test content
What is the Arc Client?
Install Arc

Influence

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.

Comments

  • cesar#6784 cesar Member Posts: 325 Arc User
    You're wasting your time. Cryptic's not gonna listen; they already reduced the stronholds grind.
  • unitedweevil679#9682 unitedweevil679 Member Posts: 129 Arc User
    Thanks for that.

    Anyone else have ideas?
  • acathlasjmacathlasjm Member Posts: 56 Arc User
    http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12830113
    Lastly, although it's not part of guild alliances per se -- I hear what everyone is saying about Influence. I have been wanting to get those costs down, but I haven't managed to convince people (it's the key limiting factor in guild advancement, the only one with a real time gate on it, so people are nervous about lowering it). I will keep pushing for it!
  • unitedweevil679#9682 unitedweevil679 Member Posts: 129 Arc User
    Thank you, it's good to know a dev is on our side. Upon discussing with guildies, came up with another alternative.

    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.
  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    The reason behind the influence limits, at least in the beginning, was to try to time gate how quickly guilds were able to level up. They have since eased up on things, making influence vouchers easier to come by via Dragonflight, the new Siege of Neverwinter event (not yet on Xbox), the Protector's Jubilee event will have a temporary daily vendor you can build that creates influence, and also with Guild Alliances, you will be able to donate to other guilds in your alliances coffers. You just have to be patient until the changes can make their way to Xbox.
    My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox
    Any of my comments not posted in orange are based on my own personal opinion and not official.
    Any messages written in orange are official moderation messages. Signature images are now fixed!
    kuI2v8l.png
  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    Another idea: influence from winning a pvp match (gg, domination, or siege). With some daily limit. Perhaps treat pvp wins as sh heroic encounters, just another way to earn the same influence.
    Pvpbysynergy.png
    Iyon the Dark
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    No, they'll keep it limited to increase the relevance of Alliances. If other guilds in your alliance can donate influence to yours then it increases the desire to join one - especially with a GH 20 where the members no longer have such targets.

    Being in an alliance will also give you a discount on donation requirements based on the alliance level and your guilds position within it.
    Please Do Not Feed The Trolls

    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
  • mahburgmahburg Member Posts: 598 Arc User
    The alliances will be no help unless they change the daily cap mechanic, for instance daily cap per Stronghold rather than personal. Ie 400 for yours 400 for the Allies.
    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).
  • wdj40wdj40 Member Posts: 1,958 Arc User
    You guys know you can get more than 400 INF a day? There are other quests as you level up your Guild to get daily INF if needs be.

    Also Dragon runs sometimes drop Lockboxes with 5 Purple INF vouchers in.
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • vaultingfrog#2497 vaultingfrog Member Posts: 185 Arc User
    The biggest thing that I want to see changed is the requirement for PvP structures to be built in order to level your stronghold. The people I play with hate doing the PvP in this game and in order for our guild to advance we have to so we can make enough buildings to upgrade our stronghold further.

    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.
  • lithevalkerianlithevalkerian Member Posts: 97 Arc User
    Almost all of the main buildings (IE: stables, barracks, ect) give a quest each day that gives influence. This ranged from 20 to 100 depending on the level of the building itself. You can easily get more than 400 per day. Or, if you have several characters, even low level, that you run as a group, you can keep getting 400 influence on your alts each day by just doing the 5 HE's
  • unitedweevil679#9682 unitedweevil679 Member Posts: 129 Arc User
    So higher level guilds with more buildings, boons, and players can earn more influence? Oh wow! Thanks so much for that.

    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.
  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    @vaultingfrog#2497

    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.
    Pvpbysynergy.png
    Iyon the Dark
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    I have no problem with those suggestions, my post referred to what I believe are the priorities of the game developers.

    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
    Please Do Not Feed The Trolls

    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
Sign In or Register to comment.