Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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 Phase II testing is currently taking place 5+ days each week. More information about 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.
Gathering luck is broken, LuckFormula
in Artisanship
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)
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)
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