Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Caravan feedback & proposal
There is some merit to some of the criticisms OP makes. However the proposed solutions completely fail to meet KISS design methodology. I think if we want to make it a risk reward gameplay loop the solution can be made very simple. You can only attack once. If you die, you get nothing except your XP penalty and the loss of any carried loot. No more attack, die, respawn, come back, keep attacking. You die, you get nothing. Your friends survive, they get loot, they can share loot. Or they can laugh and screw you over like pirates tend to do. Same for defenders. You die, you're out. If there is a large group fighting a smaller group, this allows for tactics of attrition. Defeat in detail. Guerilla tactics. Hit and run.
TLDR: Death needs to be meaningful. So lets give everyone a single life per caravan event.
TLDR: Death needs to be meaningful. So lets give everyone a single life per caravan event.
2
Gathering Rarity
Gathering Rarity: Understanding the Formula
Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
All Data based on guids: 6064630356728217692, 6064631668863336448
A Server Behavior
First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.
When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.
The Formula Behind Rarity
1. Factors That Affect Rarity
The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:
Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
At 8,409 Rarity, your chance rises to 50%.
Here's how the progression looks:
0 Rarity → 10%
316 Rarity → 15%
700 Rarity → 20%
1,264 Rarity → 25%
1,984 Rarity → 30%
2,893 Rarity → 35%
3,712 Rarity → 37%
4,448 Rarity → 39%
5,840 Rarity → 42%
7,008 Rarity → 45%
8,409 Rarity → 50%
2.The Dual Roll System
Gathering employs a two-roll system reminiscent of tabletop gaming:
The first roll determines if the resource’s quality improves beyond the server-generated base.
The second roll decides how much the quality improves.
Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.
3. How It Works
Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:
Less than 88.89 → Green (Uncommon)
88.90–98.89 → Blue (Rare)
98.90–99.89 → Orange (Heroic)
99.90–99.99 → Purple (Epic)
Exactly 100 → Gold (Legendary)
If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.
Calculating the Odds
Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
Common: 90%
Uncommon: 8.889%
Rare: 0.999%
Heroic: 0.099%
Epic: 0.009%
Legendary: 0.001%
As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
Common: 77.3%
Uncommon: 20.178%
Rare: 2.268%
Heroic: 0.225%
Epic: 0.020%
Legendary: 0.002%
Observations from Hunting
Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.
UPD. Added simple calculator here https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/
Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
All Data based on guids: 6064630356728217692, 6064631668863336448
A Server Behavior
First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.
When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.
The Formula Behind Rarity
1. Factors That Affect Rarity
The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:
Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
At 8,409 Rarity, your chance rises to 50%.
Here's how the progression looks:
0 Rarity → 10%
316 Rarity → 15%
700 Rarity → 20%
1,264 Rarity → 25%
1,984 Rarity → 30%
2,893 Rarity → 35%
3,712 Rarity → 37%
4,448 Rarity → 39%
5,840 Rarity → 42%
7,008 Rarity → 45%
8,409 Rarity → 50%
2.The Dual Roll System
Gathering employs a two-roll system reminiscent of tabletop gaming:
The first roll determines if the resource’s quality improves beyond the server-generated base.
The second roll decides how much the quality improves.
Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.
3. How It Works
Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:
Less than 88.89 → Green (Uncommon)
88.90–98.89 → Blue (Rare)
98.90–99.89 → Orange (Heroic)
99.90–99.99 → Purple (Epic)
Exactly 100 → Gold (Legendary)
If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.
Calculating the Odds
Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
Common: 90%
Uncommon: 8.889%
Rare: 0.999%
Heroic: 0.099%
Epic: 0.009%
Legendary: 0.001%
As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
Common: 77.3%
Uncommon: 20.178%
Rare: 2.268%
Heroic: 0.225%
Epic: 0.020%
Legendary: 0.002%
Observations from Hunting
Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.
UPD. Added simple calculator here https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/
Re: Node Voting restrictions are OVERDUE
context of people on Vyra calling for their guild to use this exact exploit / bug




Re: Serious concerns about loot recovery
Its often the case that when my group wipes everyone just abandons their bodies also for the same reasons. Again, the timer causes everyone to be frantic and reckless. Often times it leads to more chaos and death. So the default response is to just move on...which is a shame. If we had a longer timer we could coordinate getting our bodies back...
