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

GGG, No excuse please!!
most players reach 90lv+ can handle 80-82map, and you say we need improvement to challenge higher map?

We need a smooth leveling process, not playing 68-72 map in higher level!


Improve the map drop rate!
Last edited by hkbutubaman on Aug 13, 2015, 3:18:07 AM
"
Qarl wrote:
That the leagues had a very different shape was odd to us, and something we had to examine and see why. The "wall" was much more pronounced on Standard and Warbands than Tempest.


Curious--did you consider the implications tempests themselves had on map progression? Even "bad" tempests provide area quantity, which increases map drops. Not 100% sure on the interaction, but I would think the quant bonus mobs get from Shining and Radiating tempests would increase map drops too (not the buff you get, but the one mobs get). Comparitively, warband mobs do not impact map drops at all (since guest unique mobs no longer drop maps). It could be that tempest players get more maps period due to the league mechanics actually enabling more map drops.
"
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. However, the shaping of map drops also is a big factor in the divide between 73 and 74.

...

Around 80% of maps are run in non-hardcore leagues, so we do need to make sure the drop rates fit the dominant styles of play. We will be amending our map drops to smooth the curve into level 74-79 maps.

...


Above are 2 crucial points from this manifesto.

Lots of the feedback provided in past weeks was correctly identifying issues with mapping. I do not have any illusion the feedback itself cause GGG to act but it was not just a cry from few people doing it wrong as some nay-sayers were suggesting.

Second point is also very important statement that we should remember. GGG confirmed that they want to balance mapping experience for major population not those few hardcore players that spend day and night in the game and reach lvl100 in 2 weeks.

What I am missing from the manifesto are any details on how they want to address those issues they see. Feedback section contained several popular threads with lots of good ideas that could be applied. One way or the other, I would like to see more clarity from GGG on the solution in near future, ideally in another manifesto or as part of patch notes.
So, with shit ton of data their conclusions are:

1. People play maps lvl 74 and less because lvl 75 maps have harder mods
2. They balance map drops based on softcore play style where you can roll any map whatsoever, where alch and go is legit strategy, where you dont need to reroll maps
3. They think people hoard lower level maps - this made me giggle
4. because of the 2.0 changes more people play maps then patch before, since obviously that has nothing to do that so many people came back to paly the game

My conclusion of their conclusion is, they will fucking nerf map drop rates even more.....lol

I mean, how can one company be so wrong....i understand one person, yea, it can happen, 5 people, allright, but whole company.....fml

Nothing will be adresed with maps in their new change, since they cant figure out that you cant belance map drops same for softcore and hardcore, party play and solo play, you cant balance challenges same for some casual who play 5 hours a week and hardcore player who plays 40+ hours per week. And so on and on.
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Baron01 wrote:
"
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. However, the shaping of map drops also is a big factor in the divide between 73 and 74.

...

Around 80% of maps are run in non-hardcore leagues, so we do need to make sure the drop rates fit the dominant styles of play. We will be amending our map drops to smooth the curve into level 74-79 maps.

...


Above are 2 crucial points from this manifesto.

Lots of the feedback provided in past weeks was correctly identifying issues with mapping. I do not have any illusion the feedback itself cause GGG to act but it was not just a cry from few people doing it wrong as some nay-sayers were suggesting.

Second point is also very important statement that we should remember. GGG confirmed that they want to balance mapping experience for major population not those few hardcore players that spend day and night in the game and reach lvl100 in 2 weeks.

What I am missing from the manifesto are any details on how they want to address those issues they see. Feedback section contained several popular threads with lots of good ideas that could be applied. One way or the other, I would like to see more clarity from GGG on the solution in near future, ideally in another manifesto or as part of patch notes.


These are just words. Words that dont have weight. On the contrary all they do is just opposite. They balance maps around party play, stremaers and hc players that play 10+ hours per day. Those words said by that dev is just like i listen to some politician, who knows he is bs-ing me but he is still trying to persuade me to see the truth.....sad
When will 2.0.2 release?
"
iSkiv wrote:
"
Qarl wrote:

Many players have expressed concerns that they hit a wall around level 74 or level 75 [...] This is partially due to level 74 being where the harder mods kick in. The harder mods can be discouraging.


"
gh0un wrote:

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 fully agree with this player.


The cost of running this game is insane :
- ~5Ex gone in a week spending Chis/Alch/Chaos to run 75-77 maps
- 2460 Fuses lost to RNG (now at ~4000 consecutive fusing without a 6L !)
Now, I don't have enough currency to continue playing.
Back to farming Vaal with my 88/311 MF... ? You know, this is soooooo fun.... (/sarcasm)
This, is what is discouraging.


Why would you willingly introduce things that will discourage your customers ???
- many impossible Map mods for 99% of the builds
- no Return on Investment on 150+%q maps
- lowered Zana
- high-end crafting killed by removing the already almost un-existing Eternal
- more low-tier in equipment mods (lowering the chance of getting something really good)
- worst possible trading
- ...

Make the game hard but ATTRACTIVE.
(unless you want to try Path of Bankrupcy...)
I don't understand you (the team), in 25 years of gaming, this is the first time I feel pushed out of a game.


To end on a positive stance, thank you for the Manifesto, we want more of this.
A Podcast would even be better, I feel a huge gap between many players and the dev team, I think this needs some serious round table discussion.







what if it is like everything else in the world.....money

what if you are supposed to come, play for 1 month, buy new MTX, packs and tabs, and then stop playing for 1 month....they have great basis in POE, so you will come back again, for new patch/xpac, again buy new stuff, quit again in 1 month, and this way you will not be burned out with the game.....this way leagues can be short, they were 4 months, recently 3, we dont know how long will tempest and warbands last, prolly 3 moths or less.....

because how could one explain removing of crafting, mapping, easy challenges in new leagues, nerfing masters in terms of xp they get, lower their prizes, trying to make all builds do same dmg, homogenization, creating 100 new uniques where 90 of them are utter crap that goes for 1 alch....

why would they do all that to push their players away after short time

"
Qarl wrote:
In summary, we have achieved many goals we set out to achieve - more players are mapping, and finding their way into deeper maps.


... and I almost stopped mapping after 2.0 due to the new farming zones outside maps. Short break until maps are "fixed" to suit softcore players. Shame I am no sc player x.X
Have a problem with something I said? PM goetzjam don't derail a thread.
'There's plenty that needs to change. And back in my day we had real game devs.' - TheAnuhart
Last edited by ScrotieMcB on February 30, 2016 0:61 PM

Help Charan color the board - use [u color] to make your posts shine.
welcome change, in my case investment wasn't worth the results.
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Qarl wrote:
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).


I'm hoarding maps too, but not because I have to improve my character. I just hoard them to get a larger pool to MAYBE sustain a 75+ pool... right now I got:

2 x lvl76, 11 x lvl75 & 17 x lvl74

maps in my stash. I actually had to buy 30 x lvl74 maps to even get there, which is kind of riddiculous... I got one lvl87 & one lvl45 toon on WB. I really don't know if that can be intended, but I really think about rolling another character because its just no fun to get into endgame-mapping if you play solo. Why do I play solo? I got a colour-weakness, I guess even if I would not have this handicap playing in eyecancer-parties can be difficult, but for me its so baaaad to play in parties because I am not able to recognize anything on the screen with all the spell-clutter... 100% death.

Hope you fix the drops for map-lvl 75-78.


Cheers!
check out my hideout templates at https://hideoutshowcase.com/viewprofile/Noooberino/uploads
Last edited by Noooberino on Aug 13, 2015, 8:14:32 AM

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