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Stronghold Rank 2 upgrade, Influence issues

doublea2015doublea2015 Member Posts: 1,042 Arc User
edited August 2015 in Bug Reports (PC)
yes iv been doing Heroics and not getting hardly any influence @ all, and now your stronghold rank 2 wants 32,000 influence that number need to be reduced, total mess up when I cant get enough influence to donate.....EVERY TIME I DO A Heroic It Needs to DROP INFLUENCE ,Under no circumstance it should not drop influence
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Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited August 2015
    Assuming everyone in a guild is successful in managing their bizarre individual Influence drop cooldowns and can obtain their capped amount of 120 Influence/day (60/30/15/10/5/none) - and I want to emphasize that this cooldown is really messing up a lot of people's ability to reliably obtain that amount, 32000 Influence required means 267 collective days of grinding Influence to make your rank 2 Guildhall. Divided among 10 active characters, that's still nearly a month to progress *one* thing, and that's *only* if everyone manages to obtain the maximum amount every day in that time frame. At least a month of looking at the coffers every day and sighing because we still can't upgrade.

    Incidentally, a Stronghold Starter Pack can provide vouchers for a grand total of 2000 Influence, which is a mere drop in that bucket - 17ish days of grind. The shards available in that same pack are the equivalent of 40 collective days of quests (which aren't subject to invisible cooldowns).

    And you need a rank 5 Stronghold to build the structures that provide more quests to earn more Influence, so we're looking at this continuing for how long? I understand the desire to prevent building the whole thing up in a matter of a few weeks and not having anything left to do, but this is already painful and the required quantities just get bigger and bigger. It should be easier to get started so that people can feel a sense of accomplishment and like their time is being rewarded and not instantly lose interest due to the deferred payoff. It's fine to delay the ultimate rewards, but even the beginner rewards here are deferred.

    @Strumslinger, this really does seem excessive. Is it intentional?

    Please, make the Influence drops reset at the same global time as every daily quest, regardless of anything else you do. Players at least need to be able to obtain this resource reliably without guesswork. But take a look at the numbers too. More drops or smaller requirements.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    My take is that Strongholds should have been made viable by multiple guild sizes. This is going to take forever and it's not viable for smaller guilds. @strumslinger said the target audience was 20-30 person guilds. A 20-30 person guild is never going to be able to complete this before people get bored and leave. Rewards should be made based on effort and not gated (although if influence was unlimited i could totally see how a person could use a tool that would farm the same heroic over and over and over again 24/7/365).

    What should have happened is your guild size is set at launch and the content is scaled appropriately (based on existing membership). Then you have an option to buy additional guild capacity but the cost goes up depending on the number and lvl of guild structure you have. This way no one starts a small guild, builds it up, then invites everyone to it.

    Guilds are not about having a ton of people in a chat session. Guilds are about a sense of community. Forcing people to interact with people who are not like minded will only scare them away. We want to provide incentives for people to stay.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    While the idea of scaling requirements based on guild membership seems like some kind of solution, it just doesn't take enough into account. My roster has 96 accounts. A lot of those are what I think of as "legacy" players... I haven't seen then in months or a year, but they were people I used to enjoy playing with. I want them to know they still have a home there if they pick up NW again. The guild's actual founder has been gone since beta but I don't feel right kicking him (though I did demote for security reasons).

    I have 5 people who play regularly. I have a couple of people who log in every day without fail but it's just to invoke. I have maybe 10-15 more casual players. I have a guy who logs in every month or two, plays long enough to gain a level, and disappears again... he's a hoot in chat when he does show up. I have a couple of people who showed up to check out EE, tried it for a day or two, and vanished again, but I'm hoping that they'll show up again.

    I've got a bunch of accounts that were probably drive-bys and that I can kick without pangs of conscience when they hit my threshold, but I don't want to adjust my tolerances just to reduce the on-paper numbers. This guild didn't have rules about how often you play when it was founded and I have no interest in changing that.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    guild capacity should not grow with the stronghold. The point would be to allow smaller guilds to access boons. Building requirements should be tied to the size of the guild. If you start a guild with 10 people your building cost should be 10/150th of a full size guild. If your at lvl 3 and want to increase the size of your guild then you would need to "pay" to unlock the larger size (essentially covering the cost of the cheaper lower capacity buildings from lvls 1 and 2).
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    While the idea of scaling requirements based on guild membership seems like some kind of solution, it just doesn't take enough into account. My roster has 96 accounts. A lot of those are what I think of as "legacy" players... I haven't seen then in months or a year, but they were people I used to enjoy playing with. I want them to know they still have a home there if they pick up NW again. The guild's actual founder has been gone since beta but I don't feel right kicking him (though I did demote for security reasons).

