Why is shit tier map farming more rewarding than red tier map farming.

GGG need change red maps to be more rewarded
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They handled it pretty well with delve sulphite tbh, drops from low tier map legions should be nerfed, and higher tier legions should give more stuff too.

Having something inbetween of "Farm mindlessly the same T2 map in 30 seconds to supply HH users" and "Use HH to run 5 ways all day" that is also profitable enough would be great tbh, because right now there aren't many good alternatives without a 100ex worth TS build that can still one shot T16 legions on elder glacier or something.
Are the drops tied to map levels gone? I remember some unique items could only be obtained if the map was high enough level. I think rathpit globe was one of them.

That might be a way to give higher tier maps more meaning.
Last edited by kompaniet#2874 on Jul 4, 2019, 1:12:41 PM
just ran a bunch of tier 14-15's and only got a couple of splinters per map and shit loot. i get more in yellow and even white maps. there is really no point in running high tier maps this league
also quit anything further than T10

Everything tends to be totally overtuned there, the syndicate, map mods, legion rares, everything has so much more life to unlock, why should we bother with this shit?

I guess the reason for this nonsense is that the GGG staff itself isnt capable of running T11 and higher without high risks, so they design this game around T10 and lower.
if it were my game id rework the map mod system quite substantially.


among the changes would be that item quantity on maps no longer applies to gear. It only applies to map drops, currency, sulphate etc. Too many items drop, whites and blues, its stupid.

make a massive boost to rarity instead so same amount of gear drops, more of it is unique and rare.

With the quant applying to maps and currency, quadruple its effect. A map with 100% quant right now becomes 400% quant. Balance map drops with this taken into account so that with the expected rare, chiselled high red map u get the desired returns.

Then make tiers add multiplicative quant to the map. something like tier x 6, so a tier 1 map gets an extra 6% quant and a tier 16 gets 96% more quant.



So now youre an idiot if youre not running 8 mod chisseled sextant zana modded t16 maps, because thats not a risk to both ur bank and life, its a risk to your life that is a guaranteed profit too good to pass up.


now the game is actually fun to play at high levels.


remove quant from gear effecting currency the way it doesnt effect maps.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk wrote:
if it were my game id rework the map mod system quite substantially.


among the changes would be that item quantity on maps no longer applies to gear. It only applies to map drops, currency, sulphate etc. Too many items drop, whites and blues, its stupid.


^ but you don't see them, unless you don't use a loot filter?

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Snorkle_uk wrote:
make a massive boost to rarity instead so same amount of gear drops, more of it is unique and rare.

With the quant applying to maps and currency, quadruple its effect. A map with 100% quant right now becomes 400% quant. Balance map drops with this taken into account so that with the expected rare, chiselled high red map u get the desired returns.


"moar" rarity? I mean, what you're asking for distills down to: "++% rarity!!"

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Snorkle_uk wrote:
Then make tiers add multiplicative quant to the map. something like tier x 6, so a tier 1 map gets an extra 6% quant and a tier 16 gets 96% more quant.


To reward players for pursuing more ambitious content? I like it. Great idea. :)


"
Snorkle_uk wrote:
So now youre an idiot if youre not running 8 mod chisseled sextant zana modded t16 maps, because thats not a risk to both ur bank and life, its a risk to your life that is a guaranteed profit too good to pass up.


now the game is actually fun to play at high levels.


remove quant from gear effecting currency the way it doesnt effect maps.


I like the idea of the scaling chiseling, where chisels give more +%goodness to maps when applied to higher-tier maps. (Thereby encouraging Players to do more ambitious content.)

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Last edited by bwam#7637 on Jul 4, 2019, 4:31:54 PM
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bwam wrote:
"
Snorkle_uk wrote:
if it were my game id rework the map mod system quite substantially.


among the changes would be that item quantity on maps no longer applies to gear. It only applies to map drops, currency, sulphate etc. Too many items drop, whites and blues, its stupid.


^ but you don't see them, unless you don't use a loot filter?



we really shouldnt have to use filters tho. Have you ever looked on the ground? have you seen the amount if items on there? Thats all models that have mapped lighting applied to them spawning in game, 1000s upon 1000s of models being added to your area, the names on the items you see cant even sit straight because without a filter your entire screen is just loot names, even with a filter the stuff you do see is being effected by all the junk.

its silly, its a waste of resources, it just shouldnt be in a properly made game. Its bloated, its the sort of thing you would see in a user mod of a proper game, some kind of dodgy skyrim overhaul by a well meaning but ultimately lacking professional standards kid. GGG know it too, they said as much, its just something thats got out of hand over time and theyve been too busy on the league grind to address it, theyre professional devs, it ahsnt escaped them.

Professional art and design really starts to come down to removing uneccesary shit after a while. It starts with ideas and throwing tons of cool stuff into the mix and then as standards progress it becomes about evaluating them, refining and essentially culling all the bloat, the clutter, trying to drill down to impactful important elements and concentrating on them. Everything else is just weeds, dig the them up, get them out of there. The difference between the hobbyist and the professional is often that, efficiency of elements, less is more. You see it in panting, music, film, cookery, writing... look at my posts, long and cluttered, im not a writer. A pro writer says all this better in 1/4 of the words.





