Biggest Problem with Mapping: Inconsistent Risk to Reward
Wrong ... You might have the situatioon of not finding a map in a perfectly rolled one, but just try this:
Run 100 lvl 70 maps with awesome rolls (rolled with Map Management Resource) And then Run 100 lvl 70 maps with bad rolls just some random crap. You will probably get around 150 maps out of the good rolled one and like 60 maps out of the bad rolled ones. It makes a HUGE diference, you just don't see it because you always focus on the present. you see that ONE single map drops nothing and you are like: well fuck this mods don't do anything... You have to look at ALL the maps you have done ... not at 20 maps even 100 does not seem enough. If you look at 10000 maps you might get a very close to realistic outcome. Conclusion: roll your maps great guys, spend as much as you can. You CAN have bad luck but you have a SIGNIFICANTLY increased chance to get more maps. Last edited by Xantaria#3019 on Nov 14, 2013, 8:17:18 AM
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" You forget to take into account the RNG behind the scenes wich is truly the only RNG that counts. When you open a map it rolls what kind of mobs, how many packs, how many packs are magic mobs and how many have rares etc. No matter how high quantity you roll, if you don't get a good behind-the-scenes-RNG roll, you don't get good map drops. 3.3 RF Trickster SSF HC guide :
https://www.pathofexile.com/forum/view-thread/2147256 |
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" That's the problem... it takes an absurd amount of currency to properly roll maps. Would you ever run a Crematorium or Shipyard without maze? |
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Good solution, posted like 1000 times:
Make map bosses drop another map by 100% chance. 100% chance for an equal level map you've played. Not below, not above. If you want to find maps above the current map level you still need luck, by farming it out from any other mobs in that map. Make quantity mods on maps at last twice as effective for dropping maps. The actual map drop after the recent balance is fine, but there are not enough maps dropping, it's still too random. And don't come with the "not hc enough" shit, noone wants to spend time to lose progress, my solution is for at last keep your map progress and if you get lucky you can progress towards. With my solution you still need plenty of time and resource to reach top tier maps. "I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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I don't mind map progress without guarantee. It keeps things from being merely a time investment and more gratifying when you do progress. Further, I wouldn't want to only experience the various tilesets once or twice.
I do think the barrier to progress should be in character development not economic savvy. On further thought, the game could work with guaranteed progress, but it would be a major change. I would recommend, then, that all tilesets spawn with a variable, instead of fixed, ilevel. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056 Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 Last edited by Veta321#3815 on Nov 14, 2013, 7:29:04 PM
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What economic savvy? It doesn't take more than a few chaos to hit a good roll in the 72-74 range and not much above that for 75 (mazing skews that average). The currency sink doesn't show up until running 76+.
Guaranteed progress/stagnation is BAD. Just saying. As long as there's a chance to upgrade, there MUST be a chance to downgrade right along with it, or we'd all be running 77s all damn day. Do you seriously think I'd never have just bought one shipyard to guarantee mapping 77s for the rest of time? Hell, I'd stack spellblock and face down Shrine Piety if it guaranteed me a 77 at the end of it. How to make a build: http://www.pathofexile.com/forum/view-thread/510084
Current guides: N/A |
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A friend of mine ran a plain precinct and found 74 76 77. I ran the same map with 60 Q, 25 area, 49 packsize and found nothing. Obviously its small sample size but from having done maps for a long time it feels like there is almost no correlation between map drop and quantity. Sometimes I wonder if it even does anything other than clog up the screen.
Very simply, ask if you would rather run a mazed map with nothing else on it, not even chisels, vs a 120 Q map without maze. Map quantity does nothing. " This is another huge issue. The ridiculous amount of variance in base map size and mob rolls. Raising the likeliness that higher maps will drop vs lower ones is a terrible and lazy first step. Make quantity visibly noticeable with regards to map drops and make certain map combinations (gmp+chain) (-max resist , ele dmg) more rewarding. " Ask the people that have grinded out over 2000 77 maps if they share this view. IGN: Arlianth Check out my LA build: 1782214 Last edited by Nephalim#2731 on Nov 14, 2013, 8:17:11 PM
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" Damn bro you played Diablo(assuming) and got a lvl 99 and you still have no idea how probabilities work? The game does not adapt to you, you adapt to it.
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" " IGN: Arlianth
Check out my LA build: 1782214 |
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IGN: Arlianth Check out my LA build: 1782214 Last edited by Nephalim#2731 on Nov 14, 2013, 8:24:39 PM
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