    I have 5 people who play regularly. I have a couple of people who log in every day without fail but it's just to invoke. I have maybe 10-15 more casual players. I have a guy who logs in every month or two, plays long enough to gain a level, and disappears again... he's a hoot in chat when he does show up. I have a couple of people who showed up to check out EE, tried it for a day or two, and vanished again, but I'm hoping that they'll show up again.

    I've got a bunch of accounts that were probably drive-bys and that I can kick without pangs of conscience when they hit my threshold, but I don't want to adjust my tolerances just to reduce the on-paper numbers. This guild didn't have rules about how often you play when it was founded and I have no interest in changing that.

    I agree with that, but administering your guild that way only means that for the 5 people playing they would have to build larger structures to have a home for the others when/if they return. You can't have the benefits of a large guild without the cost, otherwise you'd be cheating the other large guilds by making them pay more for similar levels of support. btw many of those guilds did massive purges to make room for mod 7
  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    Let me put some perspective on the need for influence. The guild I help lead has had 70 different account logins since the release of mod 7. Of these logins, the average playing time is well over 3 hours online. And of that time, a significant portion was spent on the Heroic Encounters in SH with multiple alternative characters. After 2 solid days of grinding, with the 105/110 influence max, our guild has collected a total of 8k Influence. The cap on influence OR the drop rate OR both needs to be fixed. Whatever plan they had for small guilds is not actually fleshing itself out in the mod release. We are a mid-sized guild and struggling with the Influence.
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  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    And, there is discouragement among my guildmates who only see the same thing repeated for Guild Hall 3, but doubled, since building anything else of value requires Guild Hall 4.
    LEVIATHAN--19.3k Metallic Dragonborn Guardian Fighter Swordmaster Loadouts

    Guild--And the Imaginary Friends




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  • marcoparad85marcoparad85 Member, NW M9 Playtest Posts: 38 Arc User
    Something really must be done about this, you can't bottleneck this entire game with this stuff. I admit I dindn't realize the problem on preview or I would have screamed bloody murder to get you to notice this, remove the cap and reduce the drop or cap it hourly but please change something.
    I appreciate all your hard work but please don't ruin this mod, it can be really great!

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  • eldeskaleldeskal Member, NW M9 Playtest Posts: 214 Arc User
    Gotta agree with the comments above. We understand that you need a limiting factor so we don't mow through the content and get bored. So why not give us a substantial reward associated with the dragonflight event --- it's already limited to once every two hours, and you know we need about 15--20 people to kill a dragon...

    How about 100 influence for killing a dragon? This actually fits with the narrative of "influence" and seems consistent with the scaling (5 for a 5-man, 15 for a 10-man, etc). The last two times we killed a dragon, I got 0 influence. 100 influence x 20 players is still only 2000 influence...we'd have to do that 15 times just to get a rank-2 guild hall...30 for a rank-3...etc.

    When you consider that we only succeeded on 2 of 5 tries, that should give enough of a limiting factor. Hell, we might even get the rank-4 market around the time we have enough fangs to buy something. (Note: we're going to have 1000s of dragon fangs by the time we get to rank-4 at this point)

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  • oliboypholiboyph Member, NW M9 Playtest Posts: 627 Arc User
    There is some issues with the influence drops. One day I get the 60/30/15/10/5/0. The next day I get 0 the whole day, and today i got only 15/10/5/0.
    "As the good archmage often admonishes me, I ought not to let my mind wander, as it's too small to go off by itself." -Danilo Thann[/quote]
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited August 2015
    Let me put this into even more perspective. Greycloaks has had a constant presence - the instance has never expired (all my alts that have logged out in the castle, logged into the castle the next day). Most days at peek we have 20-25 people farming SH quests. Everyone hits there 'none' mark rapidly. We have 150 accounts, all very active (I trim to 30 days, have had too daily for the past several days to make room)

