A suggestion on how to solve endgame and mapping and make it fun and rewarding for everyone

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Char1983 wrote:

Part 1: Map drops
- remove +2 drops from the maps, boss or elsewhere bullcrap idea
- remove +1 drops from the maps, boss or elsewhere bullcrap idea
- make the map boss drop a guaranteed map of the same level, though not necessarily the same map type bullcrap idea
- make white maps drop no maps except for the map from the boss bullcrap idea
- make quantity on maps increase map drops from everyone except the boss. If needed, you can make this exponential (a 50% quantity map will on average drop 0.5 maps while a 100% quantity map will on average 2.0 maps, numbers can be adjusted)
- make the only way to get to higher-tier maps be up-trading



This is so stupid what you do when you have "dungeons" maps or pit, temple.... Most of these maps the boss have 99% chance to rip you even with the most tanky build.

Do you even know there is hc servers ?

I don't even want to argue with the rest of your post as it's so full of bad idea.

Do you even know that playing hc with the new difficulty you have to be 10 lvl higher of the map ? Just saw a streamer dying from pit boss, he had 6k hp and he get os by the boss while he had killed every others minions, he had a body armour with 1995 armor and other stuff with high roll; it wasn't the casual shit gear, also using fortify. And you want to reduce the exp ?
Last edited by EzBreesy on Jul 29, 2015, 9:55:02 PM
The bosses are probably part of the problem, not part of the solution. BTW I can do all bosses in maps up to 77, unless I have connection problems, which happens often, which is also why I don't play HC (amongst other reasons).

Apart from that, you could circumvent the problem by just accumulating 9 maps of 2 levels lower and skipping that map tier. Easier for 68 maps since they drop in the normal game.

The goal of my idea is to remove the very high randomness and give players somewhat consistent rewards. If you have a better idea, go ahead - or do you like the current system? I don't. Seems like a lot of people don't.
Remove Horticrafting station storage limit.
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EzBreesy wrote:
"
Char1983 wrote:

Part 1: Map drops
- remove +2 drops from the maps, boss or elsewhere bullcrap idea
- remove +1 drops from the maps, boss or elsewhere bullcrap idea
- make the map boss drop a guaranteed map of the same level, though not necessarily the same map type bullcrap idea
- make white maps drop no maps except for the map from the boss bullcrap idea
- make quantity on maps increase map drops from everyone except the boss. If needed, you can make this exponential (a 50% quantity map will on average drop 0.5 maps while a 100% quantity map will on average 2.0 maps, numbers can be adjusted)
- make the only way to get to higher-tier maps be up-trading



This is so stupid what you do when you have "dungeons" maps or pit, temple.... Most of these maps the boss have 99% chance to rip you even with the most tanky build.

Do you even know there is hc servers ?

I don't even want to argue with the rest of your post as it's so full of bad idea.

Do you even know that playing hc with the new difficulty you have to be 10 lvl higher of the map ? Just saw a streamer dying from pit boss, he had 6k hp and he get os by the boss while he had killed every others minions, he had a body armour with 1995 armor and other stuff with high roll; it wasn't the casual shit gear, also using fortify. And you want to reduce the exp ?


Maybe that's a problem with the map boss itself and game mechanics and not the idea proposed? The original post is not full of "bad idea" it is an alternative to what we have, and it sounds much better. Your post is "full of bad" because it brings nothing to the discussion.

I would love to see this added, but instead of penalizing people for doing maps at different levels, why not just make it require more EXP for the top few levels. Why not make the half way point for the total required amount of experience to get from 1 to 100 be level 97? Or just increase the exponential requirement a bit more.

Completely limiting the end-game content to RNG has always seemed to be a shitty idea and I've still never understood why they hold onto that system.
"
Char1983 wrote:
Apologies in advance for the wall of text. The number of threads complaining about map drops is significant. I kind of feel the same, even though I did get lucky and dropped two 78s starting from 74s - I still feel that there should be a bit more to it.

I have been told by friends that the solution I propose here is somewhat similar to what Diablo III is doing in that it produces content that is simply too hard for anyone, and this might be the reason to kill it. Not sure. It would be sad, because I think that it is not a bad solution, and most of the things needed are already existing in the game.


