Why is shit tier map farming more rewarding than red tier map farming.
ya id have autopickup for currency, certainly lower/mid tiers.
why not? whats the problem with it? "oh but its all about the opportunity cost of having to click on the item so it makes players evaluate the value of the click in time against the alteration orb..." holy shit, stfu, its 2019 and were talking about gumballs, were gonna die at some point before we hit 2100, can we just play the game and cut out all this nonsense? A quality game providing quality minutes of play, I dont want to spend 10 hours of my life this year clicking scrolls, scraps and transmutes because this is apparently 'meaningful choices', gtfo with that idiocy. Any game that needs that sort of drivel to stand in for a meaningful choice is garbage. this game should aspire to be better. Me and my friend who play together all the time run FFA loot, were the only people Ive ever met who do, and even we want autopickup. Honestly I prefer D3 greater rifts, just play the bloody game and at the end of the 'map' all the loot drops at once, u pick it up, go to vendor and trash it all. Everything that drops you want, theres like 10 items on the floor and they all give essential crafting mats you really value. Done. Not 5000 items, not 1000, not 500 items, its 10 items that respect your time, patience and gpu. " im not sure what u mean, if map mods give quant and map tiers give quant then everything thats scaling life and damage is scaling quant. So in what way is what ur suggesting different? I love all you people on the forums, we can disagree but still be friends and respect each other :)
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you can really say that the game has huge problems if running 20 t2 maps is more profitable than running 20 uber elders, this is an absolute joke. same old shit, quarry sulphite runs, harbour bridge betrayal runs, jesus christ developers will never learn.
whats the point in creating a powerful build to beat endgame content if you can create 50c char and get very solid profit. really this undermines some fundamentials of game design. especially if we assume that more money = more good gear = more power in this game because there is no other way to scale the power other than investing more currency into the char. dead game bring back 3.13 Last edited by Tainted_Fate#2799 on Jul 5, 2019, 3:08:04 AM
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if you look at it from a per map basis it very likely is not more rewarding.
This is ALL down to the gota go faster tards ruining the game for themselves Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" Sounded like this is what they want to accomplish when i listened to baeclast. " Yes it's this exploiting all over again. I don't think harder content is ever gonna be more rewarding than easier. Has it ever been? Sad times. |
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" It kind of is if you are playing SSF :) I find it quite ironic really, SSF is anything but a base for balancing, but the game has shifted so much from what it was aiming to be than SSF ( to me ) feels like the only way to really have an interesting experience, progression and stuff ( especially non meta builds in SSF ) ... even though GGG love their economeh so much. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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I agree with almost everything in this thread.. Thou
1 exa is 1$. If you do something really unfun for a buck or less per hour it has to be shytty work and i highly recommend you change it asap, cause the wage sucks heavy, you can do better. |
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" Well, it definitely isn't more rewarding on a per-map basis. That doesn't matter, though, when we're talking about an order of magnitude increase in profitability, at ANY clearing speed. Even if you're a slow player, you will make much more currency much more easily this way than you would by attempting to take on the endgame. |
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" At the moment we scale quant and rarity via our mods on the maps. Hence I would suggest changing that, keeping all mods which don't directly affect difficulty (nemesis, extra mobs, flask-recharge and so on, no life/damage mods) while 'removing' the ones which change it from the pool of rolled mods. Then creating a system to freely choose the difficulty, lower and upper limit there. The higher the difficulty the bigger the bonus for quant, rarity and pack-size... while rolling a map simply adjusts the details of the map, intricate stuff which is for more advanced players, giving a more specific bonus then simply 'moar stuff!'. That could be plenty, specific drops, exp-boost, changing what div-cards can drop, guaranteed triggers for specific prophecies and so on, plenty of options there, just a balancing-act. This way challenge versus reward is an actual choice rather then gamble, also it takes care of low-tier having the option to be more rewarding then top-tier. With the inherent bonus to quant and rarity as well as the higher upper-limit the 'bigger' maps become viable suddenly. On the other hand taking away the multiplier from the maps themself and instead causing those mods to make more... interesting changes allows for a vastly higher freedom for the devs to implement future enjoyable mechanics. " Well... that's not quite true. Sure, a faster build will - obviously! - get more loot there. But even as a slow build, it doesn't change that Legion itself is a powerhouse when it comes to drops, didn't make 10 ex profit in 2 casual days of playing with my ED/Contagion, and that char isn't very min-maxed, just enough for uber-elder... which is decent. 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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This is how PoE was designed - rewards are inverse to risks...
Pathetic, really. IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Jul 5, 2019, 4:22:48 PM
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If people are clearing T2 maps to farm currency, that is fine.
The ultimate goal is to level up and that requires red maps. So I assume they farm the low maps to eventually gear up and farm red maps which also give xp. If not, what is the point of doing the same low maps over and over for just currency that you never need/use whilst also not progressing in levels? |
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