Influence capped at 400 a day is a struggle for guilds that want to advance while still keeping a small, close knit crew. The following is a list of ideas as to how to fix this issue. I am specifically avoiding listing opinions on them, as balance is their thing and they don't seem to take player input on balance to heart.
A.) Remove the cap. Every stronghold heroic gives some specific amount of influence (100?)
B.) Add leadership profession task that creates influence, as that's kind of what leadership is all about
C.) Allow donation of specific, already in game, items to the influence tab. Possibilities include leadership professions assets, marks of power/stability/etc, the purple drops from stronghold heroics, companions, or guild marks (guild marks would obviously not provide you guild marks for the donation, because duh)
D.) Add hefty vouchers to the zen market with a price tag that is acceptable (100 zen -> 1000 influence) this one could also hit the campaign currencies.
E.) Unbind influence. Influence could sell on ah, or be traded for.
F.) Add influence reward for other stronghold tasks, such as tending buildings, killing dragons, etc.
G.) Reduce influence costs to make it more manageable, like tyranny and such.
H.) Genies gift vendor in stronghold that gives a pack of stronghold currency, is filled with vouchers and influence.
I.) A few HE'S in stronghold that scale bared on number of players (using existing demonic heroic programming) and provide an amount of influence based on tiered reward. Ideally this influence would be counted separately than your daily 400 (assuming removal of the 400 cap doesn't go through)
J.) I'm out of ideas, your ideas come next.
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Anyone else have ideas?
J.) Coffer exchange. Runs like the zen exchange, only with donated items. Can offer specific number of points in one category for specific number of points in another. Capped out on sharanadar cause your guild loves running it? Trade some for influence. Trade some for tyranny. Some guild somewhere is having the opposite problem.
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Iyon the Dark
Being in an alliance will also give you a discount on donation requirements based on the alliance level and your guilds position within it.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Otherwise it will make no difference as the Allies wont be kicking in influence to your coffer as they will need it themselves, even the Stronghold chest sucks on levels of influence given (8000 max for a chest costing 3500 zen is inadequate given the target levels).
Also Dragon runs sometimes drop Lockboxes with 5 Purple INF vouchers in.
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
That really, really bothers me. If there were an alternative way of creating those structures (IE more PvE grind stuff) I would be ok with it. Or even give the option that creates those towers with PvE in mind only so they only take effect on the mobs that spawn in your stronghold while you are questing. That would require you to maintain them because they get damaged and or the AI's manning the tower could die and need to be replaced. That way you have to have an upkeep on them in order to keep progressing.
I think that is a fair alternative to being forced into PvP.
Guildhall 4 -> 5. No boons yet. No influence buildings yet. Around 207k influence required. 20 people in guild. That's only 10k each. Assuming they all spam it every day and never miss a beat, that's just over 25 days. For rank 5.
If you guys think it is fine the way it is, fine. Move on. This was supposed to be a thread regarding ideas in how to make it better.
For instance:
K.) Declare a largest guild variable, it caps at 150. Each time a new gamer tag is added to the guild, increase it if it is less than the number of people in the guild. If members are kicked, it does not decrease (prevents abuse) utilize this new variable alongside a calculation to determine how much is needed. Theoretical algorithm: InfReq * (LgstGuildNum/100). Using 200k influence from rank 4->5, we have 200,000*(20/100)=40,000. Guild size 150? 200,000*(150/100) = 300,000. Both scenarios boil down to a contribution of 2k per person.
Agreed! Similarly, they should add a PVP-only way to upgrade structures for those guilds that do only PVP and don't want to be forced to PVE. Something like a glory-to-voucher vendor would work well.
Iyon the Dark
It's suggested by how they are going from targets aimed at maximising membership to now increasing that relevance through alliances. It leans toward a conclusion that rather than allowing players to group up any way they desire, that they instead want to 'encourage' larger, more hierarchical formations.
I have no idea why, it doesn't appear to me to serve any purpose.
By the way, they never listen to xbox feedback, if you want even the slightest chance of them even seeing your post, you're much better posting on the PC side - at least they occasionally reply there. Maybe work it into the official feedback thread for alliances:
arcgames.com/en/forums/neverwinter/#/discussion/1216041/official-feedback-thread-guild-alliances
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox