Buff density in all outdoor maps

Charging through 3-4 screens of no mobs isn't fun and neither is underground sea.
Last bumped15 мая 2018 г., 10:17:14
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it was like that and then people only do them maps.They got balanced around how quick you can run through them,if they take a while mob density is higher.
^^Yeah they got ggg "balanced" and next to no one runs them anymore.
hamsters do not run them any more - because these will run only what makes them feel 'efficient'. if there is noone to tell them what that is - hamster wheel will stop

it is funny that GGG accepts what HeadHunter does to its game and playerbase.

maps - supposedly - got balanced around 'monster/hr' metric and it seems pretty well done except for some outrageous outliers (haunted mansion).

hamsters made the 'clear speed' the only meta - hamsters will suffer the consequences
Hamsters (or people wanting to level efficiently) will just run the next dense map which is underground sea, haunted mansion etc.
The density nerf didnt change anything aside from making a bunch of maps feel terrible, it was a good opportunity for ggg to balance but in there typical swinging pendulum approach it failed.
Последняя редакция: Fhark#5469. Время: 15 мая 2018 г., 03:53:34
The "XP/h" balanced that map suffered is just a meta change. Right now you can't expect to make returns out of a single outdoor map. Less mobs overall means net loss per map. Since there is no breach mod on zana anymore it's even more pointless because that was the main reason you run open maps.
"In this game you're just a cow being milked, not a human being entertained" - Kiss_Me_Quick
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sidtherat написал:
hamsters do not run them any more - because these will run only what makes them feel 'efficient'. if there is noone to tell them what that is - hamster wheel will stop

it is funny that GGG accepts what HeadHunter does to its game and playerbase.

maps - supposedly - got balanced around 'monster/hr' metric and it seems pretty well done except for some outrageous outliers (haunted mansion).

hamsters made the 'clear speed' the only meta - hamsters will suffer the consequences


If the exp was even close to the same people wouldn't be running such poor layouts. I don't know why you're getting upset over this and trying to put down a group of people, it's common sense.

No matter how fast you go running a packed map vs one with screens of nothing is always going to be the choice, i don't think you need to be a rodent to see a map that has higher density, an over all higher mob count and you can sustain with ease while having tabs left over to sell is better than one you have to lose money on just to sustain.
Heh.. somth getting really wrong with poe..

Why there thing like rampage there if it lost every 4 seconds due to 3-4 screens runs?
Charges why?

Just for teasing now?

Or the main game now is just spending time 'investing' in map to get it to the state worth running.
Cuz it really feels like that. White and blue maps feels like nuked and barren. And there are so many mods in rare I just dont like, or poe don`t like, increasing lag and spikes. Somth rly wrong here.

Questions..
Последняя редакция: DarkJen#6961. Время: 15 мая 2018 г., 09:58:06
I quoted myself. I am so awesome. Good Lord.
Последняя редакция: Slaanesh69#4492. Время: 15 мая 2018 г., 10:09:16
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Slaanesh69 написал:
Yeah this was the whole "Look everyone, we are balancing map reward exp via mob density, this is a buff" that ended up being a subtle but obvious nerf to maps people actually enjoyed running. Same as the equalization of the quality and quantity % from map mods, which we all knew was going to be a complete dilution of the system where the peaks and valleys were removed but the overall average would drop.

This game runs on subtle ways to keep you invested in chasing items, currency, and exp., carrots on sticks, and these were ways to extend that carrot just a little farther.

Look at the Strand map - so bad now. Shore is still okay, as is Cove, but Underground Sea is basically Underground Strand.

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