Follow up questions about LUCK (can a dev please respond)

I think calling it luck is misleading. They should change the name of it to roll bonus.

Absolutely, but that’s why I would prefer them to just directly answer the questions being asked. Some answers are very simple answers. Things like “What is a named item?” or “If it is only named items, does that mean wearing global luck ONLY affects equipment?”

What most of us want to know is if luck actually affects trophy drops or crafting materials at all and if there is any mechanism in the game that can affect these drops. If not, then a lot of us don’t need luck at all most of the time.

Right, but, for example, the “What is a Named Item” Question is sort of a strawman. The reason we want to know that because Phil said “Luck helps you get Named Items”

But thats not really the truth, the truth is more precisely

“Luck helps you get items from the DungeonNamedItems Loot bucket, which is active when you are in dungeons fighting trash mobs”

So luck helps you get Infamy from Lazarus.

But, there are a lot of other paths to “Named” items in this game, that luck does not help.

Luck wont help you get something off of the GlobalNamedItems list, so it wont help you get Absolute Terror, And luck wont help you get a particular mob’s assigned named items like Timekeeper's Hand - Item - New World Database from Leviathan of the Deep.

So trying to simplify the explanation of luck to “It helps you get Named items” confuses things further.

But ultimately, the main problem with Luck in this game is that there are a lot of Rare, Desirable items, and the vast majority of them are not affected by luck.

  • Crafting Clothing (Weaponsmith Pants, Armorer’s Hat, Etc)
  • Combat Trophy Mats (Glowing Sap, Ephemeral Seal, Corrupted Totem, Ancient Mandible) excluding Pristine Bear claw -skinning luck helps with that one)
  • Rare Furnishing/Schematics (Golden Steel Storage chest schematic, goldfish in porcelean bowl, bonzai centerpiece)
  • Global Named list (Absolute Terror, etc)
  • Individual Mob Specific Named weapons

And many other things.

Things that we do know luck works on :

  • Named items in expeditions
  • Crafting Trophy mats (mildly)
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When there are so many layers of RNG on top of each other, it’s impossible to generate fun content. Because nothing is based on effort, skill, etc. One of the essences of MMO’s has always been to deserve, to be good enough to conquer. Unfortunately, in the NW, it’s all a matter of how many hours you will be repeating the same task.

So, after spending hours cultivating luck, to try and start having fun - getting the items you want, you realize that luck won’t help you (for the most part).

If I wanted to play with my luck, I’d be in Las Vegas.

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The point is… They need to be explicit about what things are affected by luck, since it isn’t everything. They already know and have what things are affected and they need to tell us what those things are… explicitly… and stop prancing around it.

@Luxendra please please please don’t make us wait until March dev video - I know y’all have been busy but we are dying over here after that “carrot on a stick” last video. Please!!!

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Is there already an answer from the team or do they not know yet?

I don’t think, if they know, that they need 14 days for an AW!

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I have 2100 hours in this game and majority of those are doing stockpile solo runs. I have tried every combination of luck gear with approximately 2 day ‘studies’. My biggest concerns about luck is that luck doesn’t work on amulets, too much luck, pearls are overriding the luck, Trophies need to placed again after every login (Do I need to go outside the house after picking up the trophy and then back in for it to register?) and lastly, if luck even does a damn thing.
For the first time yesterday, I decided to use zero luck… BOOM shit ton of loot in every stockpile and trophy mats dropping like its hawt.
Another concern of mine is if certain items are only capable of dropping if you hit a specific luck % threshold. EX: You need to have at least 15% luck for this item to be in the loot table.
My best recommendation is to run with zero luck and don’t think about the hours we’ve lost lul.
Cheers!

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Omg I had to double check it’s been 2 weeks. Unreal. I suppose the dupe didn’t help.

This is a follow up thread this has been going on for months in other threads

Ghosted, just as I expected.

Ooo, hoping to hear the response to this soon. Definitely would love some info on all of this so I can know if it makes sense to flag for missing mutations. If luck works in dungeons. Etc.

The loot table / loot bucket system is complicated. There is a lot going on. Im not surprised if it takes them a fair amount of time to find a good way to distill an absolutely mindbogglingly large amount of data into something digestible.

Along the way Im sure they are going to discover things they thought were true, or even find bugs in their own data (example: you cannot get jewelry from supply stockpiles and ancient chests because the max roll is set to 0, yet jewelry procs at a roll of 90000). When that happens, do they fix those bugs first, then answer questions?

im just wondering if it has to be.
should there be soo many buckets for soo many things in soo many places?

it fundamentally makes some sense its just everything else around it that is confusing.