    We're still around 24K influence (iirc) out of the needed 32K for rank 2 stronghold. I do understand the need to timegate. But this radically penalizes smaller guilds. I can't imagine how long it will take 20 or 30 people, even very active people, to fill this. Instead of the diminishing returns on influence drops - just slap a 14d build time on it. Let guilds have a sense of accomplishment when the build is started, and make us wait longer for construction. This MASSIVE requirement to grind and grind and grind to fill the coffer just feels like drudge work. Filling the coffer and starting the project is a fun thing we can all be happy about - it's OK to have to wait on it to build. Timegates are vital in MMOs, but in this case, actually gate with TIME rather than force us into an endless sisyphean task.
  • blazious11blazious11 Member, NW M9 Playtest Posts: 331 Arc User
    We have a guild with 150 accounts, but most do not play, or on holiday etc. (maybe we will be more during winter) . At best, we have 20 people online, but mostly we are lucky, if we have 6-10 people online for a dragon. We could get 4000 influence so far.
    Also timer is screwed. I guessed, it resets after 24 hours. That is stupid, with multiple charakters, I cannot check always, which one can get new influence. So daily timer must reset at 12 hour. Also, Some of my chars doesnt get any influence at all. Timer cooldown is bugged, or I dont know.
    120 limit is stupid. Make it Diminishing, 60-30-15, then you get 10 at every encounter. With that small guilds with dedicated players can get enough Influence. Also 32000 for a task is too much.
    My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    It doesn't reset. My main character hasn't gotten influence from HEs since Wednesday. I did a group HE farm today on another toon, one that hasn't never done a SH HE yet (isn't lvl 70 quite yet either). Got 60-30-5 then none after that.

    This feel very broken to me, but there's no way to know. @strumslinger - think perhaps you could ask after what the intended behavior is around influence? What's going on here doesn't feel like something intended, but maybe it is (if it is, it's... quite frankly... completely cracked). I'd like to know for sure, either way.
  • horofoxhorofox Member Posts: 12 Arc User
    After 36+ hours away from the game got 5-0-0-0-0- influence from major HE's. It doesn't work as intended. Maybe I shouldn't have smashed ctrl+f too many times...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    I haven't had problems getting Influence on a character once they've cooled down, but managing the cooldown is obnoxious because it's invisible. If there *must* be a daily limit with a reset, make it the same global time as everything else. That's still somewhat annoying, but at least there's no guesswork, or wasted time discovering that you're not off cooldown yet.

    Reduced requirements would be swell. I refer people to my math above. This is brutal and unrewarding. Not making progress = not truly experiencing the module (unless the purpose of the module actually is to prevent players from making progress).

    Some other suggestions are to treat Influence more like Black Ice. Make it farmable. It's not like we're not putting in the effort if we go around and grind our heinies off on HEs. And/or, consider putting an influence reward on all the Stronghold Missions, adding a fixed amount to what a single character can earn in a day.

    I agree more with Kvet though. Why can't the guild hall just be upgraded with time gates? Why can't my little guild experience the story @commanderander wrote for us to enjoy? I want to know more about these intriguing NPCs, but I'm not allowed to because I have to spend at least 6 months grinding influence (I am *not* exaggerating) to get a rank 3 guild hall for that.

    Sure, fine, make us pay the resources for boons, make us earn them. But don't lock us out of everything. This is such a cool idea with so much potential, but if even the big guilds are feeling dispirited by the resource demands, think of how utterly crushed the small ones feel.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • mlcxsmlcxs Member, NW M9 Playtest Posts: 19 Arc User
    i just picked up my alt to check it and in 10 heroics done i get 60 influence and nothing else... every heroic should drop 0 is stupid... im from a small guild but the 20/30 are active and good players and we strugle has hell to get stuff needed and the way things are we cant do it in a reasonable amount of time... pls fix it
  • murgledergmurglederg Member Posts: 1 Arc User
    Fix this please because my guild leader is too angry and I fear he is close to a nervous breakdown. He spams all channels about bugs and stuff. It is becoming intollerable. Guildies are getting shouted at and it isn't a constructive work environment.
    He might just be a whiney, shouty person at all times but nonetheless fix this issue for the sake of humanity.
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