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Gathering luck is broken, LuckFormula

eikkuueikkuu Member, Alpha Two
This is probably a bit controversial topic BUT you can see luckformula from client game files. And I do knowledge that it might not be correct or already rewritten, but based on the experience currently in the game, I feel that it is close the truth.

I will simplify things a bit here but luck works with following values:

1. baseRarity of gatherable, so each gatherable will spawn base value which lower while gathering you cannot get, if its epic, you get minimum epic (this also explains why in the beginning you can get Legendary copper with Crude pickaxe)
2. LuckRating summed together, so gear, tools, bags, scrolls etc
3. D100 luckRatingRoll, so D100 roll which takes into account your LuckRating
4. D100 rarityRoll, if previous roll was successful then this determinates your actual gatherable rarity (there is about 10% change to get one tier higher than the baseRarity, after that its 1%, 0.1% and 0.01%)

In my opinion the luckRating should
- Decrease the RNG of rolls
- Reward players who invests in the luckRating

Current formula does a bit of opposite. It undermines the players who have invested in a good luck gear because if baseRarity is high you get that anyway. It does not decrease the RNG of rolls when the actual rarityRoll is individual roll which does not have any affect based on your luckRating.

I do knowledge that the baseRarity is needed to control how much rarities are in the economy.

I would change formula as follows, please let me know if this is bad idea or you would change something

1. BaseRarity only for common, uncommon and rare
2. LuckRating as it is
3. Change the rarityRoll take into account your luckRating so that if you dont have any you cannot get heroic, epic or legendary (Example that D100 needs to be more than 100)
4. Add one more variable related to the gatherable tier, so Novice (T1) gatherables need less luckRating than apprentice and so on

This way players who invests, get rewarded and there is less RNG. This also helps with current problem that higher rarity items are too easy to craft (e.g. legendary bows)

Comments

  • eikkuueikkuu Member, Alpha Two
    And I actually think that example in Hunting the bareRarity is always low thats why you never get any higher tier carcasses.
  • eikkuueikkuu Member, Alpha Two
    Seems that processingLuck formula is much better. It has curve which takes the luckRating for each rarity. Gathering Luck should be changed to be something similar.
  • BrokulonBrokulon Member, Alpha Two
    I agree. System should promote investing in gear. Casual gatherers should almost never have better quality resources. Common resources should be needed in such a big quantities that there is room for everyone (maintaining of cities, war efforts, basic reapairs and so on).
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