Map Changes in 2.0.4
" Wait a second! 1.) "best players" and then "people" ['are reaching level 100 too quickly'] ??? What is it really? First) 'people' are NOT reaching Level 100 too quickly!!! Second) As I mentioned in another thread earlier GGG is running a vendetta against high-tear/-skilled/-wealthy gamers, who are playing this game 14h+ a day. 2.) If GGG only wants players that play their game 14hours a day, it's ok. Then GOOD LUCK! selling microtransaction to those that keeps the company running. IMHO a game should encourage even Newbees to stick to the game and buy microtransactions. 3.) I'm curious if and when this game evolves as an only 'high-skilled' ARPG where 'normal gamers' have no chance to survive high maps or even reach Level 100 'soloing'. 4.) to Maps: in my personal opinion I hated the fact, that I am running f.e. a 75er map and suddendly a 68er map drops!! Let me check my knowledge: a.) blue packs can drop maps +1 b.) yellow mob can drop a map +2 c.) Endboss can drop am map +3 Right? So why is no restriction up to the lower level ???? In my opinion mobs should only drop maps -2. (to upgrade this map it costs you 9 lower maps {3x3} to reach the starting level of this specific map). And last but not not least: Changing the 'name' of the maps (tears) is one of the last tries GGG to improve the game, but putting the cart before the horse. IMHO GGG is going in an totally wrong direction! Let my be the 'ignorant' Chris Wilson for a second! 1.) I would cancel 1 difficulty totally ('normal' to encourage Newbees; and then 'merciless' for a more "skillness") 2.) And when new players have managed 'normal' and even 'merciless' (and bought some microtransactions) then they have to manage maps!!! Oh.....why cancelling 1 difficulty? Chris Wilson, did you ever had a look at Diablo? Blizzard 'invented' the adventure-mod, because no gamer wants to play the stupid story over and over and over and over and over and over again! Thats my opinion. I am too sad, GGG made a good idea (phenomenal customizing for an ARPG) running to dead; or should I say: only good for 100 Exalted-Orbs-players. Greetings! P.S.: I bought a lot of microtransactions here; but no longer GGG got this better. My InGameName: Aui
| |
So basicly for the individual player nothing will change exept maps r coulored in whit crayons now and instead of maplevel we now have maptier.
Well thank god for these changes cause that was my nr 1 issue whit maps the colours and the name so glad ggg is adressing these problems.
Spoiler
this was sarcasm btw
[Removed by Support]
Once men turned their thinking over to machines in the hope that this would set them free. But that only permitted other men with machines to enslave them “The Party told you to reject the evidence of your eyes and ears. It was their final, most essential command.” |
|
"Aaaaaaaand we have a winner! And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
| |
Really guys? You want to make maps even more confusing for the average player? I am getting sick of using third party websites to figure out how to play this game properly and you keep making it worse instead of better. How the hell is a level 85 player supposed to know what level map they should run for the best experience?
Let's see. Go to http://poetools.com/experience-penalty/ . Put in level 85. Put in 75% exp or better. Okay so I would have to run level 74 maps or higher to get 79% experience or better from that map. Now I need to figure out what tier I should do. 68=1 so 69=2, 70=3, and 74=7. Cool so now I know I need to run tier 7 maps to get decent experience at level 85. Cool process. Jesus. Now what item level drops at t7? Is that the same or is that changing too? | |
" I'm in no way saying that reaching lv 100 should be the main incentive to play. It should be (was) one of the incentive to keep playing. It was already extremely hard for all by the very top players. Now it's completely impossible. Instead of making it easier (not saying that it should be easy!) to invite more people to try it, they made it harder. And they based that decision on the progress of the tiniest of minorities. The super dedicated players don't need to be distinguished in any such way. You already know them from their streams and youtube channels. And they don't require any new stimuli. They are already addicted to the game and will play it and buy MTX regardless. This latest change simply cuts off a whole lot of other players from spending more time in the game. And I'm not saying that you need lv 100 to play the top tier maps. It's the other way around. Those maps are gated from all but a handful of players. How many players have seen the lv 82 maps or even know their names? This is literally 'Etup content'. Why did GGG even bother creating it? Nobody is going to see it except the 0.1% of 0.1%. Saying that leveling to 100 was too easy was the most asinine statement I've heard from GGG. | |
Actually you can call maps whatever you want. Just put an experience calculation on the map when you highlight it that shows the %exp you will get from that map.
| |
I laugh at this change and the person suggesting it, "Level" to "tier". Seriously, no. If you really want to use that "le tier", put the bracket for recommended level for that tier. Pity those newer player referring to wikis for additional info. Many already need to use 3rd party for le trade, don't be lazy for putting a few word inside a bracket.
| |
" Sorry Chris but this is completely stupid. Instead of fixing anything you just rename it? High level players don't want to run low level maps all the time. Now that they are not called low level maps anymore but low tier maps you expect us to enjoy them? I'm really sorry but I'm completely honest when I say that this is the most stupid thing I ever came across in my more than 20 years of gaming. /facepalm German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" | |
I can't resist commenting one more time.
Maps - the color code is a very good idea. the "tier" system is probably more confusing rather than simplifying things and should be abandoned. Overall map drop rate really has to be increased with more higher level maps dropping. Having a lvl 68 map drop while running a lvl 75-78 map is more than frustrating - it's discouraging. If you want more players to run maps, why discourage them? Leveling - Personally, I don't care how many players reach lvl 100 - it will NEVER be me and I can live with that. But, I would like to reach lvl 95. I have no incentive to go higher. At that point, I would start a new character and have fun going to lvl 90-95 again - repeat, repeat, repeat until I've built 60 different characters over a 10 year period. FUN FUN FUN ! But, IMO, it's currently very tough to reach lvl 90 and masochistic (no fun whatsoever) to go for 95 (forget 100), so it's easier to get frustrated and just give up on a character (especially when you're having fun slowly leveling to 90 and then your character gets nerfed - that takes all the joy out of playing). I would suggest making it much easier to get to 90, a little easier to get to 95, and next to IMPOSSIBLE to get to 100. That might satisfy almost everyone. Consider this - experience penalty for dying in Merciless is reduced to 5% until character reaches lvl 90, then is 7.5% until lvl 95 where it goes to 10%. at lvl 96 penalty is 15%, increasing to 20% at 97, 25% at 98, and 30% at lvl 99. Combine that death penalty tiered system with increasingly difficult content in end-tier maps and you may effectively block all but the best players from ever reaching 100. Something such as this may actually give the casual players a much needed boost while stimulating the elite players to strive for the near-impossible. just a constructive thought. what do others think about this type of approach? |