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A problem without solution for years


onio.6403

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Regardless of people's hopes, expectations, or theories, there are some facts I hope we can agree on:

 

* There is a [luck sink](https://wiki.guildwars2.com/wiki/New_Year%27s_Customs#achievement4626) for exotics and under, amounting to 1.4s/exotic or 3.52gold per stack of exotics. It is infinitely repeatable for the junk items (achievement points gained are capped)

* A minority has reached the cap: under 4% of all [accounts logged on GW2 Efficiency](https://gw2efficiency.com/account/statistics/statistics.luck) and under 17% of "veteran" accounts.

* ANet cannot look at luck/MF in isolation: lots of rewards, including leveling, birthday, BL chests, and others include luck. ([Fine](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(fine)), [Masterwork](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(masterwork)), [Rare](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(rare)), [Exotic](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(exotic)), [Legendary](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(legendary)))

* Increasing the cap for Magic Find has [major economic implications](

).

* Adding other uses for luck can put pressure on those who aren't maxed, the sort that ANet has tried to avoid. (looking for the sources for this)

* People have been discussing this for a long, [long](https://forum-en.gw2archive.eu/forum/game/hot/Magic-find-cap/5542981), [long](https://forum-en.gw2archive.eu/forum/game/gw2/Magic-Find-Cap-Loot-Bag-Drops/2819512) [time](https://forum-en.gw2archive.eu/forum/game/gw2/Maximum-Magic-Find-TOP-Luck-account/6619737).

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> @"onio.6403" said:

> Since the appearance of the lucky essences, the problem of its use has not been solved after reaching 300%. It is disrespectful to the players that this has not been solved, even more so when we have proposed measures such as the essences being a material of craftsmanship, that there is a merchant to exchange essences of luck for other objects or that there is a scale exponential to reach 400 or 500%.

 

Guild halls were also a minor sink.

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> @"Illconceived Was Na.9781" said:

 

> * Increasing the cap for Magic Find has [major economic implications]

 

This, along with people talking about "catching up", etc., are among the many reasons that soul-binding/account-binding are a mistake. Arenanet chose to make far too many things in this game account-bound and soul-bound. Now, of course, it's far too late to fix by changing that limitation.

Many people, myself included, have suggested Gobblers as a means of working with items that there is a huge surplus of (Barbed Thorns for example). There have been many suggested Mystic Forge recipes.

One thing has remained consistent: IF Arenanet makes a change, the things that are in overabundance tend to stay in overabundance because the item received in exchange has no value either. Or if the resulting item does have value, you're limited to using the exchange a few times per day, resulting in the same.

 

 

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> @"Neural.1824" said:

> > @"Illconceived Was Na.9781" said:

>

> > * Increasing the cap for Magic Find has [major economic implications]

>

> This, along with people talking about "catching up", etc., are among the many reasons that soul-binding/account-binding are a mistake.

That doesn't follow. Account binding removes supply from the economy, thus helping the economy maintain value.

 

It also doesn't follow that everything in the game needs a gobbler or needs to have value beyond its originally intended purpose. After all, the only reason people care about excess luck is that it takes time to deal with it. If, after reaching MF=300%-from-luck, all luck stopped dropping, the 'problem' would be out of sight and out of mind.

 

I'd argue it was a mistake to introduce gobblers for account bound items in the first place, since it set the expectation in some people's minds that everything in the game should have value. Rather than the alternative gaming principle: if it doesn't have current or future value, it shouldn't create inventory issues. With the former, ANet has to keep worrying about the implications and reward structure at least twice for everything (upon introduction and when accounts become saturated). With the latter, there's only the initial importance that matters.

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> @"Illconceived Was Na.9781" said:

> Regardless of people's hopes, expectations, or theories, there are some facts I hope we can agree on:

>

> * There is a [luck sink](https://wiki.guildwars2.com/wiki/New_Year%27s_Customs#achievement4626) for exotics and under, amounting to 1.4s/exotic or 3.52gold per stack of exotics. It is infinitely repeatable for the junk items (achievement points gained are capped)

> * A minority has reached the cap: under 4% of all [accounts logged on GW2 Efficiency](https://gw2efficiency.com/account/statistics/statistics.luck) and under 17% of "veteran" accounts.

> * ANet cannot look at luck/MF in isolation: lots of rewards, including leveling, birthday, BL chests, and others include luck. ([Fine](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(fine)), [Masterwork](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(masterwork)), [Rare](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(rare)), [Exotic](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(exotic)), [Legendary](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(legendary)))

> * Increasing the cap for Magic Find has [major economic implications](

).

> * Adding other uses for luck can put pressure on those who aren't maxed, the sort that ANet has tried to avoid. (looking for the sources for this)

> * People have been discussing this for a long, [long](https://forum-en.gw2archive.eu/forum/game/hot/Magic-find-cap/5542981), [long](https://forum-en.gw2archive.eu/forum/game/gw2/Magic-Find-Cap-Loot-Bag-Drops/2819512) [time](https://forum-en.gw2archive.eu/forum/game/gw2/Maximum-Magic-Find-TOP-Luck-account/6619737).

 

Why split "all accounts" from "vet accounts"? If less than 4% of all registered accounts have it maxed, that's all the information anyone needs. Splitting it doesn't actually make it a bigger number, it just serves to mislead people into thinking it's a bigger problem than it actually is, based on that resource, anyway.

