PoE needs a difficulty factor setting

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ScrotieMcB wrote:
Because if you split map drops between map runners (you'd have to do this manually since maps automatically go to maker), the map drop rate for a full party is 1/6 of solo.

The main thing which group bonuses should fix is "safety in numbers." That's something which I believe the group bonuses I suggested do a good job of mitigating.


And that is precisely why you have no idea about the high level mapping.

It's all clear in what I've wrote in the other part of the post, which you've ignored. The map drop is the same, you just get extra 5 map runs per each yours, without the public group dickbags if one decides to pay fees. And that method means you won't be able to play whenever you want, you have to wait a public group to open.


Your suggestion is nowhere near that, you'd even give 200% more monsters in a full party.
Your suggestion would severely favor ranged over melee.

I don't know how I've missed this...
- "Non-unique monster XP gain increased by 15% per additional player (max 75% more)."
Isn't that contradictory to the first point of your suggestion?
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tinko92 wrote:
The map drop is the same, you just get extra 5 map runs per each yours,
...except on those extra map runs, maps cannot drop for you, therefore as far as map-in-map drops are concerned, only one of the six counts.

Or are you one of those people who trades for all their maps?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jun 1, 2014, 8:00:28 AM
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ScrotieMcB wrote:

...except on those extra map runs, maps cannot drop for you, therefore as far as map-in-map drops are concerned, only one of the six counts.


I fail to see how is that hard to understand.

Case 1
I put 1 map, I run 1 map.

Case 2
I put 1 map, I run 5 extra maps.


It's all about that, but you have to philosophy about the "map-in-map drops", you wouldn't be Scrotie if you don't philosophy for nothing.

Anyway, I believe I've said enough about your crappy suggestion which is a product of your lack of knowledge in mapping.
Bye.
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tinko92 wrote:
Case 1
I put 1 map, I run 1 map.

Case 2
I put 1 map, I run 5 extra maps, but only 1 of the six has a chance to drop maps for me.
Fixed that for you.

Maybe the part you're not getting is that I'm specifically talking about map drops here. I totally get the concept that pretty much everything except the maps themselves drops better in map groups.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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ScrotieMcB wrote:
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tinko92 wrote:
Case 1
I put 1 map, I run 1 map.

Case 2
I put 1 map, I run 5 extra maps, but only 1 of the six has a chance to drop maps for me.
Fixed that for you.

Maybe the part you're not getting is that I'm specifically talking about map drops here. I totally get the concept that pretty much everything except the maps themselves drops better in map groups.


It is missleading to speak in terms of "maps", when the question is economical. Putting your own map in the eternal lab is simply just a form of payment to access experience, while getting a map drop is simply just one of many forms to get wealth through drops.

Edit: to give a hypothetical example:

Let's say 1 map costs X currency and gives Y experience. Assume that the average return in form of maps for the map maker is 0.5*X, assume that the average return in form of non-map drops is 0.1*X.

Then for the soloer, he pays X currency, get Y experience and gets (0.5 + 0.1)*X currency back through drops. This means that each Y experience costs him (1 - 0.5 - 0.1)*X = 0.4*X currency.


Suppose now that a person is in a full map rotation group, then he pays X currency in form of putting a map in eternal lab, gains 6*Y experience, gets 0.5*X currency back in form of map drops and gets 6*0.1*X back in form of non-map drops.

Then for the full-rotation person, this means that each Y experience costs him
(1 - 0.5 - 6*0.1)*X/6 = -0.0167*X currency.

So in this example, the soloer lost a substantial amount of currency to achieve the same exp that the full-rotation player got a little currency back from getting.

This example ultimately illustrates that it whether or not solo playing is viable versus full-rotation playing depends on how much it costs to earn the same exp.
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Last edited by mazul#2568 on Jun 1, 2014, 8:41:54 AM
I didn't want to go in depth with that, as Scrotie seems like an intelligent person, I just gave up on that aspect because I think he just wanted to philosophy because he's Scrotie and he was probably bored.

In the end, his suggestions suck.

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