So I'm level 85 and farm maps..

the map drop system right now is shitty
i used some alchs to get 70 to 90 % IQ but i got fewer maps lol
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caligula10 wrote:
the map drop system right now is shitty
i used some alchs to get 70 to 90 % IQ but i got fewer maps lol


Yeah, that will happen.
IGN: SplitEpimorphism
This is RNG you will not see it untill you take hundreads of tries.

I do not think any point progression system - where you get X points for compleating map and you need Y points to buy new one - would make sense in arpg.
As for simply increasing drop rates - you need to take what players say with a grain of salt - you don't want to end up like D3.
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Stt3r0 wrote:
This is RNG you will not see it untill you take hundreads of tries.

I do not think any point progression system - where you get X points for compleating map and you need Y points to buy new one - would make sense in arpg.
As for simply increasing drop rates - you need to take what players say with a grain of salt - you don't want to end up like D3.


PoE-with-more-drops and D3 would still be entirely different games.
IGN: SplitEpimorphism
"
syrioforel wrote:
"
Stt3r0 wrote:
This is RNG you will not see it untill you take hundreads of tries.

I do not think any point progression system - where you get X points for compleating map and you need Y points to buy new one - would make sense in arpg.
As for simply increasing drop rates - you need to take what players say with a grain of salt - you don't want to end up like D3.


PoE-with-more-drops and D3 would still be entirely different games.

Yet more drops doesn't mean better. Let's not fool ourselves -those games live on having players addicted and nothing cures addiction better then achiving your goals.
It is very RNG, just ran a 72 with 90% and got another 72.

Ran that with 40ish% and got 2 x 72's, 2 x 73's and a 70.
Ign: Pandamower
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Stt3r0 wrote:
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syrioforel wrote:
"
Stt3r0 wrote:
This is RNG you will not see it untill you take hundreads of tries.

I do not think any point progression system - where you get X points for compleating map and you need Y points to buy new one - would make sense in arpg.
As for simply increasing drop rates - you need to take what players say with a grain of salt - you don't want to end up like D3.


PoE-with-more-drops and D3 would still be entirely different games.

Yet more drops doesn't mean better. Let's not fool ourselves -those games live on having players addicted and nothing cures addiction better then achiving your goals.


How bright and cheery. What has WoW done to the world?
IGN: SplitEpimorphism
I don't mind spending currency with RNG chance for more/better items and increased chance for uniques.

I do mind spending currency and RNG on maps just to get another map.

Earning XP should not be subject to RNG.
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TheBigNasty wrote:


Earning XP should not be subject to RNG.


this is so true
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Jadran wrote:
Just keep playing and increasing your sample size. The RNG will balance itself eventually for you (not that you're guaranteed to live to see it, though ;)


This in a nutshell is how game developers instil addiction in their games. It is just like the slot machines in a casino. You are lead to believe that it is completely random, and that if you just keep trying, eventually you will succeed.

The truth is that if you are playing in a map, the only way to get a higher level map is through a magic, rare or boss mob to drop one. Option B is to combine 3 lower level maps.

You would basically have to run constantly, increased magic, increased rare, 2 bosses and other quantity increases mods to 'beat the odds' of getting a map that is higher level than the one you are playing in.

It is a pretty low/dirty tactic for a developer to use, like WoW did with how boss drops are Random. You keep playing, playing, playing in the hope that you get lucky. You keep going because statistics tells you you have to even out RNG someday.

Alternatively, you have the token method, or the currency method, like how badge gear or pvp gear in WoW was distributed. It worked for pvp, because the reason pvpers play is not for the gear, it's for the experience of playing against other people. If loot was random in pvp, nobody would play it.

Unfortunately many people have now been conditioned to accept this, all because they want that reward of being the one lucky person who finds that rare item. We accept such degrading conditions of playing (minuscule drop-rates) because it just feels sooooo good when you see that one valuable item finally drop on screen.

This is probably why they are against the idea of a self-found league, where currency drops are much higher and players are more likely to fashion their own gear more reliably than finding it by chance or trading it with someone who themselves found it by chance. If we didn't have this addictive nature to the game, if getting rewards were too predictable/consistent then people would actually play less!
Map EXP/Loot Penalty Calculator: http://i.imgur.com/dYtMbb3.png

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