art imitating life.
That is a point, you are right. But first you have to see if this really happens in game because this is only a prediction. This may not be as dramatic as you describe. And if it is, enough people will complain so that a change will be made.
Gathering shouldn’t bother PvP players. It’s more related to PvP content than PvE content, especially after the luck change.
You are not versing the environment or mobs when you gather, it’s not PvE. What you are doing is competing against other players for the node, whether it be actually fighting them or just running a faster route. Those nodes and whatnot are then used to craft gear for endgame activities. Which is majority PvP content.
They’re going to need those extra gold, for those repair bills.
so what the PvE’ers are saying is you rather have someone out roll you in a fight for the same nodes to get first hit rather than having a chance to fight them for said node, sheeeeeeeeeeeeeesh
All of you people complaining about it being an unfair advantage should take the time to read and try to understand the following before making fools of yourselves even more. Maybe, just maybe, you will understand what those 30% mean:
And because Im feeling nice, here is below the relevant part:
Thanks for your questions and feedback regarding our luck system! We’re happy to provide more detail here as to how the system works under the hood.
There are two ways we interpret luck:
An overall scale that you can think of as a ratio of when things occur or a percentage chance to occur.
A relative scale that has a movable odds range based on other values we add into it.
Things like enemies and searchable containers use Method #1 above, where anything in their drop list can occur, and your luck stat increases the likelihood of you getting the less common items in the list. In New World’s loot model, drop tables are divided up into overall rarities, with rarer groupings of items living “higher” on the roll table than more common items. There are entire sets of items that drop less frequently than other sets, and equipment is a great example of how we do this.
There are collections of equipment that live at different general probabilities: a “Common” set, “Family” sets, and “Elite” sets. Rarer still are the more context-specific Expedition sets and Named Items. Common items have the broadest possible perk roll variety, Family sets have slightly more narrow perk roll variety and a higher chance to roll perks, and Elite sets only come from Gold-Bar (elite) enemies and have narrower perk rolls and an even higher chance to roll perks. Expeditions items almost always roll some perks, and Named items come with a pre-set selection of perks that don’t roll.
Luck doesn’t increase your chance to get higher gear score rolls or roll more perks, but it does increase your chances of seeing item drops that have higher chances of rolling bonuses.
Gatherables (but not Fishing) use method #2 above. As your Luck stat increases, it gradually enables new items to drop from the tables. This means that if your luck values are totally unmodified, there are some items in those tables that it are impossible for you to obtain without a bonus. This is particularly useful for “AND” tables, or tables that give you more things as they roll higher. If we were to use this with “OR” tables, it would actually decrease or even eliminate your chances of getting items in the lower roll ranges of the table (so we don’t do that). We set up these tables to “open up” more as your base luck grows to avoid inundating lower-skill-level players with less-common items that they would have no use for until progressing much further in other, relevant skills. We also use it to plant little surprises and new things to find as you level your gathering skills!
Additionally, we don’t use percentages in our data notation, we use integer-based roll ranges to apply probability weights to the chances of a specific thing dropping.
For instance, let’s the roll range on regular tree is 100,000 (because it is!), but somewhere above that range, say 105,000, is a chance to get a fish (trees don’t drop fish, this is just an example). When you chop down that tree with unmodified luck, you have a 0% chance to get a fish. But if your luck was modified by say, 10,000, your roll range increases from 0-100,000 to 10,000-110,000, which gives you a (roughly) 5% chance to get that fish when you chop down the tree. If you only increased your luck by 5000, you would have a 0.00001% chance at that fish…but that’s why our luck increases from things like food and equipment are pretty chunky so we avoid cases where your luck value is “stuck” in an unfortunate “ultra low odds of a thing” state.
With gatherables in particular, increasing your gathering skill adds base luck to your roll, with Level 200 granting a total bonus of 2000 to your base rolls. There aren’t any cases in the game where not having a luck bonus will prevent you from getting an item as long as the associated Trade Skill is at 200. You can use food and equipment to further increase your drop chances, or even enable some items to drop for you “earlier” in your progression!
Thanks for the interest in our luck system! It was fun to answer it. See you in Aeternum!
This forum really needs downvote button (or hate/dislike/disagree or whatever that would not look like a bash for the post itself, but show disagreement with the idea stated). It’s sad to see OP post with only likes. Gives a very skewed and untrue impression.
First time seeing this as well. Not sure how I feel about running around in full mining gear only to get whacked and having to run back lol
This game is literally focused on PvP
If I had all my farming sets on me, if I die or they break, you are looking at like 1000 coin to repair them all.
My fishing set is constantly broke because I have it on me full time. It cost me 200 coin to fix it every time I use it.
Exactly, so if you go gathering flagged, you’re not gonna have full inventory of gear… The 30% is literally a replacement for the gathering sets for going out flagged, not an addition.
They didn’t nerf pve at all, just don’t flag. At absolute best possible luck you’d go from a 11% chance to a 14% chance of getting a legendary node. This includes max luck trophies, gathering lvl 200, food, and gear at 600gs. With no luck gear or trophies you’d go from a 2% chance to a 2.3% chance, add the luck gear no food and you’re at 2.738% instead of 2.438
This has been analysed in WoW on live for years. Increased bonuses when flagged for PvP does NOT make anything quicker. It compensates you for being slowed down by fighting/dying so you get parity.
It only gets quicker when there is an unspoken agreement not to attack anyone farming with PvP on which almost never happens.
Man, I dont get it
Dont enjoy an aspect of the game?
Dont do it?
Princesses, I tell ya
I don’t think this is about “forcing” players to PvP. I think it’s more about giving the PvP/PvE players a better reason to enable PvP. I will say my opinion is slightly biased because I enjoy PvP rather I’m good at it or not, BUT the way it was previously didn’t give players enough incentive to enable PvP other than while grinding PvP Faction Missions. World PvP came to a complete halt on my server after the first 2-3 weeks of release, which isn’t cool for a game that was designed to have World PvP.
I have no clue what the devs are looking for! If they going to continue on this path hey might as well get PvP only servers that have this kind of bonuses and leave the other servers without any bonuses.
Reasoning behind not dedicate PvP servers what that devs didn’t want to divide the players. This is exactly what they are doing with this kind of bonuses!
The whole WoW argument is stupid. I played WoW for years. You fly up/ride up to a node, hit it, the fly/ride away. PVP in WoW is super easy to avoid.
I don’t care for PVP myself I have tried it, doesn’t do anything for me.
It doesn’t affect me at all.
I think I worded that incorrectly… “why try to force PVE players to flag?”
What I meant was… Why do PVE players feel they are being forced to flag?
I don’t open world PVP but I do enjoy wars and OPR.
I do not feel forced at all to flag for PVP.
Sorry I did not explain that better in first post.
Y’all acting like you lost a leg, it equates to like 1.5% on the loot table relax
Why do you think players are either “PVE” or “PVP”. It’s not about forcing “PVE players” to flag. I enjoy most content and this change WILL make me flag while gathering. All my friends think the same. Before there was no reason to flag. I think alot of players will flag now and I think the world will feel more alive. This change is great for players that like gathering and PVP. Hopefully this will not make players that don’t like PVP to feel forced to flag. 30% is maybe a bit too much.