Just want to bump the issue. Awful returns on maps rolls with chisels, alchs and more...
As many others have said, it feels like heist contracts have eaten their way into map rewards and if that is actually the case, why are they considered the same when they aren't?
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Posted bydcp#3713on Sep 29, 2020, 1:46:06 PM
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Char1983 wrote:
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:
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Posted byDudebag#0222on Sep 29, 2020, 4:24:05 PM
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i hope things work out for you guys in near future.
good luck
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Posted byDudebag#0222on Sep 29, 2020, 4:24:55 PM
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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.
First T12 map @ AW4 Chisels & alc...
+ 2xT11 1xT12 1xT13
Did the Zana mission
+ 1xT11 1xT12 1xT13
Seems fine to me. (Unique map didnt drop it was just in my bag)

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Posted byChalace2#1463on Sep 29, 2020, 6:29:24 PM
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Congratulations, you got lucky. Not everyone gets lucky.
As people who tell everyone that "it's fine" usually say: You need a much bigger sample size.
Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Sep 29, 2020, 6:33:00 PM
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Posted byChar1983#2680on Sep 29, 2020, 6:32:28 PM
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Char1983 wrote:
Congratulations, you got lucky. Not everyone gets lucky.
It's not luck...
Urgh...
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Posted byChalace2#1463on Sep 29, 2020, 6:36:41 PM
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Chalace2 wrote:
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Char1983 wrote:
Congratulations, you got lucky. Not everyone gets lucky.
It's not luck...
Urgh...
Did you read (and understand) the post I made on page 3?
Remove Horticrafting station storage limit.
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Posted byChar1983#2680on Sep 29, 2020, 6:40:20 PM
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Char1983 wrote:
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Chalace2 wrote:
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Char1983 wrote:
Congratulations, you got lucky. Not everyone gets lucky.
It's not luck...
Urgh...
Did you read (and understand) the post I made on page 3?
I did, and it's just a meaningless theory based on arbitrary numbers.
As I already pointed out, most people in the 2-3 map posts complaining have barely scratched 200 maps total, likely less. (We can see this clearly in the quantity counter)
No, you won't go from T1 > T16 sustain with no effort. Stop expecting to.
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FYI: I did the whole Tab of maps + results, multiple leagues in a row to prove it's fine. People just ignored it and continued with the "I've done 5 maps why didn't I get 50 back" whining.
But sure, all those SSF players getting A8 day 2 are just 'lucky' :)
Whatever you want to believe.
Last edited by Chalace2#1463 on Sep 29, 2020, 6:55:24 PM
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Posted byChalace2#1463on Sep 29, 2020, 6:52:15 PM
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i will not be able to get rid of t10, 11 12 13. i still run them because it is simply better at my level.
the patch is far away so i decided to progress my atlas it is going fine so far.
i dont start running high tier maps until i have enough pools to begin w/. my current pool is twice more than yesterday so thats really good. still wont run it as main because its just not efficient . maybe once i hit A8 i will consider.
11 12 13 will give me missions, heck jun is safer to run at lower level yet big profit.
i only do high tier maps if it gives me atlas bonus or conq pregress. when do those high tier i try to use alva, niko ein zana. zana helps quite a bit for progression.
then option to sustain expands right. now i have delv temple zana
horizon orb
prophy sextan too many to list
mitigate your bad luck streak man.
Last edited by Dudebag#0222 on Sep 29, 2020, 7:28:50 PM
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Posted byDudebag#0222on Sep 29, 2020, 7:18:56 PM
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Chalace2 wrote:
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Did you read (and understand) the post I made on page 3?
I did, and it's just a meaningless theory based on arbitrary numbers.
The "meaningless theory" is statistics that has a very solid foundation in mathematics, and the "arbitrary numbers" are in fact arbitrary, but that doesn't matter since the core behavior of the system tends to always be the same - someone gets screwed by being unlucky. That is what I am getting at: Even if for most people it works (including me), the system is just not a very good system.
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Chalace2 wrote:
As I already pointed out, most people in the 2-3 map posts complaining have barely scratched 200 maps total
Now, don't you think that after doing 200 maps in a way that will, on average, give you 1.2 maps per map back (clearly sustaining) should somewhat guarantee that you don't run out of maps?
Hint: It doesn't.
Again: I do not have a problem with map sustain, neither did I have one in Harvest nor do I have one right now. But I still think the system isn't exactly cleverly designed.
Remove Horticrafting station storage limit. Last edited by Char1983#2680 on Sep 30, 2020, 3:50:00 AM
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Posted byChar1983#2680on Sep 30, 2020, 3:49:30 AM
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