Map sustainability is a serious problem.

Map sustainability is a serious problem.

Even on a map with a drop chance of over 300% and all the Atlas mods related to the theme, but with rare equipment, boosted towers and over 192 hours of gameplay, and still - except for maps with Unique Bosses, no maps of the same tier or higher than the completed tier drop (in addition to being inconsistent, some manage to get an excellent drop with these configurations, but others who are not blessed by the gods of luck are left struggling).

There is something very wrong with this algorithm. It is expected that some people are luckier than others. Example: For some, all they have to do is walk down the street to find a winning lottery ticket... For others, if the probability of winning is 1 in a million, they have to buy a million at once to be sure of winning... Unfortunately, it seems that this does not happen in the algorithm of these drops (they seem to reset all the games already played and for each bid, the same probability of 1/1000000 is applied, disregarding the fact that the player has played 1000000 times in a short space of time). Therefore, the game seems to unfairly punish the hard-working and only benefit those who are naturally more privileged by the gods of luck.

I don't need to say that, except for those who are not in the blessed groups, it takes persistence and Herculean patience not to give up the game due to the extreme feeling of frustration that this generates (in addition to making it impossible to progress, because this also affects the curries that fall, so there is also no option to try to buy what does not fall in the market - that is, if anyone answers you.
Last bumped on Dec 26, 2024, 7:43:14 PM

To sustain you have run every bad mod and sometimes it's even not enough. It's ridiculous.
On Probation Any%
Last edited by Dxt44#4050 on Dec 26, 2024, 3:17:07 PM
Run on bosses. Keep one or two highest waystones for bosses. They guarantee to drop the same level stone.
Kirac in PoE1 sold way more maps than doryani, he also had daily missions as well.

It wouldn't surprise me if something similar was incoming, but in the meantime they should definitely add a rotating stock of level-appropriate waystones to his shop.
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Run on bosses. Keep one or two highest waystones for bosses. They guarantee to drop the same level stone.


Yes, this is the only strategy that seems to guarantee at least one map of the same tier and sometimes even rare ones of a higher tier.

However, this is not a viable economic strategy for beginners or for those who are hampered by lack of luck in dropping curries... [While there are people who collect a stone and drop a mirror (hyperbole), most players succeed dropping one exalds per map is very lucky (even with items with rarities, towers and trees that increase the number of monsters, rarities, etc.)]...

That without curries, or luck in dropping equipment, or even items from normal vendors will never have builds to face bosses and especially on maps super enriched with countless bad mods (to increase the quantity, chance)...

Mainly because GGG herself in an interview claimed that it would also be viable to play just by killing the yellow ones and avoiding the boss maps. In this sense, we have an opposite picture, if you don't kill bosses forget to drop maps equal to or higher than the tier you are doing. In time, there will not always be a boss map on the route that is opening at a reasonable frequency to sustain this strategy (Ex. If you drop 01, or two maps of the same tier, or higher, and if between one boss map and the next there is a distance of more than 03 maps, your stock will run out before it even starts).

Playing in a group is also a strategy that sometimes helps to increase the number of maps that drop, but common POE players are mostly solo players.

In this sense, if the only way to farm would be to play in PT and hunt Bosses - a 180% shift from the initial GGG philosophy, as over time this would forcefully lead to a specific team format and character roles (goal builds). ) - It is not necessary to remember that a certain game went to the grave precisely because it adopted this strategy - in the beginning the players even tried to follow this model and with each league (they created sets of sets), they changed the target builds (the format of PT became mandatory, practically, if you wanted to advance) and this gradually saturated the players who started abandoning it - precisely because there was no creative possibility, it was basically to assemble such a character, for such a role, with such equipment and repeat day after day exactly the same mechanics (an excellent failure formula I would say).

Sorry for the text?... I was just reflecting a little on this system and any problems that it may cause in the medium and long term.

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