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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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.
Neverwinter Census 2017
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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.
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.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
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
Guild--And the Imaginary Friends
Guild--And the Imaginary Friends
I appreciate all your hard work but please don't ruin this mod, it can be really great!
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)
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.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
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.
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.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
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.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
He might just be a whiney, shouty person at all times but nonetheless fix this issue for the sake of humanity.