Map drop rate Feedback (Updated!)

I agree with Noobshock. Once you have finished act3 merciless, is there any reason why players should not immediately be allowed to access the end game?
Second map lost to a disconnect. Back to zero.
Level 75 by now.

edit:
Third map lost to disconnect.
Последняя редакция: gh0un#3019. Время: 3 февр. 2013 г., 14:15:53
May I ask where is everyone farming for maps at?
You guys at GGG really should consider increasing the map drop rates from other maps. Even with a 6 member group we couldn't maintain a 1 map drop per map ratio, though we always went for high quantity ones. It's starting to become very annoying, that on every run you have to worry about getting another map. Sometimes you get 3 maps on one run other times you get nothing after completing 5 maps. I'd really love to hear some feedback about that from the developers. Maybe we're doing something wrong.
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szkirox написал:
You guys at GGG really should consider increasing the map drop rates from other maps. Even with a 6 member group we couldn't maintain a 1 map drop per map ratio, though we always went for high quantity ones. It's starting to become very annoying, that on every run you have to worry about getting another map. Sometimes you get 3 maps on one run other times you get nothing after completing 5 maps. I'd really love to hear some feedback about that from the developers. Maybe we're doing something wrong.


It's not always about aiming for high quantity on a map, try going for maze on indoor maps and increased area size or increased monster pack size on outdoor maps. This will work better on low level maps at least where you can just use alts to get the desired mods.

Most I have got from a single map in OB so far is 7 and that had a whopping 3% quantity on it (admittedly that was extremely lucky and not the norm but still)
Последняя редакция: Randall#0850. Время: 3 февр. 2013 г., 17:31:37
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RandallPOE написал:
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szkirox написал:
You guys at GGG really should consider increasing the map drop rates from other maps. Even with a 6 member group we couldn't maintain a 1 map drop per map ratio, though we always went for high quantity ones. It's starting to become very annoying, that on every run you have to worry about getting another map. Sometimes you get 3 maps on one run other times you get nothing after completing 5 maps. I'd really love to hear some feedback about that from the developers. Maybe we're doing something wrong.


It's not always about aiming for high quantity on a map, try going for maze on indoor maps and increased area size or increased monster pack size on outdoor maps. This will work better on low level maps at least where you can just use alts to get the desired mods.

Most I have got from a single map in OB so far is 7 and that had a whopping 3% quantity on it (admittedly that was extremely lucky and not the norm but still)


The ones where you get 7 maps out of a map (which doesnt have any quantity) are usually maps that are inhabited by wealth mod monsters.
These guys will drop a lot of maps regardless of the quantity on your map.
I had a high quantity map that was inhabited by wealth monsters and i got 11 maps out of that one in closed beta.
nah that wasn't the case here





Последняя редакция: Randall#0850. Время: 3 февр. 2013 г., 17:49:57
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SL4Y3R написал:
May I ask where is everyone farming for maps at?


Lunaris 3
Path of PEW PEW PEW PEW PEW PEW
I'll have to say that making an awesome end-game option and locking it behind a low chance RNG system that does not reflect nor skill nor knowledge is really awkward. I can imagine how if we would have 5-6 acts that would not be a big problem. But considering that right now you need to farm act 3 to get a foot hold in the system they were praising so much is more stupid than what mmorpg games do.

My girlfriend plays torchlight 2, there you get access to the map system after finishing the game or you can advance to the next difficulty. Here you just need to grind to have a bit of fun. Put the disconnections, dsync and other bugs aside its still a really weird and not player friendly system.


I hate RNG, And in POE its minimized as much as you possibly can in an ARPG which is brilliant, and then they lock the end-game behind the RNG... Awkward.


Also, after finishing all acts on all difficulties there is nothing more that I want to do then go and kill different mobs with different mods on different tile-sets. On the other hand what It seems that I need to do is go grind act 3 and MAYBE get lucky and if you put the current d/c, dsync and other bugs back to the equation: you also need to be lucky not to get kicked out or killed.

Another little thing you forgot with the maps locked by RNG is that this is not WoW, POE is not monthly fee which means holding players for longer brings no income. People need to stay engaged to want to spend money in the shop, turning randomized maps into grind-fest for some fun will not make many people pay to support such game in the long run. Many people don't have a lot of time like some to grind stupidly the same mobs on same map to get some random action, and usually thats the people with the money to spend on the store to support the game and the devs.

TL;DR - Locking randomized system behind RNG and grind on static maps is bad for players and GGG's income. This is not monthly-fee system, this is micro-transaction which means people need to have fun and not grind for longer.
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I've personally never had issues, however I have made the suggestion to offer maps for 1 chaos from vendor before. Lvl66 maps of course.

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