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Influence Rate/ Issues

doublea2012doublea2012 Member Posts: 68 Arc User
ok so Influence seems to be still holding up a lot of folks on progressing their Strongholds, so a suggestion or 2 to help with this issue, since we are constantly Maxed out on Astral diamons in our coffer, make a shop for guild leaders only to be able to purchase Influence for the coffer with the Astral Diamonds that's currently stuff in the coffer so we can atleast progress the guild with what we already got, since it is Astral diamonds sitting there sure it would be nice to be able to use that for stuff we really really need, no joke, or increase the drop rate of influence to 1000 per day per character, please thank you.
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Comments

  • wildfiredewildfirede Member Posts: 886 Arc User
    wih leadership crates ad is the trash of the stronghold currencies. i fear such a shop would lead to their removal and you will have to spend real ad.... another hurdle.
    Please fix Zhentarim Warlock companion's skill "Arcane Warping" to the originally intended "Arcane Boost"
    zhentarim-warlock-companion

    Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
    plague-fire-weapon-enchant-r11-vs-r12
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  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator

    Something has too be done. Hundreds upon hundreds upon hundreds of thousands of Influence is just too much. Using other currencies in the coffer to exchange for Influence is a good start.

    I like this idea. +1.
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  • lantern22lantern22 Member, NW M9 Playtest Posts: 1,111 Arc User
    kreatyve said:

    Something has too be done. Hundreds upon hundreds upon hundreds of thousands of Influence is just too much. Using other currencies in the coffer to exchange for Influence is a good start.

    I like this idea. +1.
    +2
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    How about flattening the payout to 100 for each HE and keeping the max to 5 HEs and 500 Influence total.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User

    How about flattening the payout to 100 for each HE and keeping the max to 5 HEs and 500 Influence total.

    200 each for 1000 capped.

    We've done nothing but grind Influence for the last month. Guildies want to run other things too.
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  • kreatyvekreatyve Member, Neverwinter Moderator, NW M9 Playtest Posts: 10,545 Community Moderator
    So far, out I think 7 guilds that were in my alliance as of when I logged off this afternoon, 6 of them were needing a ton of influence for their current building. Several only needed influence, a couple others only needed influence and 1 other resource. It's a big problem.
    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!
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  • cloudius1978cloudius1978 Member Posts: 292 Arc User
    edited June 2016
    Agree that the drop rate of Influence is a bottleneck for many of the SH upgrades.

    Expanding on the OP's idea, perhaps they can introduce a NPC who trades currencies. The exchange rate can be normalized to give the same amount of Guild Marks (GM) upon donation. For example:

    1 Influence = 1 GM
    1 Feywild Spark = 2 GM

    So if we attempt to trade Feywild Spark for Influence, the exchange rate is 1:2 (1 Spark for 2 Influence).

    Given the severe bottleneck many guilds are facing, I think even if the developers halved the exchange rate (e.g. 1 Spark for 1 Influence), I think some guilds are still willing to do the trade.

    This also help ease the issue whereby some of the resources are capped and members aren't able to donate them to their guild coffer and the vouchers/resources end up taking up precious inventory space.

    My 2 cents ;)
  • bitt3rnightmar3bitt3rnightmar3 Member, NW M9 Playtest Posts: 788 Arc User
    kreatyve said:

    So far, out I think 7 guilds that were in my alliance as of when I logged off this afternoon, 6 of them were needing a ton of influence for their current building. Several only needed influence, a couple others only needed influence and 1 other resource. It's a big problem.

    I think the only one out of the 13 doesn't have influence as a target cost right now.

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  • melindaozmelindaoz Member, NW M9 Playtest Posts: 114 Arc User
    Yep. My guild is about to go to Guild Hall 10, which will drain all the influence we have gathered. We then need 312K for our boon buildings. That's a rather nasty bottleneck.
  • vjarlvjarl Member, NW M9 Playtest Posts: 93 Arc User
    I would not mind seeing some sort of trickle down effect.

    Perhaps something like, for every point of Influence donated to the Helm guild, each Sword gets .75 points of influence and each Gauntlet gets .5 pts.

    So donating 400 Influence to the Helm, sends 300 influence to each Sword and 200 influence to each gauntlet. Then everyone would be prompted to donate to the Helm's coffer. This would benefit everyone on the alliance.

