Map drop rate in regards to ingame rates and IIQ on maps
Okay, here's the issue I have and why I STILL don't understand the reasoning with maps.
You say it provides a means of gameplay progression, except it's dictated by the RNG. IMO a really poor example, it is conceding that actual difficulty and progression in gameplay should be subverted to the will of the RNG. As we all know, this is exactly what's happening, people roll maps they are generally comfortable with playing and provide the most return, these maps are almost always below their level and rarely if ever prove to be challenging, repeat ad nauseum. You say it provides large amounts of XP, yeah, and? We got large amount of XP from the pyramid while we're in range. That "large amount" is completely relative to your level and I'm sure it also starts falling off, nevermind that there are numerous other ways to deal with this if it is deemed to be an issue. Also, don't you think that when you're stating "everybody will just run 69's" to pretty much confirm the map system's difficulty progression being broken? Maybe it is a meaningful carrot on a stick to you, the process of outleveling all of the maps because you have to keep running them to try a different or more challenging one is simply not fun to me. Currency sink, another really poor reason. Prioritizing the effects on the economy over the actual gameplay experience, for something that doesn't even have to be tied to the economy (although I don't necessarily mind spending currency on maps). Basically, all of these reasons are entirely secondary/tangential to the gameplay experience, you know, the part of actually running the maps. If the map system is supposed to be part of the lure to get me playing the game for years, it's failing HARD. We're spending time discussing and arguing map drop rates, and in that time, the actual experience of running maps has regressed imo (that is, it is plainly less fun to do maps in general now than it used to be because things were/are balanced around these drop rates and their effects). We should be talking about improving the actual map system, mods, variety, difficulty. (Edit: I should probably accept that I'm not part of the target audience for this game, I completely missed the part where maps are supposed to only go for about 10 levels.) |
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The gameplay doesn't get more difficult. It almost entirely the same. You think if you're level 70 you should be playing lvl 70 maps? If your lvl 90 you should automatically be playing lvl90 maps?
By now, if that was the case I would be lvl 100 and would have nothing to do if that were the case. As I've said before think maps are too easy and I want more harder mods. Give me 3 curses with monsters that have 200% hp and dmg Last edited by SL4Y3R#7487 on Oct 2, 2012, 8:05:19 AM
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Oh I absolutely agree with the difficulty thing. I didn't mean to say that we should be playing level 90 maps because we're level 90. But even if there were level 90 maps, who's to say you can't alter XP gains and actual difficulty to account for that and to slow progression?
What I tried to say is that the difficulty in the map system as it is, is in simply getting higher level maps. The only real challenge in the map system atm is basically in rolling maps stacked with mods that are bad for your build. There are a couple of exceptions, but I believe that is generally the case. I've posted a few times about suggestions for difficulty and variety. Things like hidden mods, (except for ones that can outright kill builds instantly, like blood magic), scaled ranges for mods based on the map level would go a long way in making things more difficult imo. Variety is a different thing, but there are definitely a lot of things that can be done to add to the system. (Edit: Also, I'll stop posting in this thread, OT) |
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I agree that map mods should generally be able to roll harder mods and most of the map bosses really needs some buffs as they are not stronger than a rare mob even.
That being said I think ever since they removed player IIQ from map drops the drop rate has been completely broken. Before player IIQ was removed my 120% IIQ was enough to have me swimming in 60-63 lvl maps and have a somewhat reliable stream of 64-66 maps and highest I ever got was two lvl 68 maps. I have been running maps constantly since the change and continue to loose maps at a steady state. I alch all maps and run anything except blood magic (yes even no regen, 50% recovery when that existed for 100% quantity or more) and I have seen 1 or maybe 2 lvl 64 maps since and I'm now down to maybe about 10 lvl 60 maps and 3 61 maps. Even since the last increase I have lost probably 10 maps. It's just stupid. |
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" I'm getting more high level maps now than I was before. My friends are getting more high level maps than before. We use them dont sell them. We use them. |
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Couple people does not = good sample size. You know this DDT
Honestly, I got bored from running maps without getting the amount I was before in terms of levels. But the levels are just one piece of the story as I've said before. I can steam roll thru ANY of the current mods on even a lvl69. Except of course blood magic. It's boring. I'm bored. Not because im overleveled, because once open beta hits and everything is readjusted level wise. The same thing will happen. Why can't multiple curses roll on a map? Why do mods that work together not give a higher IIQ? Why cap the dmg mod at 30% make it 100% Something has to change. GGG, you said you wanted this game difficult. Make it happen. And reward me for the increase in difficulty. Not some 1+1=2 reward. It should be (1+1) x2 = %IIQ I still also think my map floor for high IIQ is a great idea, although would have to be readjusted should you change how it works in.regards with mods that work off each other. Last edited by SL4Y3R#7487 on Oct 3, 2012, 2:11:54 AM
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"You are asking for increased difficulty, but that is inconsistent with extra rewards. If you wanted to make it harder it would be 1+1 = 1.5 EDIT: Though I do agree that harder mods could be (and probably will be) added. They just took out a deadly combination of 50% less recovery and no-regen because they thought it was inconsistent with the +qty effects =( Last edited by Metronomy#6891 on Oct 3, 2012, 2:56:17 AM
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