Map drops - assessment of 2.0.0, and changes coming in 2.0.2

2.0.0 introduced several changes to maps. While many elements have been received well, there have been growing comments about some issues with maps.

We have been looking at what is happening with mapping. We want to know what is working with 2.0.0 and 2.0.1 map changes, and what isn't.

The first thing to note is that we have a lot of data, because there is a lot of mapping happening. Over three million maps are being run each week. We have more players mapping, and more players going past the first tier of maps than we ever have before.
Changes to early maps have been successful. Having introductory map mods has allowed players to interact with rolled maps earlier. More of our player base is mapping, and are continuing to map through to higher map tiers.

Many players have expressed concerns that they hit a wall around level 74 or level 75. The statistics bear this out, and vividly show us there is a problem. There is a serious bump of maps being run at level 73, more than at level 72, and then a solid dive at level 74. This is partially due to level 74 being where the harder mods kick in. The harder mods can be discouraging. However, the shaping of map drops also is a big factor in the divide between 73 and 74.

The problem is much more pronounced in Standard and Warbands than Tempest. The drop rates we have seem to suit the mapping styles of hardcore more, where players are more likely to build up a base of maps, and work up through their maps, rather than always running their highest map.

Around 80% of maps are run in non-hardcore leagues, so we do need to make sure the drop rates fit the dominant styles of play. We will be amending our map drops to smooth the curve into level 74-79 maps.

Maps in the level 80 to 82 range are rarely run relative to other maps. This is intended; these maps are supposed to be dangerous and special, and are also intended to be not sustained in the same way as other maps. Expert players can (and do) maintain 79+ map level runs, but within the range are forced to play a variety of maps. We do also see more hoarding of maps in this level range, where players often choose to not run these maps (we assume until they improve their character).

In summary, we have achieved many goals we set out to achieve - more players are mapping, and finding their way into deeper maps. There are genuine issues that players are feeling, telling us about, and that require changes.

We want to make the bulk of the drop changes in 2.0.2 where we can easily see the results. We will discuss the changes in the 2.0.2 patch notes next week.

Last bumped on May 6, 2016, 12:31:48 PM
Oh thank Kuduku! I have always felt the TOP maps should be hard to run, slightly less hard to obtain, but destroy a lot of people. The tier below this, however, should be MUCH easier to obtain, while being fair scaling from the tier below in terms of difficulty. I am excited to see what GGG will do to fix the problems.

Hopefully we will get some discussion of it on front seat gamer, maybe have Qarl (because that is cooler than Carl) or Chris do a Q&A on the subject on reddit (hint hint)?
Really interesting when you talk about Data.


I personally am working in the field of Big Data Analysis and glad to see devs (you guys) applying it and statistics to balance your game :) That type of development is often missed, and it is very refreshing to see a game apply it so successfully.
Last edited by KCIV#4077 on Aug 11, 2015, 9:31:16 PM
Rad!
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Last edited by Unhost#3337 on Aug 11, 2015, 9:32:25 PM
This is why GGG is one of the best game companies around.
They make a change, get the data while listening to customers and adjust things if necessary.
Could the drop at 74 be partially attributed to most of those bosses being hard as shit, and skipped by most builds, especially in HC?
GGG take my energy
Good to hear, looking forward to those changes.
Last edited by SirGrindalot#3426 on Aug 11, 2015, 9:37:21 PM
I wouldn't mind the map changes being made rarer if this was also the case with Carto-Boxes and the mods that can roll of them. This double or even triple dip in availability was a bit to much all at once, especially alongside the Zana "nerf".

But I'm glad to see things are being reconsidered, hopefully there will be some more consideration put into +2s from Bosses and limiting the number under the zone level they can drop. Say -5
Designing Cospri's Will: https://www.pathofexile.com/forum/view-thread/1665314
Designing Cospri's Malice: https://www.pathofexile.com/forum/view-thread/1717008
Iron Heart/Iron Fortress too!
We don't hoard the high level maps because our characters can't run them. We hoard to sell them because they're worth much more to sell to other players than run it by ourselves since they are so rare.

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