    Say you have and alliance with 200 folks in the helm, 50 folks in each of the swords and 10 folks in each of the gauntlets. Donating individually, the helm gets 80K inf, each sword get 10K and each gauntlet gets 4K. Using my proposal, the helm gets
    176K (200 + 3*50 + 9*10 = 440 donators * 400 inf), each sword gets 132K and each gauntlet gets 88K. Assuming that everyone donates each day. When a guild is maxed on influence, they get no more until they spend some of it.

    Of course they could change the ratios to tweek what they want for each level, maybe .5 and .25 respectively or something.

    Just a proposal and it kind of fits with the lore as the Helm of the alliance is the one that has most power (supposedly) and thus most influence and as the Helm's influence increase then so does the influence of the subordinate guilds, just to a lesser degree.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    melindaoz said:

    Yep. My guild is about to go to Guild Hall 10, which will drain all the influence we have gathered. We then need 312K for our boon buildings. That's a rather nasty bottleneck.

    Same with us.. on the cusp of GH L10, and the next boon structure will be the Stables.. so there's another 63k(?) that we need to come up with. On top of the 536k we've just ground out for the GH.

    ~600,000 Influence / 400 per character per day = 1500 character days of Influence (it would take 1 person over 4 years to collect this)
    1500 character days of Influence / 100 players* = 15 days
    1500 character days of Influence / 50 players* = 30 days
    1500 character days of Influence / 15 players* = 100 days

    GK has just over 100 players in the guild (115, I think), but not everyone runs influence.. about half the folks in the Guild don't, for whatever reason. While I can appreciate things being time-gated, and that SH is a long-term sort of thing, ( and that's all find and dandy), but it's an absolute bottleneck. As are gems and surplus EQ... each of these things truly need to be worth more in the coffer than they currently are; double their current worth would be acceptable.

    I don't see the point to trading one currency for another, as I believe that would create another bottleneck of another sort. "Trickle down" or otherwise redistributing currency throughout the alliance is a good idea.. however, instead of feeding the Helm's coffer, guild should be able to feed their own for full share, then break down the distribution as mentioned (x1.0 for Helms, x0.75 for Swords, x0.50 for Gauntlets).

    But yes, please, let's look long and hard at this and make some positive changes.


    *players = this is assuming each player runs one character.

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    "...I grab my wiener and charge!" - ironzerg79
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    In other threads I have suggested an added weekly quest for 2000 Influence.

    For one, it nearly doubles possible influence earning -- which I think we need -- and for another, it lets the once-a-week players feel like they're contributing meaningfully to the guild..
  • diorieldioriel Member Posts: 59 Arc User
    How about adding those influence vouchers that dropped during the siege event to other places? Even if it's just to other special events like CTAs, it would help a ton. Or have them drop in the same dungeon as the stronghold daily, so you have even more incentive to run those dungeons.

    The siege event was awesome and basically helped my guild level up the guild hall an entire rank, I wish we had more opportunities like that.
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  • okeepheokeephe Member, NW M9 Playtest Posts: 75 Arc User
    Funny part is, as a solo guild, I find influence the easiest to grind!

    You get 1725 influence per character spending 10 minutes to solo 3 heroics.

    Surplus equip much harder to grind.

    The thing that pisses me off, is the guild mark cap. It's only purpose seems to be to punish the hardest working guild members
  • okeepheokeephe Member, NW M9 Playtest Posts: 75 Arc User
    Sorry I meant 1725 for my 5 characters. You get 345/characer to do 3 heroics, which are soloable
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    Or, get with your alliance, pull 15 ppl or so into a mass HE hoard and go for an hour with people switching toons in and out, people coming and going as they hit 400. My alliance has been rocking HEs hard - the Greycloaks along have banked around 200k influence in a matter of days. Work deals with alliance mates of you're struggling - maybe offer to fill their current influence need in exchange for them filling yours while their GH is upgrading...
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2016
    Oh, and the mark cap... If nothing else, buy guild gear and salvage it... He limit seem a little low - 100k would seem more appropriate, but that aside... You can easily find uses for the marks. The guild food is actually fairly useful too.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    kvet said:

    Or, get with your alliance, pull 15 ppl or so into a mass HE hoard and go for an hour with people switching toons in and out, people coming and going as they hit 400. My alliance has been rocking HEs hard - the Greycloaks along have banked around 200k influence in a matter of days. Work deals with alliance mates of you're struggling - maybe offer to fill their current influence need in exchange for them filling yours while their GH is upgrading...

