Cumulative Atlas Completion Bonus

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dulahan200 wrote:
If the only problem you are trying to combat is possible map starvation of lower tiers, I propose an alternative. Keep "base" map drops as they are now but change the slope of bonus map drops.

For example, low tier maps grant 0.5%, mid tier 1%, high tier 1.5% cumulative bonus to map drop rate. This way you can balance the numbers to your endgame expectations without affecting the early maps of new players. At the same time, you enforce the identity of the different tiers, not only in a difficulty level (range of mods) but on a reward level (atlas progression).


Haven't read the whole thread yet, but this seems like a very good solution. Solves all stated issues with the added bonus of challenging the players who want to be picky about their T10+ in just how picky they want to be.

The GGG solution seems fine though. Will your T4s become T5s? Yes. But your 11s will become red too. Basically, take your map pool at its best sustained level in Prophecy. Then shift it up 1.25 tiers. I like the look of that. As an added bonus to this solution, it incentivizes rolling your maps to the max possible IIQ and packsize again in a way that a 'free' 125% quantity wouldn't have.
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innervation wrote:
Basically, take your map pool at its best sustained level in Prophecy. Then shift it up 1.25 tiers.

don't think ggg's new mechanics work that way.

because it doesn't improve the current case of a monster dropping a map which is the max tier for the monster's rarity. magic + rare monsters will still drop +1 and bosses +2 map tiers max.

or did you include that in the 1,25 already?
age and treachery will triumph over youth and skill
Last edited by vio on Aug 29, 2016, 9:58:46 AM
It's arguably going to be less than a tier improvement because any +2 drop from a boss will not be improved, any +1 drop from magic/rare will not be improved, any +0 drop from normal mobs will not be improved. If that's (pulling arbitrary number out of thin air) 10% of the maps you currently run, you're only getting +1 tier on the other 90%. And this is ignoring how progression won't get +2s until you've cleared +2 tiers. Honestly, if they still enforce mob caps, atlas completion bonus will feel miniscule.
How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934

IGN: TheHammer
Last edited by TehHammer on Aug 29, 2016, 10:22:01 AM
So ELI5 is map drops stay the same. The more you explore the better your maps drops are. So the average player will end up stuck at a one or two tiers (if lucky) higher then they usually do.

So instead of being stuck at T12, I'll be stuck T13-T14.

So once again...we are gating the newest content that everybody wants to experience behind RNG.

I swear this game is going to give me a nervous twitch.
This is much better than Old Atlas Bonus.
But the monster cap is hurt, make player feel unhappy. How about if capped, give some Q or rarity Bonus on maps?
And a question is, how we know a map is upgraded? When we got a map capped by monster, we don't know if it's upgraded or wasted because cap. This make Atlas Bonus "CAN'T SEE", that's so bad.
I hope GGG can see this post, a "CAN'T SEE" bonus as a main feature of big version, is so bad.
Last edited by fasknifer on Aug 29, 2016, 10:53:06 AM
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Demonoz wrote:
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cutt wrote:
So essentially AoW will have the same map drop system as 2.3, but instead of tier 1,2,3,4 you will be getting tier 2,3,4,5. Wow, I was so excited for this expansion but this announcement 4 days before release completely killed any hype I had for it.

This expansion was your chance to make the end-game more accessible and not be hidden by crazy amounts of RNG and currency spending to roll higher tier maps and you did nothing to address that. I've officially lost any interest in AoW. Gonna buy Legion instead, at least there devs care about accessibility of their content.


I think you need and others need to go back and reread what chris wrote again.. Slowly..
He saying they are adjusting the system so we WONT see the same map starvation we have had in the past so everyone who is completing maps will be able to climb the tiers and wont see that usual wall at around T9-11.

Thats why they are not even going with the 33% penalty compared to now from the start like they planned to offset this bonus we will be getting and instead making sure the bonus will insure that once you get to that normal starving point in map progression if you have been completing maps and getting the bonus you will continue to build a map pool. They are trying to give us access to the higher maps easier so long as we are completing maps which is more than fair.


Yes please, go back and read it again.

You are going to get the same wall at t11-t12 because AoW have the quantity map drops of the live version, where are u getting the wall? in the live version, facepalm.