I don't share the same negative sentiments as the other comment. I'm not for this game capitulating to WoW style fetch/grind/kill quests...they're horrific and destroyed what MMO's used to be in the 90s. I'm all for the vision of this game...100%...I just think we need to be able to get our loot back. Very simple.
I don't share the same negative sentiments as the other comment. I'm not for this game capitulating to WoW style fetch/grind/kill quests...they're horrific and destroyed what MMO's used to be in the 90s. I'm all for the vision of this game...100%...I just think we need to be able to get our loot back. Very simple.
Re: Serious concerns about loot recovery
In general I don't bother retrieving.
Same. I will *literally* forget to loot my own body even after a rez because typically once I get rez'd I need to immediately jump back into the fight to prevent a full wipe, and most of the time by the time mobs are dead my corpse is gone anyway because it's such a short freaking timer. Wiped further than 200 ft away from an emberstone? Nah, no point. The forced PVP flag takes literally what, 30 seconds to wear off? Someone for sure snagged it, and even if they didn't if there's a single mob I need to fight to clear the area? Body despawns.
Also when it's a complete wipe I got no damn clue which body is mine, arg. I mean I get the lore reason why we're piles of ash but damn... I gotta wander around like "is this me? No... Is this me? No... Is this me?"
I'm not opposed to punishing systems, I loved EQ better with its full loot drop and experience loss and deleveling death system, but I'll be honest the 25% non recoverable loss and laughable "consequences" for snagging loot off a body feels like a slap in the face here. The current state of how corpses work needs a LOT of rework to feel like a good system.
2
Resource Respawn Issue: Broken Balance and Game Economy
Hello,
I’d like to raise the issue of resource gathering in the game.
Currently, the resource system is broken, and players are exploiting it. Let me give an example: if you chop down a legendary willow tree, it will respawn in the exact same spot after four hours. This happens repeatedly until the server restarts. (The same applies to ore.) Players either wait for these four hours or park an alt character at the spot, logging in based on a timer to harvest it again.
This shouldn’t be the case. Resources should respawn randomly so that everyone has a fair chance to gather them.
Right now, the system allows city mayors to fly around the map, mark these spots, and assign alt characters to camp them. Their guild then monopolizes the legendary resources while other cant get any.
This issue needs to be addressed urgently as it is breaking the game’s economy.
I’d like to raise the issue of resource gathering in the game.
Currently, the resource system is broken, and players are exploiting it. Let me give an example: if you chop down a legendary willow tree, it will respawn in the exact same spot after four hours. This happens repeatedly until the server restarts. (The same applies to ore.) Players either wait for these four hours or park an alt character at the spot, logging in based on a timer to harvest it again.
This shouldn’t be the case. Resources should respawn randomly so that everyone has a fair chance to gather them.
Right now, the system allows city mayors to fly around the map, mark these spots, and assign alt characters to camp them. Their guild then monopolizes the legendary resources while other cant get any.
This issue needs to be addressed urgently as it is breaking the game’s economy.
6
Re: Grinding Spots
Arya_Yeshe wrote: »It would be fair splitting the xp among both groups, if group A did 70% dmg on the mob then give them 70% of the xp and group A would have a 70% chance of owning the loot. The end, thank you, sent the dollars to my bank accout for my great visiion.
I actually really like that idea.
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Basically all of the ranger abilities feel lackluster except air strike(which does terrible damage for being a top tier talent point). All the other ranger abilities seem to be unnecessarily flashier versions of ranger skills from other games..and I'm not really sure if the class lore of my ranger is supposed to be hunter/marksman- or leaning toward some sort of Druid like character due to the root ability.
Marks need to be more powerful if our class is going to revolve around it.
No hate here- only hoping it gets better!
Marks need to be more powerful if our class is going to revolve around it.
No hate here- only hoping it gets better!
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Literally entire Mesmer kit in Guild Wars 2 are my favorite spells in any MMO.
Perfect class skills for Trickster or Charlatan in AoC.
Perfect class skills for Trickster or Charlatan in AoC.