Im sure its the kind of complexity that has evolved over time, from something relatively simple, to something wildly more complex than it started out. There are a ton of competing needs from a loot system like this, and evidence that there might have been even more ambition that was scaled back (ancient chest loot tables that nothing at all references for example)

But complexity is part of what gives the game immersion. It’s definitely more interesting that if you want certain specific things in the game there are certain specific areas you have to go to, or certain bosses you have to farm, and that you get different varieties of loot within a drop, (like health vs mana potions, what gems you get in elite chests, what gear etc)

But luck is one of those features that at this point needs a re-evaluation. If it exists, it should help players get anything they are trying to get. On the other hand, I can see the danger in a luck perk in some future world where GS cap is 800, and suddenly people have major amounts of luck, causing rare items to no longer be valuable.

Additionally, luck as a stat is a bummer for players because you cant prove anything about it. There’s no direct player feedback, like, with weapon damage and perks, you can see the damage numbers to decide for yourself what works. Theres no training dummy for luck testing. For every person who swears up and down that pearls are bugged and they were ‘luckier before’ there are probably as many other people who dont notice a change and dont say anything at all. But that is all a symptom of the players inability to know how much value they lose or gain by slotting a luck perk. Its opaque, frustrating, and is why this topic has been simmering for so long.

I think a main problem of the loot system besides potential bugs is that most things can drop nearly every item there is. It is such a dumb idea that maple schematics can drop in lv60 zones or low level named items from Brightwood can drop from a lv 62 boss in Edengrove. There should be more zone and level specific items. Schematics and furniture for example should be level specific like food recipes and trophy items.

The potential bug problem may also not be solely on the luck stat alone. The devs clearly stated that luck doesn’t have any influence on if you get loot and how many loot you get. So when this first system decides, that every single one of the 30 stockpiles you open in a row will only give you a single equip item then you can have as much luck as you want but you will never get anything worthwile because the luck is only applied to this single item.

At other times you open the same 30 chests and get from every single one of them at least 3+ items. And most of the time it is just one of those two scenarios and nothing in between when it should be a random mix of both. Alkways on or the other. So my fealing is that part of the potential bug problem might be there in this drop pre-system.

An other thing I observed in the last weeks is the following: I’m wearing a full helmet. Because of that the voice samples my char makes (when beeing hit etc) are muffled like they really come from within a tin can. But sometimes the voice is normal instead. That could indicate that the game doesn’t know at those times what helmet I’m wearing.
Not knowing the equip was also one of the possibilites that were discussed in the past for beeing part of the luck problem, so there may be some truth to it. But in the end all we can do is speculate until AGS is stopping to stonewall us.

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15days and still waiting for answers!!

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First post on this was Jan 13 so not just 2 weeks
Search luck and you will fined the post we are being stone walled because they done know how it works

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@Luxendra @Shadow_Fox i do believe 2 weeks should suffice for the devs to discuss and further share with us regarding luck. we have been waiting months for luck to be properly addressed, our patience is growing thin. hoping that we’ll hear from the devs really soon :confused:

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Well I don’t know about the devs but I am continuing to do my own research. It would be great if people could list specific and measurable statements regarding luck. For example, it is not helpful to say something like “I ran chess with no luck and got a lot of trophy materials.”

Be more specific, were you PVP? Did you have any luck buffs from settlement control? There are many avenues to get luck from so there are a lot of variables to consider before coming to conclusions.

My route focuses on ancient chests and supply stockpiles in 3 different territories. With travel being so cheap now, I am able to pull 55 chests in 60 minutes or less.

Two days ago I got my luck to 52.3% using zero pearls.
2.9 helm
2.9 chest
2.8 gloves
2.9 pants
2.9 boots
2.9 amulet
2.9 ring
2.9 earring
2.8 bag x3
2.9 bow
2.9 rapier
0.5 from town buff
2.5 from trophies (2 basic and 1 minor)
Equals 42.3 plus the supposed 10% from pvp equals 52.3% luck.

Now I don’t have max trophies, but I’ve run (have them recorded for proof) 114 chests since this calculation and I’ve pulled precision armoring tools, precision engineering tools, lumberjacks token, and another purple mat I can’t remember right now.

Doing this from my phone so forgive me if my math was off, but it definitely seems luck makes a different and I am curious if there is a threshold at 50% luck that helps push the roll more consistently in the higher “buckets”.

I also realize this is a small sample, but I have pulled over 10,000 chests in my time before this without ever getting close to those results. I’m gonna keep running it and tracking it - pretty much the only thing I can conclude for sure is that luck works to some capacity for sure. It’s not completely broken.

The point is, I think many of our problems with luck can be contributed to qualitative data and observations that are unclear and lead to misunderstanding and assumption.

If we’re not getting any answers from AGS, let’s compile some actual quantitative data within an agreed set of parameters.

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