HelpfulWalrus

HelpfulWalrus



18 Nov

Comment

Hey everyone,

Thanks for bringing this to our attention. We have fixed the issue in our internal build and are working on getting that fix out to the live version in the next weekly update. There is still some testing around the fix going on, so if it slips to a later update I’ll return here and let everyone know.

See you in Aeternum!
-HW


14 Nov

Comment

We have found and fixed the issue with crafting Arcana items up to 600, but that change didn’t make it into the PTR.

We have also found and fixed the issue with the various core crystals, so they should start dropping in the same update as the above fix, too.

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We are tracking a fix for this. I don’t have a specific ETA on the fix but we’re aware of the issue and already looking into it!


05 Nov

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Hey!

It appears you’ve found one of our orphaned items. we found the issue that was causing it to drop and fixed it in our main build, so thanks for letting us know!

Note that the item itself won’t be removed from your inventory, we just made it so it won’t drop.


29 Oct

Comment

Hi everyone!

Many of you have been asking about the nuances of the High Watermark System, and I’m here to help!

If you don’t know what the High Watermark System (HWM) does, it’s a system that kicks in when your character reaches level 60 and ultimately governs the power of gear drops you receive as you venture into the more dangerous areas of the world and fight powerful enemies.

When an enemy or container drops a piece of gear for you, it rolls on its Gear Score (GS). During your leveling experience, this GS naturally progresses with your level, so as long as you’re fighting enemies at or above your level, you’re getting drops that are in a power range that is good for your level.

When you reach the level cap, this mechanic changes a bit. At 60, you gain an upper GS limit (HWM) on drops that gradually increases as more powerful drops appear for you. This upper limit is per-item-type. For armor, it’s based on the slot type (e.g. head armor, chest armor, r...

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27 Oct

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Your friend got a very lucky roll!

“Luck” of the general type (as opposed to the types of Gathering Luck that you see on something like a sickle or a food buff) affects your chances to roll “higher” on our lists of items that come from enemies and containers like stockpiles. In the case of furniture schematics and found furniture items, the higher-end storage items are among the most rare. Increasing your Luck will definitely make this more likely to occur, but as with all luck - there’s no guarantee you’ll get it.

Good luck, and happy hunting!
-HW


14 Oct

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Hi again everyone!

I have an update!

So far, we’ve identified an issue that can cause some of the rarer versions of what we call “core” resources (wood/metal/hide/fibers/stone) like Petrified Wood to be significantly more rare than we would like. The issue doesn’t just affect Petrified Wood so we’re digging in a little more to see what we find.

These types of adjustments require some extra design and QA attention, so right now we don’t have an ETA on this specific change that I can share. However, we are working on the issue and you can expect some tuning in the future once we’ve thoroughly tested its impact.

See you in Aeternum!
-HW


11 Oct

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Hi everyone!

I just asked our Lead Combat Designer to clarify these terms and he said:

Block Stability is the amount of Stamina Damage that you negate when blocking an attack.

Block Stamina Damage is the amount of damage you deal to your target’s Stamina Bar when they block.

For example: If your Block Stability is 50% and an incoming attack’s Block Stamina Damage is 100, your stamina would be reduced by 50 points if you blocked that attack.

Attacks have an independent Block Stamina Damage value. While there is often a correlation with how much Health Damage an attack does and the amount of Block Stamina Damage it does (e.g. heavy hammer attack vs. light hammer attack), Attack Damage and Block Stamina Damage are different numbers and we tune them independently of one another.


07 Oct

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Sure!

Under the hood, they both do the same thing, there’s just a small display issue with the tooltips that show the whole-number value instead of the percentage for some items. We’ll get that fixed in a future release!

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Your Mining Luck and skill level both play a part in whether or not you get gems from an ore vein.

That said, precious metal veins (e.g. silver, gold, platinum) are significantly more likely to result in gems than other veins like iron and starmetal.

Orichalcum veins are the exception here, with a drop rate closer to precious metal veins.


05 Oct

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The stats on the items are tuned to be within the bounds of the level requirement based on their gear score and rarity, so giving them a bump is something I can’t provide an answer to here.

I’ll discuss it with the team, though!

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Hi Karsaa,

To confirm what others have mentioned in here:

If an item has a chain damage perk (like Chain Fire) on it, the only elemental gem that you can socket is the gem that does the matching damage type. Other gems that do conditional effects, such as an Emerald or Diamond, should also work.

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Hi everyone!

The odds of a gatherable dropping its rare resources are pretty low! Additionally, when you just start gathering as a new character, it’s not even possible for those to drop.

As you level the relevant gathering skill, you’ll cross particular thresholds that first enable and then begin to increase the likelihood of finding those rare resources.

To boost your chances further, you can craft armor with gathering-specific perks on it and eat food that enhances your gathering luck for a particular skill.

Soon, I’ll be taking a look at the drop rates for these lower-tier rare resources (e.g. Fae Iron, Petrified Wood), and if I see an irregularity that could be causing them to be more rare than we expect them to be, rest assured I’ll get a fix in that will make its way to you in a future release.

Thanks for playing New World with us! See you in Aeternum!
-HW


04 Oct

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To further clarify: This affects individual turn-ins and it isn’t based on the number of companies that are doing the turn-ins.

Essentially, the PvP Faction Missions grow in Influence Value over time. Their relative value between each other is the same (which is why we denote them with + vs. ++ vs. +++) but the actual value of the mission turn-in goes up over time.

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Hi everyone!

The functionality you’re describing here is intended. The game behaves this way to ensure wars occur frequently, as well as to create regular opportunities for underdog Factions to battle a dominating power.

While it is important to run PvP missions as the Controlling Faction of a Territory, you can only stave off the inevitable for so long until eventually, you’ll have to test your mettle against an opposing army.

From a design perspective, we want wars to occur. They’re fun, they create social tension and excitement, and they give large groups of players the opportunity to work together towards a goal. It also evens the playing field on a fundamental level: regardless of how many total people are in a given Faction, a war is between two armies of 50.

Over time, it gets easier for Companies in the Factions that do not control a Territory to generate Influence and push that Territory into Conflict to enable a War Declaration.
The mechani...

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Comment

Hi everyone!

For Fae Iron (and other rare resource drops), make sure you’re munching on Mining Luck Food. Crafting a basic set of Mining armor can be really helpful, too. Additionally, as your Mining Trade Skill increases, you’ll start to see them appear more often - but in the very early game the food and gear is essential.

See you in Aeternum!
-HW