+ map.
My ideas for fixing map and unique system:
1) All or almost all uniques can be found in nonmap areas. The chance for best items should be astronomically low.
2) First tier of maps should be level +1 compared to highest level of nonmap area. Also difficulty level of all maps will be higher.
3) Every one higher map level should be more unique rewarding: Chance for low tier unique should slowly decrease and chance for best tier unique should slowly increase. So playing high level maps will be most rewarding.
4) Clearing all map from mobs WIHOUT any dying should be rewarding a guarantee map of the same level. So you can play the best maps! But only if you are not dying.


I like the core ideas here a lot, but i also think some uniques should be restricted to ilvl item requirements only found in high level maps.

If I could have a CHANCE of playing last tier of maps I also agree that some uniques can be high level map only. But during the whole open beta I had no chance to play on 74+ map!!! Not because it was too hard. Only because map drop system is broken. This is the ONLY thing I don’t like in PoE.



Ok so what do you want.. One guarantee drop of the map? For example you always drop one lvl 74 map if you run lvl 74 map? Than you can run them forever and there will be no fun to search them, because you always find one. RARE stuff should stay RARE. When it becomes common, its not RARE anymore..

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