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> @"robertthebard.8150" said:

> > @"Illconceived Was Na.9781" said:

> > Regardless of people's hopes, expectations, or theories, there are some facts I hope we can agree on:

> >

> > * There is a [luck sink](https://wiki.guildwars2.com/wiki/New_Year%27s_Customs#achievement4626) for exotics and under, amounting to 1.4s/exotic or 3.52gold per stack of exotics. It is infinitely repeatable for the junk items (achievement points gained are capped)

> > * A minority has reached the cap: under 4% of all [accounts logged on GW2 Efficiency](https://gw2efficiency.com/account/statistics/statistics.luck) and under 17% of "veteran" accounts.

> > * ANet cannot look at luck/MF in isolation: lots of rewards, including leveling, birthday, BL chests, and others include luck. ([Fine](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(fine)), [Masterwork](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(masterwork)), [Rare](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(rare)), [Exotic](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(exotic)), [Legendary](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(legendary)))

> > * Increasing the cap for Magic Find has [major economic implications](

).

> > * Adding other uses for luck can put pressure on those who aren't maxed, the sort that ANet has tried to avoid. (looking for the sources for this)

> > * People have been discussing this for a long, [long](https://forum-en.gw2archive.eu/forum/game/hot/Magic-find-cap/5542981), [long](https://forum-en.gw2archive.eu/forum/game/gw2/Magic-Find-Cap-Loot-Bag-Drops/2819512) [time](https://forum-en.gw2archive.eu/forum/game/gw2/Maximum-Magic-Find-TOP-Luck-account/6619737).

>

> Why split "all accounts" from "vet accounts"? If less than 4% of all registered accounts have it maxed, that's all the information anyone needs. Splitting it doesn't actually make it a bigger number, it just serves to mislead people into thinking it's a bigger problem than it actually is, based on that resource, anyway.

 

Quite the opposite... Including all accounts also includes the thousands and thousands of accounts from people who don't play the game anymore--and those who maybe just log in once every four months or so to do the latest LW chapter or whatever. A game's loot system/economy/balancing shouldn't cater to people who don't actually play the game.

 

Also, magic find in general only really affects people who play the game consistently. Somebody who plays a couple hours a week or whatever won't even notice a difference in Magic Find beyond just simple RNG due to the small amount of loot tables they're rolling. I know they may feel cheated or whatever compared to their vet friends with 300 magic find, but honestly, if you aren't a vet, MF isn't making that much of a difference... We're dealing with the law of large numbers here.

 

 

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> @"narcx.3570" said:

> > @"robertthebard.8150" said:

> > > @"Illconceived Was Na.9781" said:

> > > Regardless of people's hopes, expectations, or theories, there are some facts I hope we can agree on:

> > >

> > > * There is a [luck sink](https://wiki.guildwars2.com/wiki/New_Year%27s_Customs#achievement4626) for exotics and under, amounting to 1.4s/exotic or 3.52gold per stack of exotics. It is infinitely repeatable for the junk items (achievement points gained are capped)

> > > * A minority has reached the cap: under 4% of all [accounts logged on GW2 Efficiency](https://gw2efficiency.com/account/statistics/statistics.luck) and under 17% of "veteran" accounts.

> > > * ANet cannot look at luck/MF in isolation: lots of rewards, including leveling, birthday, BL chests, and others include luck. ([Fine](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(fine)), [Masterwork](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(masterwork)), [Rare](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(rare)), [Exotic](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(exotic)), [Legendary](https://wiki.guildwars2.com/wiki/Essence_of_Luck_(legendary)))

> > > * Increasing the cap for Magic Find has [major economic implications](

).

> > > * Adding other uses for luck can put pressure on those who aren't maxed, the sort that ANet has tried to avoid. (looking for the sources for this)

> > > * People have been discussing this for a long, [long](https://forum-en.gw2archive.eu/forum/game/hot/Magic-find-cap/5542981), [long](https://forum-en.gw2archive.eu/forum/game/gw2/Magic-Find-Cap-Loot-Bag-Drops/2819512) [time](https://forum-en.gw2archive.eu/forum/game/gw2/Maximum-Magic-Find-TOP-Luck-account/6619737).

> >

> > Why split "all accounts" from "vet accounts"? If less than 4% of all registered accounts have it maxed, that's all the information anyone needs. Splitting it doesn't actually make it a bigger number, it just serves to mislead people into thinking it's a bigger problem than it actually is, based on that resource, anyway.

>

> Quite the opposite... Including all accounts also includes the thousands and thousands of accounts from people who don't play the game anymore--and those who maybe just log in once every four months or so to do the latest LW chapter or whatever. A game's loot system/economy/balancing shouldn't cater to people who don't actually play the game.

>

> Also, magic find in general only really affects people who play the game consistently. Somebody who plays a couple hours a week or whatever won't even notice a difference in Magic Find beyond just simple RNG due to the small amount of loot tables they're rolling. I know they may feel cheated or whatever compared to their vet friends with 300 magic find, but honestly, if you aren't a vet, MF isn't making that much of a difference... We're dealing with the law of large numbers here.

>

>

 

Except that this isn't considering all accounts in the game, just all the accounts registered at a third party website.

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> @"Ok I Did It.2854" said:

> In a game that never stops, caps are a bad thing,

 

> @"Ok I Did It.2854" said:

> Anet should increase the cap on MF to 500% and make it cost 180,000 luck per level

 

Why does there need to be an increase in the cap? Those that have already hit the cap will just grind their way quickly to the new cap and then continue complaining. Fortunately there’s now a sink for them once a year.

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It does irk me that, what with programming being a logical and mathematical model, that the notion of modeling a soft cap wasn't the first thing they thought of. Making MF the result of a logarithmic function could easily handle reaching a stopping point while making it so that luck doesn't ever need a "sink," because cost would go up, literally, exponentially.

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