FIX YOUR MAP DROPS. FIX THEM. FIIIIIX THEEEEEM!

"
c0refreAk wrote:
I feel that something is broken with maps right now really. Since the conquerors of the atlas release i don't have issues with map sustain at all.

In Harvest where are no extra mobs whatsoever (i even harvested off maps most of the time not even on the maps) and i was swimming in t14+ with no problems at all counting 100+ maps in my pool.

But this league it feels like contracts falling from the sky and coins everywhere wich probably lockout other possible loot to force people to do their league content.

It's not even a Tinfoil theory at this point since something like this really happend in another league some time ago.

i'm usually a Player who does not complain about map sustain because i have my ways sustaining them and i do 95%+ Atlas completition almost every league without buying a single map from any player only through Zana and Map drops. But this league it feels just wrong sorry i have to agree with OP on this.


people complained like this in harvest lol

i just dont understand. maybe you guys are right lol

my map pool is just growing and ill soon hit the breakpoint so

good luck to you all.
"
Dudebag wrote:
"
c0refreAk wrote:
I feel that something is broken with maps right now really. Since the conquerors of the atlas release i don't have issues with map sustain at all.

In Harvest where are no extra mobs whatsoever (i even harvested off maps most of the time not even on the maps) and i was swimming in t14+ with no problems at all counting 100+ maps in my pool.

But this league it feels like contracts falling from the sky and coins everywhere wich probably lockout other possible loot to force people to do their league content.

It's not even a Tinfoil theory at this point since something like this really happend in another league some time ago.

i'm usually a Player who does not complain about map sustain because i have my ways sustaining them and i do 95%+ Atlas completition almost every league without buying a single map from any player only through Zana and Map drops. But this league it feels just wrong sorry i have to agree with OP on this.


people complained like this in harvest lol exactly like you said except they were complaring it to league before. this is endless wow

i just dont understand. maybe you guys are right lol

my map pool is just growing and ill soon hit the breakpoint so

good luck to you all.
Map sustain fails when you get to awakening level 3. You only have 12 watch stones and need 3 stones in an area to spawn a subsequent conquerer. With this, there are not enough stones to go around to keep all 8 zones in red maps.

If you ask me, this is where the game is stupid and screws with your map drops. Run a red map and a map drop is for a zone where you have the stones allocated for the map to be red when it drops, things are fine. You get a appropriate map for the map you are running. On the other hand, if the map drop is for a zone where you don't have stones allocated for the map to be red, you either get screwed with a low level yellow tier map, or worse for zone without any stones, a BS tier 3 or 4 map.

Every league its the same crap, at the same point, until you manage to get to awaking level 5. It's annoying.
"
Galtrovan wrote:
Map sustain fails when you get to awakening level 3. You only have 12 watch stones and need 3 stones in an area to spawn a subsequent conquerer. With this, there are not enough stones to go around to keep all 8 zones in red maps.

If you ask me, this is where the game is stupid and screws with your map drops. Run a red map and a map drop is for a zone where you have the stones allocated for the map to be red when it drops, things are fine. You get a appropriate map for the map you are running. On the other hand, if the map drop is for a zone where you don't have stones allocated for the map to be red, you either get screwed with a low level yellow tier map, or worse for zone without any stones, a BS tier 3 or 4 map.

Every league its the same crap, at the same point, until you manage to get to awaking level 5. It's annoying.

they spawn 100% tho

you just have to make sure that you have enough map pools before start running.

some people just jump in without proper preparation and thats whats causing this complain EVERY NEW LEAGUE.

there are even crazier method to max the efficiency which i dont recommend but you guys need to learn the basics


this " i didn't have this kind of sustain issues in harvest or any other league blahblah "
is exactly what was happening in harvest league or any other league lol

same type of complain every damn time bois.
Last edited by Dudebag#0222 on Sep 29, 2020, 10:12:46 AM
"
Dudebag wrote:
this " i didn't have this kind of sustain issues in harvest or any other league blahblah "
is exactly what was happening in harvest league or any other league lol

same type of complain every damn time bois.


That is because map drops are random, and statistics tells us that someone WILL get shitty drops even if he/she is doing everything right.

The system is just not a very good system to control access to essential game content.
Remove Horticrafting station storage limit.
"
Char1983 wrote:
"
Dudebag wrote:
this " i didn't have this kind of sustain issues in harvest or any other league blahblah "
is exactly what was happening in harvest league or any other league lol

same type of complain every damn time bois.


That is because map drops are random, and statistics tells us that someone WILL get shitty drops even if he/she is doing everything right.

The system is just not a very good system to control access to essential game content.

you really should look guides. there are so many ways to turn rng into your favor.

try to learn seriously. poe will just punish you for being dumb.
My map drops were fine last league. My map drops are fine right now on Standard league.

It is not about guides. It is about statistics. It's a poisson distribution every time you run a map, and it can (and for some: will) feel shitty. Even if they follow guides. Even if they do things exactly like you do.