We need players to have 10 items drop, so drop 10 items. Dont drop 500 and then say well now I expect the player to make a filter to remove 490, its idiotic. Look at streams of people playing, everyones using sink filters etc and they look like shit, those mass subscribed filters are utterly garbage from a visual design perspective. Most peoples games look like absolute garbage now, an apocalypse of colours and boarders. Most people whos vids I watch ignore maybe 95%+ of items that get through their filters, and a lot of these items are massive text, vulgar colours, boarders, coloured backgrounds, theyre screaming "HEY LOOK AT ME IM AN ITEM IM HERE IM THE LOUDEST FUCKING VISUAL CATASTROPHE I CAN POSSIBLY BE LOOK AT ME!!!!!"... and players are walking right past them....


because they didnt make their own filter, this is some generic, awful filter someone else has made and really, its replacing the mess of 100 items with 25 items that make even more visual noise than the 100 did before.

and they pick up none of them.

and their game looks like a bad user mod shitshow thats been vomited out of the nose of someone with absolutely 0 clue about serious graphic design.






the game would actually be better if base items were harder to come by, theres potential market there.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
kompaniet wrote:
Are the drops tied to map levels gone? I remember some unique items could only be obtained if the map was high enough level. I think rathpit globe was one of them.

That might be a way to give higher tier maps more meaning.


They are such a small amount of the general income that they can simply be ignored.

For instance T8-Legion allows for uber-lab enchants as drops, nonetheless T2 Glacier is vastly more rewarding because of the layout. Also the general reason to farm low-tier is the T1-currency. In 100 maps you'll most likely get a single exalt... and 100 maps with only legion is done fairly fast, often providing a lot more then a single pure exalt... not to speak of chaos, fusings, incubators, div-cards, stacked decks, jewels which are sometimes valuable, fragments and prophecies.

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Snorkle_uk wrote:

Spoiler

if it were my game id rework the map mod system quite substantially.


among the changes would be that item quantity on maps no longer applies to gear. It only applies to map drops, currency, sulphate etc. Too many items drop, whites and blues, its stupid.

make a massive boost to rarity instead so same amount of gear drops, more of it is unique and rare.

With the quant applying to maps and currency, quadruple its effect. A map with 100% quant right now becomes 400% quant. Balance map drops with this taken into account so that with the expected rare, chiselled high red map u get the desired returns.

Then make tiers add multiplicative quant to the map. something like tier x 6, so a tier 1 map gets an extra 6% quant and a tier 16 gets 96% more quant.



So now youre an idiot if youre not running 8 mod chisseled sextant zana modded t16 maps, because thats not a risk to both ur bank and life, its a risk to your life that is a guaranteed profit too good to pass up.


now the game is actually fun to play at high levels.


remove quant from gear effecting currency the way it doesnt effect maps.



A decent option, though I would go into a bit of a different way.

Adjusting the progression itself and instead dropping blank-slates for the respective tier, choosing personally which map of the tier you want to run is the first, this allows for fluid progression with FAR less RNG and more player-choice.

Also instead of the quant-mechanics you choose I would tie damage and life of mobs to the scaling, hence more danger automatically means more rewards... no matter the tier. Allowing a proper upper limit for drops. The scaling per Tier shouldn't be multiplicative though, rather a fixed additive bonus regarding the danger, a bonus which (unlike gear) interacts with Legion-drops and the weighting of mods on items.

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bwam wrote:

^ but you don't see them, unless you don't use a loot filter?


Nonetheless impacting server-performance in a ridiculous way. Hence less drops = better performance. A thing which is direly needed by now, streamlining which items are even allowed to drop at specific maps, a lower limit for mods but hence a lot less actual drops in quantity.

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bwam wrote:

"moar" rarity? I mean, what you're asking for distills down to: "++% rarity!!"


Rarity is absolutely useless right now, with the aforementioned changes it would become viable again, actually doing something worthwhile. This is the direction GGG promised to go anyway, hence it's playing into their hands.

Make rare-drops great again! :p

"
Snorkle_uk wrote:
Most peoples games look like absolute garbage now, an apocalypse of colours and boarders. Most people whos vids I watch ignore maybe 95%+ of items that get through their filters, and a lot of these items are massive text, vulgar colours, boarders, coloured backgrounds, theyre screaming "HEY LOOK AT ME IM AN ITEM IM HERE IM THE LOUDEST FUCKING VISUAL CATASTROPHE I CAN POSSIBLY BE LOOK AT ME!!!!!"... and players are walking right past them....


I would go further and say it's around 99% if not even more for end-game.

Another reason why I'm for auto-pickup of specific items, currency namely as those are the most plenty of items and have an inherent value which shouldn't be decided by time to pick up but being an actual reward in quantity and quality the further you progress.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.

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