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Ideas what to do with essences of luck


ezd.6359

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I believe most if not all old players have maximum account magic find. Is not it time to add possibilities to spend essences of luck?

I have some ideas.

0) Increase luck cap. 50k/lvl, 100k/lvl... 1m/lvl i don't know.1) Convert them to luck boosters. Rates?2) Enchant containers for better loot.3) Enchant items with new permanent stat. New infusion? Replace for agony/www stats for infusions?4) Currency for "casino" like games with unique skins etc.

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The thing that people always miss is that ANet intended from the start that luck-based MF should be entirely optional. If there's any sort of substantive reward after maxing luck, it puts pressure on people to farm luck, which makes it feel compulsory. It's worse if you can spend the luck before maxing, because then you have to choose to opt out of the MF.

A reasonable compromise in my opinion would be guild-related sinks. This gives people a chance to help out a guild without a lot of sacrifice or 'sell' to guilds on the grey market. It's also not something so valuable or important than people are going to grind out to max luck.


@ezd.6359 said:I believe most if not all old players have maximum account magic find.I wouldn't assume that's true. Certainly a lot of veterans that have played non-stop are maxed, especially those that did a lot of high-loot farms. But I know many that aren't. And there are tons of "returning veterans," people who played a lot before 'luck' or otherwise haven't salvaged a ton.

Regardless, I hope that ANet does something : there's still a huge bunch of loyal fans stuck dealing with a lot of extra, currently-worthless items to manage. It drops in quantity from ToT and Wintersday bags and whenever we salvage.

But ... well, I think this is one of those messes ANet got themselves into with no easy solution, and so they probably won't do anything, rather than risk making things worse.

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The thing that people always miss is that ANet intended from the start that luck-based MF should be entirely optional.Hm... MF was removed from items because it was "selfish" stat, because players with these items lose valuable combat stats so party must carry them, while they get better loot. But i never heared arena.net intended to make it "optional". Also how is increasing account chance for better loot makes it "optional"? More account MF = better loot. It is more mandatory than any of my ideas.

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@TheQuickFox.3826 said:Essences of Luck should be made tradable. Then if you have excess, just list them at the TP.

That would be an interesting idea. I for one struggled for months to save enough luck to convert for the 777 exotic essences I needed to open my solo-hall Further Exploration. Having the option to buy more and convert would have saved me a lot of time and some stress.

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I think they should make MF amulet enrichments craftable at 500 craft level on any crafting discipline. Using EoL as an ingredient with the catalyst requirements lower than regular infusions. Start with X amount of exotic luck and you get an X% enrichment, then you make two of those and can combine them to make a X+1% enrichment or whatever numbers really. Make the enrichments tradeable like infusions. Then you have the option of maxing your account MF first and still have a use for the luck if you wish to continue increasing your MF, or you can make the enrichments and apply them to your amulet directly (so it would be good if the luck requirement was lower than 30k for a 1% increase), or sell them for profit and it is a gold sink from TP taxes and catalysts at the same time.

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@ezd.6359 said:I believe most if not all old players have maximum account magic find. Is not it time to add possibilities to spend essences of luck?

While I like some of your ideas for what to do with excess luck, it certainly in no way true that old players have maximum account magic find.

While I and several of my guild mates who have been playing since the head start are not too far away (we are between 225 and 290 MF) we are still not there yet. I myself just hit 280 base. So as someone who plays MANY hours a week and salvages everything I get, don't assume that we all have maxed our magic find out.

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@TheQuickFox.3826 said:Essences of Luck should be made tradable. Then if you have excess, just list them at the TP.

I imagine making it tradeable would cause a huge flood of stored luck onto the TP and it will essentially be down to 1c for exotic luck with a supply of 5 billion in no time. With luck then being so cheap to buy, new players with no coin could essentially afford to max their magic find by buying luck after only a few hours of playing. This would also make luck drops nothing more than something to throw on the TP to replace the bought luck, ensuring that it always stays dirt cheap. That or destroy/store it in case it gets another use in the future, which is where we are already.

Making luck tradeable would make the item worthless, as well make the attribute pointless. As any new account could max their magic find in minutes or hours, ANet might as well go ahead and just make all accounts have 300 magic find and keep luck as just a crafting item for some recipes/guild decorations.

That's my view, anyway.

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Right now, level 300 luck takes about 4.3 million luck and getting from 299 to 300 takes 30000 luck.