To start with, I have heard people from GGG stating that:

- Maintaining high-level maps should be hard
- Level 100 should not be easily achievable
- Playing hard maps and killing the map bosses should be rewarding
- Players should be encouraged to play content appropriate for their level

On top of that, I would suggest that:

- Grinding maps should be rewarding
- You should be able to make process
- Game content should be gated by difficulty, not by RNG


So let us check for the current map system:

- Maintaining high-level maps is indeed hard, if not impossible
- Level 100 can be reached pretty fast it seems (not by me, but by others)
- Killing the map boss does not feel very rewarding, though theoretically it probably is good to kill it for the chances of map drops
- Playing hard maps does not feel rewarding either
- I cannot play level-appropriate content because I cannot get my hands on it
- Grinding maps makes me often go down in map level
- I am hardly able to make progress
- Game content is gated to me by RNG rather than difficulty
- I do not try some of the hard content not only because I am afraid of dying but also because I am afraid of losing the map - not fun
- Last but not least, solo players are punished because re-rolling maps costs currency and you cannot share the burden when you are playing solo


So in summary, the current map system (and map drop system) is not a total failure, but it is far from being great. Which is really sad because maps are actually pretty nice:

- You dont do 100s of stupid MF runs to the last boss in the game
- Varying content from all areas in the game (all four acts) with a variety of hard bosses and challenges
- Some of the bosses (Shock and Horror, anyone?) are very well-designed and mechanically interesting
- You do have a proper endgame and can (or could, if the maps would drop) still make progress after finishing the "normal" game



So in principle, I think maps are great. But the current implementation, especially on the map progression, is kind of mediocre. I think the RNG is part of the problem, because it is hard to tune it to the point where maps are hard to maintain at high levels, but not impossible. Pre-2.0 it seems like it was easy with rolling packsize, post-2.0 it seems very hard to get to 78+ map levels, especially if you are a solo player. Also, you seem to have very little influence on this, and are very dependent on your luck.


So here is my proposal on how to solve the problem, make mapping hard but rewarding and fun for everyone:

Part 1: Map drops
- remove +2 drops from the maps, boss or elsewhere
- remove +1 drops from the maps, boss or elsewhere
- make the map boss drop a guaranteed map of the same level, though not necessarily the same map type
- make white maps drop no maps except for the map from the boss
- make quantity on maps increase map drops from everyone except the boss. If needed, you can make this exponential (a 50% quantity map will on average drop 0.5 maps while a 100% quantity map will on average 2.0 maps, numbers can be adjusted)
- make the only way to get to higher-tier maps be up-trading

This way, you start out with level 68 maps, and run them white if you want. You kill the boss, you get another map. You start alching them if required, and get more maps, until you are able to save 3 68 maps of the same type and up-trade to a 69. You start running lvl 69 maps. Until you have enough to get to lvl 70.

You grind, you make progress. If you are strong, you roll hard maps and make progress faster. You also can try out every new map white to find out how hard it will actually be for your character. If you are not able to kill EVERY boss in a certain map tier (for example, Shock and Horror or the Residence Dominus is too hard for your character), progressing to the next map tier will be tough. You have to have a versatile build, several characters or a guild actually working together.


Which brings us to the second part, making the endgame difficult, but not impossible for everyone, both players with full mirrored gear and casual gamers. Providing challenges for hardcore no-life gamers and casual weekend-players alike. It would also make leveling to 100 harder while not punishing the other players.

There are currently 77 base maps in the game, with 7 map types for level 68, gradually decreasing to 3 base maps for level 81/82 (which also means that you only have a 4 base types from 76 up, running the same areas over and over again). So what you do is this:

- Make the bracket in which you earn full XP narrower, 4-5 levels at all levels (As a lvl 80 character, you would need to run 75+ in order to gain full XP), encouraging to run level-appropriate content
- re-structure the map levels. Make it such that there are 11 maps for each level from 68 to 74, so still 77 map base types
- once you have run through all of these, there would be a new "tier" of maps. Instead of a lvl 70 Spider Lair, you find a "Undying Spider Lair", which is lvl 77. And so on, up to lvl 81. The maps would be identical, except that the monsters would have 2x more life and deal 1.6x more damage.
- after that, an "Immortal Spider Lair" would be level 84. And hard, because you are now at 4x more life and ~2.5x more monster damage
- anyone up for an "Eternal Spider Lair" at level 91 with 8x more monster life and ~4x more monster damage?
- highest map level would then be (68+7*4-1) = 95, though of course you could add another tier of level 96 - 102 maps if you like (hopefully impossible to beat for everyone)


Of course, you could work on the exact numbers and the number of "stacks" of maps that are available.

With that, players would be able to level their characters very high given that they are able to kill very tough monsters (and bosses!). Players would start to roll maps for giving quantity while not being impossible to survive.

However, level-appropriate content would be available for everyone, and all content could be seen by pretty much everyone, while with the current setup, probably less than 1% of the player base ever get to see the Eater of Souls. You could also enable achievements to kill the Eater of Souls at different tiers, while probably (and desirably) noone would be able to kill the Eater of Souls at the highest map tier.

As for getting to level 100, just make players gain less XP once they reach level 90 or so. Like, 25% less XP for every level from level 90 (which gives 5% of experience gained at level 99). Technically, you could even remove the hard level cap if you like.


