About to stop playing PoE - maps drop rates are very disappointing

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I still don't understand how this can be an issue. If you're still constantly running out of maps after a long time playing, you're doing it wrong. Try some different things out. Moose gave you enough info to go on.


Look on this data set: https://docs.google.com/spreadsheet/ccc?key=0Au90_YPp2dFJdDQ3dXVJakZGVEJBeXItTkJMaEt3dnc#gid=0

If you smart enough to claim that I doing something wrong, maybe you smart to tell what is wrong. There is all data that you ever could need to get explanation.
IGNs:
Vianta, Haulo, Darol, GanMorri
My advice: Quit playing.

Try out Open Beta in a month. As GGG has said in the past, A3 changes the level scaling for the game. If you run out of maps, I suspect it will be less of a hassle finding good ones again.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
That's what I seriously considering to do, but I want to try to figure out what causes different drop rates in different observations. In Moosifer's data drop rate for zero quality map is 0.81, which is exactly what I expecting to have good gameplay.

But in my data set drop rate is almost same for LA ranger and spork witch, but for cold crit witch and necro witch rate is around 0.55. And I really want to know what causes this disparity.

It would help a lot if developers tell what drop rate on zero quality map is intended, but i not sure if they will answer this question.
IGNs:
Vianta, Haulo, Darol, GanMorri
To this point I've seen a number of different spreadsheets for collecting data about map drop rates. Of all the ones I've seen, I don't agree that the models being used are terribly conclusive.

For instance: it seems to me you're trying to predict the average drop rate and chances of getting a map drop at specific levels (ie: level of current map -2 through level of current map +2) accounting for quant on your current map. Thing is, you just can't lump all maps together like that and take a total average. The averages are going to vary wildly if you compare a low quant map with pack size to a high quant map with no demographic modifiers.

There are two variables: demographic, and then quant, but only within a given demographic.

This is all a very roundabout way of saying: I think you're running too many maps that don't have pack size / magic monsters / rare monsters (in that order of preference, I think). I can't prove any of this. I thought out how I'd do my data collection, and it'd just take so long that I can't even fathom doing it. In the end I just do exactly what Panda and DDT told me works flawlessly for them, every time: every map should have pack size, magic monsters, or rare monsters. Some random map with super high %quant maybe once in a while, but not often.

You need hundreds of datapoints in each demographic, spread across a wide range of map levels and map quant values, to make the plot I'm talking about.
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I don't have alpha access, that was a LONG time ago.
I separate maps by level only for future statistics - at this moment only column D is actually important.

Also, let me list complete list of mods I using for adjustments (column J)
maze - +80%
map size - +mod%
pack - +(0.9*mod%)
magic - +(0.3*mod%)
rare - +(0.2*mod%)
twinned - +2%

As you can see, those values are a bit pessimistic. For example, maze mod could more than double map size, but I add only 80%. But if I put this values higher, it will only make this problem more actual.

Also, it possible to double-check if my estimations are correct. For maps without those modifiers average quantity is +42.4%, and average number of drops is 1.064, while for maps with modifiers average quantity is +25.5%, average adjusted quantity is +65.2%, and average number of drops is 0.988. If those calculations are correct, it means that quantity is much more important than any other modifier, but it needs further investigation.
IGNs:
Vianta, Haulo, Darol, GanMorri
Map drop rates are fine, higher lvl ones are rare and needs currency investment to chain a bunch of lvl 65+ maps. This is okay. Guaranteed drops are shit and I hope GGG will never cave in to the demands of people who apparently have zero clue on the topic at hand. Why do we need to repeat this crap every other week?
IGN: Yeph
I agree with all the Alpha members. I also think the RNG is working as intended where some hiccups can happen but can be very minimal yet having that happen would just be plain bad luck because its beta. So your just looking too much into it IMO.
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anubite wrote:
My advice: Quit playing.

Try out Open Beta in a month. As GGG has said in the past, A3 changes the level scaling for the game. If you run out of maps, I suspect it will be less of a hassle finding good ones again.


I'll admit I'm not deep into alpha land, 1 day playing there so far. But from what Chris has said (I've memorized it all in hopes of making alpha) is act 3 is ending around 64. Mouze and I already talked alot about this a few weeks ago. You can get to 65-70 easily in act 2 alone with pyramid ending at 57, with act 3 ending around 64, you could very well finish the game at/above 70 and start mapping at 75. Most people don't take their builds over 65, just level something in default now, I think 70 puts you in the top 100. In theory just with act 3 ending at 64 (again, based on Chris's words not my alpha experience as I have basically none) you can do all your lvling in act 3 without ever having to do a map.

Map drops use to be shit, they have greatly improved lately and on top of that OB coming means you don't necessarily need maps to get to the lvl you want to be. Maps are pretty much going to be limited to people who want to go 85+.

Please guys, I use to be on the "fuck the map drop rate" bandwagon too. Once Chris released that info I wasn't worried at all, unless maps go to 100 then it will just be a better place to grind rather than required (well, races it will be required but normal gameplay I'm speaking)
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
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DragonRU wrote:
I calculated some statistics about my last map runs:

In last 17 runs average quality of my maps was +51.2%, or, if add all mods affecting drops, like maze or pack - +83.7%. As you can see, quality was pretty high. All maps was fully cleared, with all mobs killed, all chests opened, and all barrels broken (by the way, necessity do it already worsen the gameplay). However, for this 17 runs I got zero maps with level higher than I did run, and only 4 maps of same level. In my opinion, it goes far beyond possible statistical deviation, and it is extremely disappointing.

If it is just bad random - maybe drop rates should be "normalized" same way like hit chances was normalized against evasion, to prevent long series of bad luck.
If this extremely low drop rate is intended - maybe it should be reconsidered, because this drop rate feels obviously broken.
If it is bug, caused, for example, that frozen and shattered mobs have less chances to drop loot or any other reasons - it need be fixed.

In any circumstances, I would be happy to hear a comment from developers about cause of this terrible drop rate I experience.

Update: 2 more maps, +55% and +71%, and again no same or higher level map drops.


Try higher quantity. Its not too hard to get +80%. You will get success eventually. Also add quantity to your main killing skills.
Standard Forever
Definitely dont think its worth the uproar, as there is entire content missing which will most likely greatly change the process over all.

Cheers.
GGG - Why you no?

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