Why.. but maybe a solution

Spoiler





lol.

Pretty bad day today. Got a couple returns earlier (like 9 hours ago) then bricked. The strand was right before I got into piety (shrine). That was literally the first map that dropped after the 6 previous 77's I did (others were ships, only 1 other shrine). Another day at the office I guess lol. Just frustrating to go literally 2 *maybe* 3 maps in a row with getting returns and then not even get a single map for the next 7, and out of the 25 or so I ran today only 4 had returns. Not the greatest ratio. But at least maps aren't super expensive anymore, and somehow I still have an okay pool size. (just to show it was shrine, and not fucking lunaris for a non believer)
Spoiler


I wrote this earlier in another thread that a way to make these dumpster maps that drop in the higher end maps have the drops in them based off the ilvl of the map. For instance: this dunes here, is ilvl 79. Let's say it could potentially drop up to ilvl 79 items/maps however at a very rare and unlikely event for it to happen, the chance it actually could. I know for myself, I don't bother picking up anything lower than 70. I don't have the space for it, and literally they are worthless. Also, nothing is more frustrating then going through a Shrine and then raping Piety only to hear a map drop, and you see it's a fucking Dunes. I mean, what are the odds? Like it's dropping a map..and the odds have to be pretty fucking low to actually have it drop a 66, because GGG said they IMPROVED the rate for higher level maps to drop.

Anyways, I don't know. Haven't thought about this idea to much, but if it's rare enough I don't see many drawbacks. Maybe the fact you can run through 66's so fast, but then again you would first have had to obtain it from that particular level map.

I don't know. Someone can elaborate if they want if you have something to add. I really don't see any faults there. It might actually give a purpose to make the higher tier players pick up the "dumpster" maps as we call them, and hell maybe run them if we brick out on our pool. Obviously we'd still run the higher ones due to the XP gain, BUT breezing through a 66 with the chance of getting a precious 77 that you didn't get in the actual Shipyard/Shrine you ran? I'm game.
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At least let a couple people see it over there man. I actually think it's a pretty good idea.

I definitely don't mind staying out of the mess that is GD, but it is the only place that get's the most traffic. But it's probably for the best, might get more serious thoughts here. Oh well.
all I can say is, my office doesn't look like Shrine or Shipyard.

PoE is a game, and should be treated as such.
it shouldn't be anyone's "day in the office".
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 13, 2013, 4:51:40 AM
What if a map rerolls as a (lvl + ilvl)/2 map? With the catch being, it stays the base type.

This would be a buff, but it would smooth out progression and place a cap on the level of map you could drop as well as possibly adding some more variety (lvl 72 dunes).

"
johnKeys wrote:
all I can say is, my office doesn't look like Shrine or Shipyard.

PoE is a game, and should be treated as such.
it shouldn't be anyone's "day in the office".


I don't expect your day in the office to be compared seeing how it looks like you haven't obtained your first map of any level. Plus this has literally nothing to do with the idea I suggested so please try to stay on topic for once?

@Mister, I do see what you're saying. That could help, however it might be to much of a buff at the higher maps. For example an ilvl 77 Plateau would turn into a level 76 plataeu. I do see the good in this, for the -70 maps but I think when you get to the higher end like 72+ it might be a little to good.

But it definitely would be more satisfying, and maybe if we elaborated and added on to that idea a bit more we could find a way to integrate it a bit better to make sure it's not to overpowered?
I doubt this is possible; it would be completely against the whole mechanics that the itemlevel system is based on. (To have a map act like a higher one basing on its own itemlevel, would be the same as to demand a glass shank to inflict the same damage as an imperial skean cause it dropped from piety) Thats just a big crap and also would completely ignore the item tier progression (of maps, or any itemtype if "solved" generally); you would never find a map (from its level view) that is lower than the actual one... not gonna happen. (and they would need to be able to adapt each monster -especially the bosses- in maps for the whole range of map areas)

Another comparision as add: why not just also use this "solution" outside of maps? :D take your char that has beaten merciless back to The Coast on Normal and have it be level 65... why to have a way back at all then? :lol:

Summary: there IS no guaranteed constant progression in shape of a 'fallback-prevention' for map drops - and thats how it should be/stay (IMHO)
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
Last edited by Mr_Cee#0334 on Dec 13, 2013, 5:38:57 AM
"
SamBaLam wrote:
"
johnKeys wrote:
all I can say is, my office doesn't look like Shrine or Shipyard.

PoE is a game, and should be treated as such.
it shouldn't be anyone's "day in the office".


I don't expect your day in the office to be compared seeing how it looks like you haven't obtained your first map of any level. Plus this has literally nothing to do with the idea I suggested so please try to stay on topic for once?

@Mister, I do see what you're saying. That could help, however it might be to much of a buff at the higher maps. For example an ilvl 77 Plateau would turn into a level 76 plataeu. I do see the good in this, for the -70 maps but I think when you get to the higher end like 72+ it might be a little to good.

But it definitely would be more satisfying, and maybe if we elaborated and added on to that idea a bit more we could find a way to integrate it a bit better to make sure it's not to overpowered?


Well it shouldn't be that hard and would probably be up to the developers to detail it more, besides it'd be up to them if they wanted to try something like that.

You could easily stop cases like one map turning into a lower version of itself.

You could also bias the weighting for lvl vs ilvl, 2:1 maybe.

You could apply this for special cases (eg, we've identified lvl 66 maps dropping in a lvl 79 map as sucking shit), only apply it when certain conditions regarding level range are met.

So, it's not too hard to make it less of a buff, you could also decrease map drop rates (yay).
"
Mr_Cee wrote:
I doubt this is possible; it would be completely against the whole mechanics that the itemlevel system is based on. (To have a map act like a higher one basing on its own itemlevel, would be the same as to demand a glass shank to inflict the same damage as an imperial skean cause it dropped from piety) Thats just a big crap and also would completely ignore the item tier progression (of maps, or any itemtype if "solved" generally); you would never find a map (from its level view) that is lower than the actual one... not gonna happen. (and they would need to be able to adapt each monster -especially the bosses- in maps for the whole range of map areas)
Well, also change the map to one of appropriate level then...
The calculation can be just used to lessen the huge discrepancy in maps levels.
on topic, Sam:

Dunes is a 66 map, pure and simple.
it's crazy for a 66 map (especially the boss), but it's still a 66.

making level X areas drop ilevel Y items, means screwing up the very idea and definition of "item level".
and making an area defined as level X occasionally become level Y - will create a mess.

the more obvious approach would be map vendors, and/or and having minimum map level drops according to the level of the map you're running (for example: a Shrine cannot drop a non-unique map below level 72).
this has been suggested countless times, and GGG won't do it.

why?
off topic bit
because it contradicts their "all-out anti-cheaters, economy-no-matter-what, even if it fucks the legit players" approach.




and sorry about my previous off-topic comment.
just felt like voicing my opinion about the whole "day in the office" approach to a game.
the MMO-like no-lifing.
PoE is probably the only game I know, where playing for "just" 3-4 hours a day every day, is considered "casual".
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 13, 2013, 5:54:39 AM
I've never done higher than a 71 map and never had a six link, you've beaten the game, what more do you want?
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