So with that proposed map system, you would have:

- Maintaining maps is easy up to the level where it becomes hard for you to kill the map bosses, and that point will come with the scaling HP and damage from the monsters
- Level 100 is not as easily achieved because of being forced to run more level-appropriate (and hard) content, and the diminishing XP returns
- Killing map bosses is instantly rewarded, at higher map levels it becomes essential to maintain maps
- Grinding maps is rewarded and you can and will make progress if you do so
- Content is still gated, but by difficulty, not by RNG
- Endgame is challenging for everyone, top-players and casuals alike
- (Hopefully) more fun for everyone!



Sorry for the long post. Thoughts and suggestions welcome, if anyone at GGG thinks this is worth it, I am happy to help work out the details ;).



This will not fix anything , it'll just dumb down the game . We don't want D3 mentality in here .
R.I.P 4.B.
What do you mean with "dumb down"?

And again, I never played Diablo3, so cannot really comment on that.
Remove Horticrafting station storage limit.
I like the idea overall. And to address the boss oneshot problem, I feel like mapping in general would be much better to tone the bosses down a bit, but also buff up the general monster population. So map running generally takes some effort instead of becoming a speed run, and then have a boss fight that's maybe 5 times harder than the rest of the map rather than 10x (or whatever is is now).

Also it may be over complicating things, but assuming the bosses are reasonably manageable with a decent build and thoughtful play, make it so you can't advance until you complete a whole series of a particular level. In other words, complete all the 68's before you can trade for a 69 or enter a 69 portal. Then everybody gets to run every map at least once per character. Say like a full clear achievement for each map so you can see what you're missing...

The next question would be how does the system (with or without unlocking tiers) function with trading? Will it suddenly become easy for wealthy or popular players to buy unlimited high level maps? Obviously we've recently seen that this can happen now but it's a very very limited amount of people. Then again if a 90+ map is a guaranteed death sentence for almost everyone, maybe unlimited map availability wouldn't even be an issue.

Also if map levels were allowed to increase, and the maps became available we would probably need to abolish the max considered character level of 68. It might not be great to have level 95 folks farming level 80 maps with no loot drop penalty.




Sure, there are issues that would need to be addressed but I think it could be a much more satisfying system than what we have now.

Thanks for your ideas. I also like the idea of having to kill each boss once, though it obviously slows down things a lot (and some bosses are in fact really, really hard for certain builds).

As for trading - two things. First, if you have to complete every boss once, trading doesn't help you because you could not enter those maps. Second, the system would in a sense balance itself for each character / party group. The reason is that you can advance yourself as much as your character actually can. Buying maps would be mediocrely helpful because if you are able to run them, you can probably get them yourself.

I think the only reason that people trade for maps is that they cannot get access (RNG gating) to maps their characters are capable of doing. You would not trade for maps that are too hard for you, would you? I don't trade for uber Atziri maps either.

I would really like to hear GGGs opinions on this.
Remove Horticrafting station storage limit.
"
tryhardgg wrote:
This will not fix anything , it'll just dumb down the game . We don't want D3 mentality in here .


Nearly every constructive post I've seen lately has this type of reply and I see it as a bit of a defeated attitude. Not allowed to "win" and you shouldn't try or want to anyway...

Nobody is hoping to make PoE into EZ mode, we just want somewhat rewarding play to go along with our daily dose of RNG.
So here's an alternative idea I had this morning. It's a variation on many so it's nothing terribly new but still, worth considering.

Existing map system stays, with a change to allow any map to have unlimited portals (no more running out of opportunities to get that loot because you actually had good MF gear). Stays RNG-based (for masochists, basically ;) Maps can drop maps.

An endless ledge style map system could be introduced in parallel. This would be a system where you'd need to progress through a randomised map of each level from 68 to 82 (i.e. once 68 is done, you get a 69, etc) before starting again. 6 portals total for the full run. Level 70 to enter? Full clear required, including boss. Can't drop maps in this content.

You'd have to choose: limited loot and guaranteed content (but over time, potentially much less level-relevant content) versus getting every piece of loot and potentially being able to skip some monsters/bosses and also potentially being able to focus just on higher level maps. While the average level of the 'endless ledge/map' would be 75, you'd have to get through every boss to keep up that average - and for every 7 ledges above 75, you have to run 7 below 75.

Pros: You could contain the average xp rate of players while catering for those who think RNG is cancer when it comes to content access.

Cons: Would let people play more freely and have more fun. Soz GGG ;)
Don't quite see why you would have unlimited portals for the one, and limited for the other, but this kind of "challenge" would be nice, I would really like that. Would still mean that you would have to wade through a bunch of uninteresting areas, though.

EDIT: BTW I don't think that randomness is cancer, but the amount of randomness and the unsustainability of interesting endgame content is really annoying / demotivating.
Remove Horticrafting station storage limit.
Last edited by Char1983 on Jul 30, 2015, 1:08:32 AM

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