Running unidentified maps kicks ass.
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In order to make this work, you're either going to need to remove Maze as an attribute or make it implicit to the map/quality of the map. It's just too big of a gamble to run an unidentified Necropolis (for example) knowing you could wind up with only half a map because it doesn't have maze.
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This change is more likely just the beginning. Comparing it to running known maps with amazing maps, vs one which does not is rather pointless.
As it currently functions, count this as a fun way to spice things up a bit. |
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Right, I'm sure there are plenty of map features that will come with time. I'm giving feedback about this particular map feature and what needs to be done to it in order for it to be viable, especially with higher level maps that are too valuable to gamble with at the moment.
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I really do think that a few mods need to be disabled for this (blood magic, for example).
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I see the change as a way to add more challenge to maps. But more importantly a way to save chisels. If you are working on a progression map you are not going to risk an unidentified map. The change appears to be more focused on the other maps that you are forced to run when your high level pile starts to thin out.
I really like the idea of random map mods, but there is just no economical way of running them right now. Why should I pay 3x the cost for an INCREASE in challenge? If maps were raining from the sky it would be one thing, but as it stands now I ran out of maps several times and can never see trading 3 for 1. It was a very good idea that didn't get taken far enough imo. I would love to see an option to make maps unidentified in an economical manner. Such as placing a white map + an alch into the map maker and getting an unid map to spawn. Or even a rare map + a chaos orb. This is something I would really enjoy being able to do every day, but it is just not possible. Such an awesome idea though. I hope GGG builds on it. DISCLAIMER! The views and expressed opinions of Dragon are solely those of a drunken redneck and are not necessarily those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken seriously. His posts should not be read... by anyone. Last edited by Dragon585#3483 on May 17, 2013, 2:20:19 AM
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Neat idea.
Too bad I can't try it (until I hit next level, and can risk insta-gib mods like BM (I'm CI)). |
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This feature is ideal for anyone magic finding low lvl maps, and I'm not bothered that it doesn't have much application beyond.
After the change which makes MF apply to map rarity, someone MFing low lvl maps is going to get a ton of unid maps. Since they're low lvl you wouldn't chisel them anyways, so its just free quant to run them unid (assuming a capable character). Every so often you'll lose a map to BM, but it's rare enough that this likely isn't a big deal (I'll find out when I start doing this though!) |
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" a) rare rings drop way too less to make this practicable b) if the input map would not have to be rare too, you would get like 10 (blue map) or even 16 (white map) "free chisels" -> not gonna happen ^^ invited by timer @ 10.12.2011
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