Just increase the amount of luck by 1K every level after 300. So level 301 would take 31000 luck, level 302 would be 32K, and going from level 399 luck to level 400 luck would take 130K luck.

The cost of going from 300 to 400 would be about 53.5 million luck, by my calculation, compared to 4.3 million luck to go from zero to 300. This is about a thousand stacks of exotic luck essences.

It would be a good place to dump excess luck.

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@TheQuickFox.3826 said:Essences of Luck should be made tradable. Then if you have excess, just list them at the TP.

This is a bad concept because excess supply is almost exclusively created by veterans and the demand only with new players who still need to max their MF. The veterans already have an advantage in earning more valuable loot on a regular basis (because they have higher base MF), so creating a one-sided wealth transfer from new players to veterans is quite counterproductive in combating the already existing wealth gap between those player groups.

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@TheQuickFox.3826 said:

@Shirlias.8104 said:endless luck could be also a thing yeah.

Just wondering which insane level of luck would be required to have an ascended drop from every boar. ;)

100 / (base rate of ascended drop from boar in %) * 100 = required MF in %

So if the droprate for ascended from boars is 0.01% (10k boars per asc drop), you would need 1 million MF to get one from every boar.

But if we take the current max mf possible with temporary buffs of 1000%, it would mean that you are already guaranteed to get a reward from a loot category that a player with no MF would only have a 10% chance of getting.

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@Illconceived Was Na.9781 said:The thing that people always miss is that ANet intended from the start that luck-based MF should be entirely optional.

Another Intention of Anet to introduce essences of luck was to add salvage value to lower level trash gear because it was piling up on the tp.

You know, that kind of trash gear we are trying to get our hands on by forging karma gear or opening champ bags on lower level alts to salvage them.

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Cleanest way to handle it: Luck Eater for getting to 300MF

But... I'm not sure what the Luck Eater should actually DO.

More Magic Find is kind of redundant and might crack some of the code behind it. (I really should look up how loot table programming is done. Hm.)Giving bonus loot just incentivizes rushing to 300. But it shouldn't be something that's explicitly unique.

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Mine are sitting in the bank waiting for lanterns ... but that still leaves the legendary essences without a use.

@Rauderi.8706 said:Cleanest way to handle it: Luck Eater for getting to 300MF

But... I'm not sure what the Luck Eater should actually DO.

More Magic Find is kind of redundant and might crack some of the code behind it. (I really should look up how loot table programming is done. Hm.)Giving bonus loot just incentivizes rushing to 300. But it shouldn't be something that's explicitly unique.

same as the other eaters? bags of random stuff

@Wanze.8410 said:

@ezd.6359 said:I believe most if not all old players have maximum account magic find.I wouldn't assume that's true.

GW2Efficiency actually has account stats for
but I couldnt manage to read it properly or find out how much of those users maxed out on luck.

The API doesn't include that for the account end point so GW2E can't tell you. The stat page is only showing the amount of essences of luck they have sitting around in the bank or holding in their inventory. What is the definition of "old player"? If we go with 4000+ hours of play time when probably somewhere between 20% to 50% have luck maxed out.

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@Wanze.8410 said:

@Illconceived Was Na.9781 said:The thing that people always miss is that ANet intended from the start that luck-based MF should be entirely optional.

Another Intention of Anet to introduce essences of luck was to add salvage value to lower level trash gear because it was piling up on the tp.

You know, that kind of trash gear we are trying to get our hands on by forging karma gear or opening champ bags on lower level alts to salvage them.

It actually worked as a temporary fix. Prices on greens and blues went up and only recently returned to minimum values. (It wasn't the only reason for the slow return to vendor trash; I just mean they succeeded in their immediate and mid-term goals.)

That doesn't mean that ANet shouldn't revisit how luck is used, but it does mean that they can't just add new uses for luck without considering the other economic consequences.

As @Wanze.8410 said in another post...

@Wanze.8410 said:

@TheQuickFox.3826 said:Essences of Luck should be made tradable. Then if you have excess, just list them at the TP.

This is a bad concept because excess supply is almost exclusively created by veterans and the demand only with new players who still need to max their MF. The veterans already have an advantage in earning more valuable loot on a regular basis (because they have higher base MF), so creating a one-sided wealth transfer from new players to veterans is quite counterproductive in combating the already existing wealth gap between those player groups.

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