Great solution to the map tier conundrum of not getting enough high level map drops.

This idea might seem good but as thats from the view of someone doing low tier maps. The gap in map tier is exponential going from each tier to the next. T1-5 is mostly just a matter of access and any build running blue maps will get to T7ish atleast before an exp penalty becomes an issue, however once your t7-11 you need to work and roll hard maps, GGG wants this. A t11 is WAY harder then a T7 + T4. A good player can sell a t13 for about 15c, 4 t3's for maybe a fusing. Tiers are not linear in difficulty or progression. Using lower tier maps to raise a higher tier would be great, but raising a t12 to t13 is about as cost efficient as sacrificing 150+ t1-3 maps.

My idea would be to have maps disenchant for either "map dust" or map pages, something zana related. Have t1 give 1, t2 give 2, t3 give 4, t4 give 8 etc... then have these dusts used to make maps better, not by raising tiers, more like zana map mods, instead of 2c for anarchy, it would be 30 dust. Makes it harder for end game pushers to perma sustain there top tier maps by just buying them as they need to actually farm proper. And helps the lower player as they can work towards the occasional boost to the next tier
"
Arrowneous wrote:
have a map support team feeding them enough high tier maps to sustain their map grind and 8+ hours of daily grinding to get a level 100 build in temp leagues.

What map rolling "strategy" are you taking about. Rolling maps is just more mindless alt-ing or alch-ing/scouring until we get the desired combo of stats on a map we want or can live with.


Yeah I see that there's no helping you since you have these delusional assumptions on how someone could possibly get 100 in a temp league that isn't doing what you've said you do... mindlessly rolling maps?
Recruiting for Archnemesis League/Siege of the Atlas!
Umbra Exiles:
https://www.pathofexile.com/forum/view-thread/3244875
The Official Path of Exile Guild Directory:
https://www.pathofexile.com/forum/view-thread/1192567
Last edited by StDrakeX#2331 on May 4, 2016, 8:00:42 PM
People playing caster duelists in game atm. When i started to play this game it was covered with full "Gothic/Rococo" style with hard endgame experience and amazing builds. The "meta" word killed so many unique possibilities in game and now players like you trying to find some solutions for that easy endgame. Look at top left of the website and see there is a character named as Izaro standing there and smiling like a JapanAnime character with little head and huge shoulders. I think i dont need to explain so many things about it. Its about young gamers and money. And they dont need to run t15 maps its not funny. They need to one shot everything, they need to run fast. They need shiny armours. They dont need complex builds and map combinations.

It is a simple strategy for me. Create a game with so many unique features to get smart players. And then after getting enough rumor about the game start a metamorphosis to get more players (in this subject, young people). So it can be like a mobile game but who cares smart players now? Most of them left. Active players are important and young players have no job, so many time to waste on a Hack'n Slash. That means a huge "Grind" with a huge fresh mess.

Im sorry i digress so much but i think you can get it easily. So many things need to be fixed before map combinations. Im already bored to level up 70 again and again in SAME AREAS (like 30 characters or so) and GGG doing nothing about it. So many players (half of my guild) left the game because of that and still nothing. Fresh meats in'n'out again and again. Imagine a game with million build possibilities but ruining itself with wasting time in same stuff. Before the endgame map combination they should add full map meta to the game. So all players can level up to 70 in non-tier low level arena maps without boring with their party members.
Neden yaşıyorsun?
I like tier 60 maps. Given that on average each next tier increases base life and damage by 10% tier 60 monsters would deal roughly 73 times more damage and have 73 times more life than T15. Oh yeah. Then imagine skeletotem summoning a skeleton which hits you for 73 000 damage.

Apart from that idea is bad and will never be seriously considered, but I like it. Just make the formula like this: (Map1 + map2 + map3 + map4)/2
and I've only died 39 times. (c) Libbritania ( tokimeki ).
"
Ravenstrider wrote:
This idea could be good.
I'd suggest that it's half of the tier sum, capped at tier 10.


I.e. "The idea is good. Let's make it useless."
Remove Horticrafting station storage limit.
"
ZL0J wrote:
I like tier 60 maps. Given that on average each next tier increases base life and damage by 10% tier 60 monsters would deal roughly 73 times more damage and have 73 times more life than T15. Oh yeah. Then imagine skeletotem summoning a skeleton which hits you for 73 000 damage.

Apart from that idea is bad and will never be seriously considered, but I like it. Just make the formula like this: (Map1 + map2 + map3 + map4)/2

Ok, I agree that a tier 60 map is crazy off the charts un-survivable. I over dramatized the fact that I hate posts stating that "PoE is too easy". Most do not agree and so I went to an extreme of 4 x 15 = T60 map. Keeping the idea real and workable the total of the map tiers world need to be divided in half to make it functional. So, for example, if I took 4 tier 5 maps I could play a tier 10 map.

The other thing to understand is that the first map in the map device (upper left) would dictate the map rolled meaning if I used a T1 tropical Island map + 3 T4 maps = 13 /2 = T6 Tropical Island map + that maps mods such as pack size, increased IIQ, etc. So I'd roll the mods I want on the map I want to play, take it + up to 3 other maps, put the map I want to play in the upper left position, and add in up to 3 other maps. Since their mods are ignored then they would just be plain generic maps (a magic or rare map would be a big waste). So with this map device mechanic I could take a T1 Tropical map, add in 3 other maps, and then I'd get to play a Tropical Island map from tier 2 all the way up to tier 23: (1+15+15+15)/2. Obviously this is just hypothetical since T15 maps are super rare and you'd be a crazy fool to use them that way (and probably would die super fast to the first white mob encountered). But having the ability to play low tier maps on a level 80+ build at a build appropriate challenge and exp level would help us get better varieties of higher tier maps to play, reduce the unhappy player posts about not being able to sustain maps, would be a great low tier map sink, and a T30 map should be well beyond anyone's ability to create a super tank exile and steamroll everything.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070

I like the idea, simply because it would mean that:


A: It would be a good way to use all those useless low tier maps that drop in runs that everyone gets.

B: It would give everyone a chance to run higher tier maps.

C: We wouldn't have to buy maps just to get decent experience for our higher level characters.

D: It would help to fix the current incredibly bad map drop situation.

E: It would be pretty easy for GGG to implement.

F: Everyone would benefit from it equally, both new players and old.

G: There would be a measure of uncertainty in the map to make it a bit more engaging.

H: Lower tier maps would be a lot more valuable than they are currently.

I hope that GGG reads this and at least gives it some positive thought. It's a very good idea.


R.







Report Forum Post

Report Account:

Report Type

Additional Info