major end game design flaw (map drop rates / currency dump)
" It varies greatly but I frequently find myself at least solo grinding level 69 maps at 91. I manage my maps in such a way that I am rarely running the highest level one available to me. As I stated previously, capping the minimum level for a map drop to no more than 3 levels lower than the current map you are in would go a long way to fixing the underlying issue. The problem with map drops is not one of quantity, it is one of quality. There is a very weak sense of map progress under the current map scheme because the variance in map drops is so great and you can get a full range of map drops at every level of map you run. It causes the player to have a lot of anxiety about whether or not they are going to have the maps to continue making the game worthwhile playing 24 hours later. Last edited by Starklen#7995 on Mar 5, 2013, 4:06:49 PM
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Said it before and ill say it again.
The map floor should be based off of map IIQ. 80% is -3. 90% -2 100%+ 0 |
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Slayers idea has some merit. Itd certainly make those 100+ iiq maps with no size/pack mods worth a second glance.
" Doing it wrong. Piety and rares in lunaris 3 have a map-equivalent map drop rate due to being the base map level of 66. Max monster level in docks (or anywhere else in the main campaign) is 65. IGN: KoTao
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GL farming docksf or maps
Invasion - No Sacrifice No Glory
HTTP://WWW.TWITCH.TV/THISISDEUX | |
I completely agree with Reimur and some of the others in regards to how I absoluely dislike the endgame map system and the currency sink tied to it.
1) Maps should drop equal lvl maps or higher. MAYBE a few lvls below, but doing a 72 map and getting a 66 map? really? 2) Map drop rates need to be looked at in general. You can say RNG is RNG, but wow this needs to be looked at. Ran 2 maps yesterday with 30-50% quantity on both, as well with my farming gear of 140 quantity and did not get a SINGLE map from either of the maps. /facepalm. I really like this game. Best game I've played in a while where I'm fulling on board. However, like Reimur and others, this current endgame map system is leaving a sour taste in my mouth - AMONG others things like desync. GGG, please take a serious look at this. Slinkston's STANDARD Shop! http://www.pathofexile.com/forum/view-thread/197511
IGN: Slinkston |
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" Your gear does not affect map drops, as far as i remember. Bullshit makes the flowers grow
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Your gear does not affect map drops, as far as i remember.[/quote]
Not since like 6 months ago when they changed map drops. | |
Currency dump to prevent "massive orb inflation" argument is bad btw.
Unlike "gold", currency in this game has intrinsic value therefore there should never be large amounts of inflation. For inflation to occur there needs to be: 1) Currency has no "real" value and is simply a medium of exchange. 2) Increasing Supply While orbs satisfy the second requirement (you can farm more orbs, increasing the supply), they do not satisfy the 1st. If currency is inflated to where it is worth significantly less for items in trade chat people will choose to craft more in order to get items rather than relying on trade chat, causing currency to deflate in trade chat back to an equilibrium level - a natural currency sink if you will brought about by opportunity cost. Basically, reducing the currency sink necessary for map progression would not cause orb inflation it would cause the average quality of items players have to increase since more orbs would be used towards crafting rather than towards rolling maps. | |
Yeah screw this game! They should have everything worked out and it should be perfect and they should be listening to players feedback to see whether or not they should keep/remove/add things to the game to make it better! Too bad the game isn't in beta!................OH WAIT.
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