major end game design flaw (map drop rates / currency dump)

*diamond supporter*

I agree anything you say. not being sarcastic.
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reimur wrote:
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BazzV5 wrote:
I think we all understand that these guys know what they're doing.

But if half are top 10 on the ladder, doesn't that tell us that the rewards are there, (in terms of ladder position), and the current system is working?

our position on the ladder is just a matter time invested. half the kids i play with don't have jobs or are in college. i work full time and log on when everyone else is on, which is how i'm able to run maps with them. but we're getting to a point where the currency dump is too much, and the return rate is practically non existent. we still have currency to roll shit, but we're all going to have to go back to vaal/merveil farming (another broken aspect of the game) to be able to run these maps without wasting them, even though they're already being wasted due to rng anyways.

im betting on the majority of the player base not being able to do what we and other groups have been doing, and getting bored and leaving due to this shit rng. there is nothing else to do other than working to high level maps, and when you keep regressing, it discourages people from continuing play. they need to rework the map system, or they need to add some more end game content. races don't count.


Well this is beta and they have stated that more content is planned for the "final" game. In fact they have said that they want to continue to release content over time to keep the games story going and I can't really imagine that it would all stop at level 62.

Right now you are well past the level soft cap where progressing is pretty much just brute forcing your way through. It sucks but the people that want to hit 100 NOW are pretty much stuck doing that instead of waiting for the aforementioned content.

There are a lot of things that the game needs to be healthy in the long term. It needs an actual trading system, it needs enough basic currencies coming in to make it attractive and fun to use those currencies on your gear instead of hording them (the chaos changes are going to make this worse), and it needs high level content that doesn't involve slumming it in low level content all week just to have one night of challenges.

I've been taking it slow for just these reasons. The content just isn't there yet. It is planned to be though. Not as confident on the currency issues though but you can't have everything I guess.
"but we're getting to a point where the currency dump is too much, and the return rate is practically non existent"

and that is what you call a poor investment decision. do yourselves a favor and make better choices. the improvement in drop rate on maps, even when doubled, is statistically insignificant. thank you, basic math. they want end game to have variety, and you don't get variety by making one affix so strong that it is the only one people will use. it defeats their stated end game design intent.

you know what they say about trying the same thing repeatedly and expecting different results, don't you? or how about the one about what sort of person is soon parted from his money? you are trying to run level 70 something content at level 80+ in a free game that is not even completed yet. i have a novel idea. play the game because it is fun. if it is not fun, play it anyways or go away. there are plenty of games out there for loot whores, go try to ruin them
Isn´t the the system in place not also a safty system towards level progression when you think about new content?

Like, it would make no sense if they add act 4 and people are already level 100? Or not?
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
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Tombstoned wrote:
"but we're getting to a point where the currency dump is too much, and the return rate is practically non existent"

and that is what you call a poor investment decision. do yourselves a favor and make better choices. the improvement in drop rate on maps, even when doubled, is statistically insignificant. thank you, basic math. they want end game to have variety, and you don't get variety by making one affix so strong that it is the only one people will use. it defeats their stated end game design intent.

you know what they say about trying the same thing repeatedly and expecting different results, don't you? or how about the one about what sort of person is soon parted from his money? you are trying to run level 70 something content at level 80+ in a free game that is not even completed yet. i have a novel idea. play the game because it is fun. if it is not fun, play it anyways or go away. there are plenty of games out there for loot whores, go try to ruin them

fucking fanboys
don't mean to be the debby downer but your progress would be a little better if you weren't dying
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reimur wrote:
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Tombstoned wrote:
"but we're getting to a point where the currency dump is too much, and the return rate is practically non existent"

and that is what you call a poor investment decision. do yourselves a favor and make better choices. the improvement in drop rate on maps, even when doubled, is statistically insignificant. thank you, basic math. they want end game to have variety, and you don't get variety by making one affix so strong that it is the only one people will use. it defeats their stated end game design intent.

you know what they say about trying the same thing repeatedly and expecting different results, don't you? or how about the one about what sort of person is soon parted from his money? you are trying to run level 70 something content at level 80+ in a free game that is not even completed yet. i have a novel idea. play the game because it is fun. if it is not fun, play it anyways or go away. there are plenty of games out there for loot whores, go try to ruin them

fucking fanboys


Tend to agree, ignoring the problem completely and blaming the players when the game is clearly at fault. Fanboy to the max.
IGN: Jakugaro
this has nothing to do with blaming the players or ignoring anything. it is simple math. i notice you could not counter a single point i made. call me names all you want, you are only proving what the real problem is here...that being the very limited intellect and basic math skills you have demonstrated. you make stupid investment choices. whine on.
Last edited by Tombstoned#1173 on Mar 4, 2013, 10:43:02 PM
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Tombstoned wrote:
this has nothing to do with the players. it is simple math. i notice you could not counter a single point i made. call me names all you want, you are only proving what the real problem is here...that being the very limited intellect and basic math skills you have demonstrated.

you're only spouting off nonsense. there's nothing to debate
To add something at least slightly constructive to this, I think the overall map drop rate is actually fine. I take extreme issue with the variance in drop rates and the fact that low level maps can drop in very high level maps. For example, I ran 14 75+ maps before I saw a shipyard drop. In that time, I saw a countless number of level 68s that were/are more or less worthless for xp at 90+. I probably ended up selling 90% of them just to buy currency that would better my chances of getting productive maps to drop in that maps that could drop them. One possible solution is to adjust it so that you cannot receive a map drop that is more than 3 levels lower than the current map you are running. Combine that with a mild reduction in variance (while keeping the overall average drop rate the same) and it would alleviate a lot of the problems. I feel like something of this nature would maintain the random spirit of the game while not making the final levels painfully pointless.

ign: CAPTAIN_CAPSLOCK

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