Logging drops seem to be abysmally low when wearing luck gear, at 34.7% logging luck I have not seen anything beyond Softwood Tree Sap since the last patch.
Zones Farmed:
Everfall for Whisperwood and petrified wood. Occasionally farming Wyrdwood
I know it is partially a quantity thing, skinning I see more rare drops because I kill more things that can be skinned.
Though if its just that my luck is too low I shouldn’t see mining drops or skinning drops. I have a minor mining trophy and no trophy for skinning. My tools for both don’t have luck either.
If I need max gear + 3 houses with 3 tier 3 trophies that is a bit out of pace with the other gathering skills.
Oh stop auto defending the game… He right, drop rates are lower.
Pre 05 I was getting around 100 sap per run now i get about 20 with 2-3 rares. Using 1700 boiled cabbage and a 27% suit. plus axe with 6% rare drop and 17% more resources.
It’s the same in mining, skinning and harvesting. Drop rates need to be improved given the numbers of items that use them or could if anyone were ever able to collect enough to make them viable…
Drop rate for someone without a suit, perked axe or using food should be roughly what it is with everything and maxed out setups even more. Not that many people actually have those.
To top it off… I actually get more drops mining if I don’t use food, than if I do… it’s like if you have too much luck it just stops dropping rares or gems completely.
Clearly maths isn’t your strong point. If 45-50 is around max. 27 is half way. And whilst it is somewhat rng… I chop 5000-10000 logs… I expect abit more than 25 item drops. That’s 2 runs btw…
I agree, Been mining for about 5 hours now orichalcum mines and only got 6 volium… I run about 36% luck not including the 2 minor trophies I have and after 5 hours of mining just 6 volium? this is insane.
I have gear sets for each gathering profession. I stopped wearing them because with just food (Teir 3 and 4) and a Starmetal tool with luck and azoth extraction, I get blue and green items from nodes randomly. Lots? No. But screw dealing with 20 pieces of gear.
Do we get enough of those rare mats? Nope.
“Crafting is supposed to be hard”…there is hard, and then there is WTF is this?
Also, the recent patch for refining mat drops? Yikes, now I find so few of the damn things my crafting level plans are on hold. And yea, that’s after spending 2-3 hours in farms or other “lots of chest” spots. Somebody in my company actually said “but your getting green and blue refining mats, right?” As if that matters. It’s a quantity issue, not quality. And it’s with all sorts of “drop” things.
Let’s be honest: The devs probably did not anticipate the absurd degree to which every node of every tier 5 material is being farmed 24/7 on populated servers.
The values of every rare material have been dropping consistently over the last couple of weeks with no sign of stopping.
I wouldn’t be surprised if there were intentional nerfs, but I would agree that those nerfs should be communicated clearly and transparently.
EDIT: I also wouldn’t be surprised if there were something more complex going on - for instance, anecdotally, I always seem to get more rare resources in the early parts of my farming runs. The game shouldn’t be balanced around people who are farming for 7-10 hours straight; they could have a system to keep track of how long you’ve been farming, and reduce drop rates over time, until a certain amount of time has passed without you mining a node.
In this way, they nerf people who are farming for endless hours, without nerfing the average player. (If nobody KNOWS this, though, then those luck-reduced players are still eating up all the nodes, preventing more items from entering the economy…)
I would understand if they did not want to be fully transparent with the details of such a system, so that people couldn’t directly manipulate it, but it would be nice to know if such a thing existed at all.
Kind of like how you get extra rep + tokens for PVE Faction quests? (3 per day).
That could be interesting as a start. Or after x harvests you have a higher % chance to get a drop to help out those that don’t spend 5+hrs farming a day.
@Citidel Right. We know now there is a ‘pity system’ for HWM, slightly increasing the odds of a HWM increase for each drop you get which is not an increase - but this was only recently revealed in a dev post. How many other underlying systems might there be that we don’t know about?
To ascertain the drop rate of an item in New World is a nigh impossible task, and I’m sure that’s intentional. We also know they have ‘an economy team’ and are most likely monitoring and adjusting values on the fly, as they see fit. Particularly in the aftermath of all of the recent exploits, we don’t know what may be going on behind the scenes.
It could even be that they determined that these items were some of the most popular targets for item dupes, so they restricted the drop rates until supply in the economy normalizes.
Or a million other hypotheticals.
It’s reasonable to raise the concern and report a potential bug, but I would hesitate to take anything at face value and get frustrated that something is “wrong.” Observe and adapt.