    We call that the "HE Train".

    And it's been running pretty steadily for the last month.
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    "...I grab my wiener and charge!" - ironzerg79
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  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    It's 2M influence, btw, to go from R19 - R20 and get 4 boons r9 to r10.
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  • doublea2012doublea2012 Member Posts: 68 Arc User
    This game is not called Influence Farming With Alts. I have to agree with this statement 100%, I would like some changes please
  • jon#3112 jon Member Posts: 3 Arc User
    Yeah. Farming influence is not what i want to do all the time i have grinds on edemo,Tiamat,epics and all those damn boons... more or less i find my self getting influence so my guild can grow and toons stays on pfft stage. Something has to change and soon.. >:)
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited June 2016
    I only have 7 of my alts in my guild (the rest are low-level inventory/invoking mules anyhow) but I am perfectly fine with logging them in one after another fot a bit of Influence farming..every now and then.

    Not every day. Doing HEs with just my main is enough usually. 7x400 every day is just too much.
    Hoping for improvements...
  • zeromus3278zeromus3278 Member, NW M9 Playtest Posts: 16 Arc User
    edited June 2016
    Some ideas for influence gain:

    1. A randomly chosen epic dungeon each day would reward 800 influence.
    2. A randomly chosen epic skirmish each day would reward 800 influence.
    3. Dragonflight completion rewards 400 influence each day.
    4. High level stronghold encounters have a 3 percent chance to drop a 400 influence voucher after completion.
    5. Visits to the stronghold by member accounts, not characters, each day raise the influence: 10 member accounts increase it 1000 per day and each 10 after would raise it another 200 more
    6. Once per week each member (per account) of the guild receives a 400 influence voucher after donating any item to their coffer.
    7. Stronghold scavenger hunt quest, each day a stronghold npc mentions a random green or blue level 70 item that they need and will reward you 400 influence if you can turn it in to them. This item would be a random drop in a level 70 area or you could get lucky and find it cheap on the auction house or from someone else that may have it adding value to random green and blue drops that people may need.
    8. Stronghold npc would offer a quest at the current event to do something in reward for a 400 influence voucher each day (per account), similar to the winter festival where you would be required to find five randomly placed refugees to bring to your stronghold.
  • revan06100revan06100 Member, NW M9 Playtest Posts: 205 Arc User
    +1, the amount of influence to grind is insane, i've been doing it for the past "almost" year, and i'm sick of it...
  • bigredbrentbigredbrent Member, NW M9 Playtest Posts: 155 Arc User
    I have always thought that they should remove the influence cap and make higher level heroic encounters give more influence than the lower ones.

    Something like: make the small ones give 50 influence, the middle ones give 75 influence, and the big ones give 100 influence.

    Really any numbers without a cap would be better than the way it currently is.

    That way the large ones can be farmed on our mains.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User

    I have always thought that they should remove the influence cap and make higher level heroic encounters give more influence than the lower ones.

    Something like: make the small ones give 50 influence, the middle ones give 75 influence, and the big ones give 100 influence.

    Really any numbers without a cap would be better than the way it currently is.

    That way the large ones can be farmed on our mains.

    I totally disagree, this would destroy small guilds, and would slow down and reduce influence gained. Small guilds just don't have the man-power to group up and run HE trains, the majority of influence is earned by solo players farming small HEs. Your proposal would reduce influence earned for three HEs from 345 influence to 150. And earning 400 influence from 5 HEs to 8.

    I agree with removing or increasing the cap, and with having larger HEs offering more influence, but NOT at the cost of reducing the rate of influence in smaller HEs.
  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,152 Arc User
    Surplus gear: all the green stuff laying around that people HAMSTER at you for looting...
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    The bags that drop with Quartemaster's enchants can be donated as equipment. I can usually donate 2-3k equipment everyday by doing stuff with a single rank 7 quartermaster's enchant equipped.
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