This is for "solve" the map starvation at lower tiers, damn can u even read the post?.

[Ironic mode: on]

BEST CHANGE EVER!!! FIRST YOU MAKE +2 MAPS ONLY DROP FROM BOSSES BECAUSE 99% OF PLAYERS WAS SKIPPING EVERY BOSS THIS GAME HAVE IN MAPS! NOW YOU REINTRODUCE IT WITH NEW BOSSES!

[Ironic mode: off]
SSF - Super Street Fighter.
Last edited by c0debr3ak on Aug 29, 2016, 11:01:55 AM
There just needs to be something in place like a map drop cannot go below like 4 tiers, because this AoW change helps getting a higher map tier it also just makes it so that now instead of a tier 5 in my tier 13 i get a tier 6.
Last edited by DiabloLives on Aug 29, 2016, 11:07:48 AM
If ,as a solo player, will end up buying maps from Zana , than this expansion will be of no benefit for me. As it is now, I prefer to level Zana and buy maps i like from her, than farming some bad layouts in the hope some maps drop. I tried and even if some maps drops, the frustration in backtracking is not compensated by drops.

My hopes with this expansion would be a fast and large variety of maps until T10 or so with a more controlled progression forward. I honestly prefer to have tiers of maps that I know that I cannot run, than wish to have tiers of maps that I can run.

IMO, the burnout period for average player is the same. It's up to you where do you want that period to end.
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c0debr3ak wrote:
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Demonoz wrote:
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cutt wrote:
So essentially AoW will have the same map drop system as 2.3, but instead of tier 1,2,3,4 you will be getting tier 2,3,4,5. Wow, I was so excited for this expansion but this announcement 4 days before release completely killed any hype I had for it.

This expansion was your chance to make the end-game more accessible and not be hidden by crazy amounts of RNG and currency spending to roll higher tier maps and you did nothing to address that. I've officially lost any interest in AoW. Gonna buy Legion instead, at least there devs care about accessibility of their content.


I think you need and others need to go back and reread what chris wrote again.. Slowly..
He saying they are adjusting the system so we WONT see the same map starvation we have had in the past so everyone who is completing maps will be able to climb the tiers and wont see that usual wall at around T9-11.

Thats why they are not even going with the 33% penalty compared to now from the start like they planned to offset this bonus we will be getting and instead making sure the bonus will insure that once you get to that normal starving point in map progression if you have been completing maps and getting the bonus you will continue to build a map pool. They are trying to give us access to the higher maps easier so long as we are completing maps which is more than fair.


Yes please, go back and read it again.

You are going to get the same wall at t11-t12 because AoW have the quantity map drops of the live version, where are u getting the wall? in the live version, facepalm.

This is for "solve" the map starvation at lower tiers, damn can u even read the post?.


Let's assume that you are actually mapping at your supposed wall doing a t11 map and that it is your highest map. You are killing a blue pack and the game decides it wants to drop a t11. Now without the map upgrade bonus you didn't make progress cause you are still stuck at t11 but with the bonus the game bow upgrades the drop to a t12 and you can run that t12 and have the chance at a t13 or 14.
You can formulate that scenario for every tier except 16, hence the bonus let's you progress through the map tiers alot faster at every tier. It won't just shift the wall by 1 to 2 tiers. It will also help you sustain the tier that you are at because every drop that was 1 tier below you will now be a drop of the tier you are at.
I know that the 100% map drop bonus would also do the things i outlined but you seem to be implying that the new bonus won't help with map sustain or progression at all which is ridiculous.
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Chris wrote:
TL;DR:
Old Atlas Bonus: 1% cumulative bonus to map drop rate per map completed (up to 123~125%). Overall map drops reduced by 33% to compensate at lower levels.

New Atlas Bonus: 1% chance for a map drop to upgrade by a tier per map completed (up to 123~125%). Higher than 100% means it can go up a second tier. Capped at maximum level that could drop from that monster (same as before). There is no reduction to map drop rates.



It really seems to me that there should be a hybrid system that increases tier at max 100 and quanity 50 with no initial drop penalty since the top end is only +%50
It itches!!!!!!!!!!!!!!!

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