About to stop playing PoE - maps drop rates are very disappointing
" I don't know, they just did 4 runs of the same content over and over, can you blame them for wanting to try something new immediately? otherwise I agree, random loot is ultimately more fresh and adds tons of longevity to the game and I can't really speak personally for the drop rates of maps since my last experience with them was in 0.9.11 and I haven't leveled a character back up to merciless yet |
![]() |
" It's an arpg, doing the same content only 4 times in a row sounds wonderful. Go look at the spreadsheet I posted on page 2. I did over 140 lvl 60 maps, that's on one toon. Also I had 2 lvl 99s on D2 lod and had like 1b gold worth of gear on D3 before quitting. I know boredom my friend, these games aren't about new content. I keep saying it MMOs have ruined people's expectations of arpgs. 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 |
![]() |
" Agree with what Moos is saying, and map drop rates has actually improved since they made the change. I don't quite get what some people's issues are with it. And to be clear, RNG is a good thing, because as stated by many it keeps things interesting and fresh, having something guaranteed actually destroys any freshness, variety or longevity. The last thing we need is PoE to have similar things to that of D3, one of the reasons PoE is a far superior game to D3 is because it does so many things differently and is 100x better because of it. Last edited by Desbris#4733 on Dec 19, 2012, 7:16:22 PM
|
![]() |
" Right now I trying to figure out why my different toons have different maps drop rate. If running white maps you will get 0.81 map drops in average - that's fine. Moreover, 2 of my toons had similar drop rate and it is comletely OK. Problem is that my favorite toons - cold crit witch and necro witch have drop rate almost 2 times lower than this. I had 1.12 map drops in average for spork witch with +52% adjusted map quality, but 0.87 drops for cold crit witch with +64% adjusted map quality and 0.8 drops for necro witch with +76% adjusted map quality. Maps drop rate for spork witch is very close to Moosifer data, and I happy with this drop rate. But for cold crit and necro witch drop rate is way below than it should be. That's why I need to figure out before OB starts - what causes it? Does it comes because shattered mobs sometimes does not drop loot even when they should? In this case I will have to stop use cold crit build. Or maps drop rate is somewhere divided to personal IIQ, and more IIQ means less map drops? IGNs:
Vianta, Haulo, Darol, GanMorri |
![]() |
" I said my data would give a MILD idea. I was getting huge variations in my 61 data. It was anywhere from 85% to 60% even over 50 maps completed. If you hold my data in stone you are going to be very disappointed. Best suggestion I can give is stick with the current beliefs of non-IIQ mods (+size, +pack, maze) plus a high IIQ mod (temp chains) over a longer period of time will keep you in maps. Also don't start maps until you have enough to sustain them which you can go by my earlier suggestion or you can figure out one on your own based on your personal luck. 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 |
![]() |
" I understand it. However it not so difficult to calculate standard deviation for this estimation. I think that average number of maps dropped does not depend what map level you runs. In this case standard deviation would be sqrt(0.81/341) * 100% = 4.9%. And, according to your data, we have 95% probability that real number is between 71.2% and 90.8% IGNs:
Vianta, Haulo, Darol, GanMorri |
![]() |
" Ok its nice to Theroycraft but IMO your overthinking this way too much. Yes it can between 71- 91% on Rares while unique's are somewhere between 2-9% making a chance for a unique to be like 1 in 1,000,000 (exaggerated) due to RNG and luck come in big time. Just settle for the current Rares that you have. ACT 3 as Chris would say Change it up a lot. Basically your probably not going to get an exact number of the percentage RNG rate GGG uses to get a rare and or a unique would drop because it would ruin the game in a lot of ways and if they release it and then they would have to change it up again. Last edited by Wren3423#6555 on Dec 19, 2012, 10:25:41 PM
|
![]() |
I know GGG isn't finished with the endgame content and balancing since all the effort is going behind Act 3, but the defenses of the current system are a little absurd. It one thing to have RNG carefully doling out beneficial and high IIR/IIQ maps very selectively, but it's another thing entirely to have an endgame build around facerolling vastly underlevelled content in order to have a terrible chance at doing appropriately levelled content. As it stands, you will get to 75 having run mostly maps that are below 65. This undermines POE's carefully-planned character building system, since player power vastly outpaces the content at this point. I understand that GGG wants it to take a long time to level to 100, but this will almost certainly take the form of strongly diminishing returns on XP for running level-appropriate content, and not the inability to do that content because of bad odds.
As I understand it, this is why 70 is considered the softcap, since the level curve after that point breaks down due to not really being designed yet. Hopefully in the final version there will be some guaranteed baseline of white maps to select from for low/no currency cost, with craftable quality/magic/rare ones as special drops. | |
I think we should stop looking for short term fixes and look to the long term instead. I'd much rather wait until there's non-RNG dependent end game content, then nerf the hell out of map drops to make them as exclusive, if not more, than they were initially. Increasing drop rates yet again will only lead to further deterioration of the system as a whole.
Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
![]() |
I think any attempt to statically analyze map drops is going to fail. You would need a massive data pool to eliminate error and the discrepancies of pack sizes, random map generation (I don't think the same map gets the same amount of enemies placed in it? Or is there a fixed number?) and other things we may not know about.
GGG I'm sure has ways they can verify that maps are dropping as intended, locally. Granted, that doesn't rule out the possibility of unintended behavior or bugs, but it seems unlikely. I think that if you're getting upset over maps right now - you should really just quit the game. You're probably burning yourself out! Just take a break. Come back in a month. See if map drops are where you like them in the new content and if they're not, then you can get angry and demand some changes. Not that your concerns aren't worth listening to, but it's not like GGG has the development time to spare tweaking a four difficulty game, when open beta is only going to have three difficulties. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
|
![]() |