Map drops - assessment of 2.0.0, and changes coming in 2.0.2

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Qarl wrote:
The harder mods can be discouraging. However, the shaping of map drops also is a big factor in the divide between 73 and 74.


On the contrary. Ive been rolling maps with very hard mod combinations, in hope to get maps dropped. Example of how i rolled my maps
Spoiler

Whole league been rolling like this, playing super rippy maps with -max, ele weakness, extra cold, extra lighting on one map. I only got 2 77 maps in a whole league. The one 78 map, i got, doesnt count, cuz it was from olmecs. I have now lvl 90, lvl 89 and lvl 86 characters on warbands. Been running such maps all day long. I hope this changes will help.
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gh0un wrote:
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Qarl wrote:

Many players have expressed concerns that they hit a wall around level 74 or level 75. The statistics bear this out, and vividly show us there is a problem. There is a serious bump of maps being run at level 73, more than at level 72, and then a solid dive at level 74. This is partially due to level 74 being where the harder mods kick in. The harder mods can be discouraging.


Partially wrong.
I would do these harder mods all day long if you would give me the currency to roll them.
The discouraging factor is the currency cost, not the difficulty.

I ran about twenty 160%/15-40% packsize maps, which cost me about 3 exalteds, and i didnt get jackshit in return (neither currency wise, nor map wise).

You need to increase the ROI (currency wise) on hard maps, and im not talking about ROI through means of trading.
I am talking about something that is reliable. Another vendor recipe for example.

The player should feel discouraged by the potential difficulty, not the currency cost.


Fucking this.
GGG doesn't play their own game, alone this statement proves it.
People are doing harder mods ALL THE TIME to increase Quant on maps, but the only increasement in drops are WHITE items or trashvendor Uniques.

If only the bloody Map Bosses dropped some specific item you could use in a vendor recipe for getting Currencies back depending on how hard the Maps were.
- But the problem with that is many people flat out skip many Map Bosses because their droprates are all shit and the RISK VS. REWARD are most of the time not worth it in any way.
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505
For some reason the maps with desecreated ground in the overgrown ruins make my friend lag a lot and often even DC while in map. This is very frustrating, as it's a map and only has limited portals available
Its not the mods that are overwhelming but the RNG of map drops -.-

even tough i chiseled and alched every 74-75 map i had i still cant keep bank up... pffff lame

Really hope that you address the drop rates for the entire middle tier of maps (74-78) which are universally too low. 68-73 is fine. 79-82 feels fine. 74-78 is awful and way too punishing.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70 on Aug 12, 2015, 10:09:23 AM
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Derpey wrote:
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gh0un wrote:
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Qarl wrote:

Many players have expressed concerns that they hit a wall around level 74 or level 75. The statistics bear this out, and vividly show us there is a problem. There is a serious bump of maps being run at level 73, more than at level 72, and then a solid dive at level 74. This is partially due to level 74 being where the harder mods kick in. The harder mods can be discouraging.


Partially wrong.
I would do these harder mods all day long if you would give me the currency to roll them.
The discouraging factor is the currency cost, not the difficulty.

I ran about twenty 160%/15-40% packsize maps, which cost me about 3 exalteds, and i didnt get jackshit in return (neither currency wise, nor map wise).

You need to increase the ROI (currency wise) on hard maps, and im not talking about ROI through means of trading.
I am talking about something that is reliable. Another vendor recipe for example.

The player should feel discouraged by the potential difficulty, not the currency cost.


Fucking this.
GGG doesn't play their own game, alone this statement proves it.
People are doing harder mods ALL THE TIME to increase Quant on maps, but the only increasement in drops are WHITE items or trashvendor Uniques.

If only the bloody Map Bosses dropped some specific item you could use in a vendor recipe for getting Currencies back depending on how hard the Maps were.
- But the problem with that is many people flat out skip many Map Bosses because their droprates are all shit and the RISK VS. REWARD are most of the time not worth it in any way.


I'm not so sure that GGG doesn't play their own game, but if they do they certainly don't have the same experiences as some of the player base does. I was also rolling maps for over 100% quantity and pack size, but seeing that I was barely getting any 74-77 maps, I stopped spending my currency like that. Now my rule of thumb is to use exactly 1 alch on a map, and run whatever it gives me. So far the results have been similar compared to spending chisels and chaos on each map. Not worth spending the currency.
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Dawmz wrote:
Well, it's the second time in the history of this game that you are clearly giving up your "vision" because of forum whining. Last time was ffa loot, it didn't turn out very badly ; I hope this time it won't either but I guess everyone will be sustaining 79 maps in a week; and jungle valley/torture chamber bosses will have their dmg divided by 4 or something.
The argument about the "dominant version of the game" is also very sad to hear ; GGG used to not care about what the majority wants, they did the game they wanted themselves ; not the game the masses in softcore want. Hope you won't lose your soul too much on this path.



if the devs who actually make these calls were forced to lvl to the mid 90s on a live realm and then trade for enough currency to craft a few really good rings and weapons they would change their vision on mapping and crafting pretty damn quickly. I love the map system in theory, in practice when I spend 1000s of hours playing stupid lowball content to earn the right to play content that is in any way appropriate for my characters I want to dig my eyes out with a fucking spoon.

To hell with their vision, the day they actually play their own endgame Ill give a shit what they want it to be, while the people forced to actually put up with it are saying this fucking sucks then that is what counts. If we all fuck off and stop playing they wont have a game to have a vision for, thats what it boils down to.


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We do also see more hoarding of maps in this level range, where players often choose to not run these maps (we assume until they improve their character)


No. I have characters that can easily run higher level maps than what I have (79-82), but I chose to keep in the 76/77 range because I have no idea when I will get more top end maps. I am also burning through my 76/77 maps faster than they are getting replaced. People horde because of low supply and the poor positive outlook for future replacement of those maps. Please understand this. If you improve the drop rates, people will horde less, as they know they will have a better chance of replacing the map they just run. Econ 101, really.
Yay to map drops!

Now...can you run your magic calculator and tell us what % of players in maps 75 or greater are running lightning coil?

Phys damage tuning is still bullshit by the way. 68 desert map boss is more OP then most 74 map bosses.
Beta player turned Beta deserter (because of map drops) chiming in.
Yea I'm so happy to see this update. It feels almost exactly the same as Beta currently which isn't what you want with progress. I don't get mad that I don't often get a +2 off of a boss. I don't even get mad when I don't get a +1 from 3 maps in a row. I do start to get mad when I do funnel a ton of currency and effort in to dozens of maps and go backwards. If they were to reduce the drop probabilities of maps ranging 3 levels or more under your current map that would make a world of difference by letting more appropriate level maps fill the remaining drop probability.

Thx GGG

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