It's just not a very clever system, to be honest. It has gotten a lot better (I feel, but then again, my impression may be skewed by either good or bad RNG) since like patch 2.0, but it still isn't a great system.
Remove Horticrafting station storage limit.
"
Char1983 wrote:
My map drops were fine last league. My map drops are fine right now on Standard league.

It is not about guides. It is about statistics. It's a poisson distribution every time you run a map, and it can (and for some: will) feel shitty. Even if they follow guides. Even if they do things exactly like you do.

It's just not a very clever system, to be honest. It has gotten a lot better (I feel, but then again, my impression may be skewed by either good or bad RNG) since like patch 2.0, but it still isn't a great system.


nah they dont do what i do lol

i havent had map sustain issues for years now.


guides will help you understand the basics. then from there youll learn to turn that rng into your favor.
there are too many things to list to maximize rewards. use it.

All I am saying is: Using RNG to determine which content you are allowed to play is... questionable.

Let's take an example. 1000 players roll their maps exactly the same, something like, maybe, 3 frags per map, chisel, alch, maybe reroll for reflect. Doesn't really matter, but they all roll their maps exactly the same, and in a way that should allow them to sustain maps forever.

Lets simplify things and assume:

1) We are only dealing with one tier of maps, so we start with a fixed pool of maps and if a map drops, it gets added to that pool. Simplifies the calculations.
2) Rolling a map has a fixed cost of 4 chaos per map rolled
3) On average, in each map, 1.2 maps drop (clearly sustainable)
4) On average, per map, 8 chaos worth of currency plus 0.04 exalts drop
5) Each player starts with 10 maps, if they run out of maps, they buy a new one at a cost of 7 chaos per map.
6) All players run maps for 10 hours straight, 12 maps per hour, for a total of 120 maps.

This, btw, works out to an average profit of 103.4c/hour, which isn't that unreasonable I think.

So let's see what the results are...

  • At the end of the day, the worst-off player has 1 map in their stash (down from 10), while the best-off player has 78 maps.
  • Someone had to buy 10 maps in order to keep playing (and deal with the abomination of a trade system we have, if they even play trade league), despite starting with a somewhat solid pool of 10 maps.
  • While the mean profit per hour was 103.4 Chaos, the worst-off player had a mean profit of just 47 c/h, and the best-off player had 172 c/h.


Now, this is if everyone rolls maps exactly the same. And ignoring map tiers. But that isn't the case, some people run super-juiced delirium maps in a party and get tons of map and other drops. Others play in SSF and can't get the Chisels to chisel up their maps, or the sac fragments. Some people vaal their maps, and some of them run into the problem that they get maps they can't run then (while others have builds that can run all map mods).

All that adds to the spread, rather than reduces it. But even if you are doing everything right, with an expected map-per-map ratio of 1.2, clearly sustainable, you can get shafted. And that must feel shitty.

If you are doing things right for 10 hours of playtime with efficient mapping (12 maps per hour), it should not be possible to get shafted so hard. But it is. I know it evens out over long play times, but many people can't play this game for 10 hours a day. Lots of people can't even play it for 10 hours a week.

Not sure if you are able to understand this, but the fact that YOU don't have a problem and have not had a problem in quite a while doesn't mean there is no problem.

EDIT: Here is the code for the statistical tries (in Python), if you are interested:

Spoiler

import numpy as np

map_pool = 10
chaos_pool = 20
map_cost = 7
chaos_per_map_avg = 8
chaos_per_roll = 4
maps_per_map_avg = 1.2

maps_per_hour = 12

N_PLAYERS = 1000
N_MAPS = 120

maps_bought = np.array([0]*N_PLAYERS)
map_pool = np.array([map_pool]*N_PLAYERS)
chaos_pool = np.array([chaos_pool]*N_PLAYERS)

for i in range(N_MAPS):
# buy map if necessary
chaos_pool[map_pool==0] -= map_cost
maps_bought[map_pool==0] += 1
map_pool[map_pool==0] += 1
# take map
map_pool -= 1
# roll map
chaos_pool -= chaos_per_roll
# get rewards
map_pool += np.random.poisson(maps_per_map_avg, N_PLAYERS)
chaos_pool += np.random.poisson(chaos_per_map_avg, N_PLAYERS) # chaos rewards
chaos_pool += np.random.poisson(chaos_per_map_avg/200, N_PLAYERS)*80 # exalt rewards

print(f'min/max maps left: {min(map_pool)} / {max(map_pool)}')
print(f'min/max total profit: {min(map_pool*map_cost + chaos_pool)-80} / {max(map_pool*map_cost + chaos_pool)-80}')
print(f'mean total profit (per hour): {np.mean(map_pool*map_cost + chaos_pool - 80):.1f} ({np.mean(map_pool*map_cost + chaos_pool - 80)/N_MAPS * maps_per_hour:.1f})')
print(f'max maps bought: {max(maps_bought)}')
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Sep 29, 2020, 11:46:31 AM

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