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Dev Blog: The Arrival of Influence

Tork Shaw
Theeternalbalance
So lets say I am a veteran, been playing since month 1 of EE and I join a company prior to April 1. Then, on lets say April 25th something happens whereby this company is no longer the correct company for me. Maybe we don't all get along, maybe the company leader turned into a real asshat, maybe some real annoying people joined, maybe we can't all get on and play at the same times, maybe my personality starts really grating on people - whatever it is. Now lets say this is a rather large company of 30+ members. So what happens now? I am stuck in this company because they already *ate* all of my influence and I can't take any with me? What happens if they simply boot me? Where do I go? Do I need to beg some other company to take me and get a, "Sorry, we don't need any more gem cutters" answer?

This mechanic seems like it places way too much power and leverage into the hands of the company and settlement leaders.

I disagree, however, we shall see. It is something I am very aware of but I am pretty comfortable with the decision I've made. The example you give above could happen even WITHOUT the influence system.
Tork Shaw
Tyncale
@ Guurzak

I am not OK with it. An Armorsmith is an Armorsmith and not a Goblingrinder. This is supposed to be a MMO where at last we have Roles that are NOT Combat roles. This was a big selling point. We get Carpenters and Masons, for crying out loud.

Do these all have to go out and grind goblins, in order to be able to contribute to such an important system as Influence?

Crafting *is* part of the PvP systems. Also, the easiest way to gain influence currently is through PvE: grinding goblins.

Sorry, this is a potential gamebreaker for me.

My solution, create a formula where every crafting job gets weighed as to how much influence it yields. I am totally in favor of the Influence being tied to making stuff: just don't put it on the same level as killing a single goblin.

You will probably earn less influence per hour crafting than you will killing, this is true. I'm not sure what your concern is though..? Is it that you dont get as good a deal on your actions as a PvE or PvP player does? You are getting less per click, as it were? Please expand.
Gog
Tork Shaw
Nihimon
Are there any restrictions on the Companies that manage Settlements? For example, can they have other Holdings as well?

When a company gains a settlement a new organisation is formed. The original company does not own that settlement - they continue to operate as a company in their own right, so they can capture whatever they like!

Note that even if this is the intended design, it is not the case today. Right now each settlement has an owning company which operates as a normal company but also has rights to manage the settlement.
^This is Dak (Charlie George). RIP <Guurzak>
Tyncale
Tork Shaw
Tyncale
@ Guurzak

I am not OK with it. An Armorsmith is an Armorsmith and not a Goblingrinder. This is supposed to be a MMO where at last we have Roles that are NOT Combat roles. This was a big selling point. We get Carpenters and Masons, for crying out loud.

Do these all have to go out and grind goblins, in order to be able to contribute to such an important system as Influence?

Crafting *is* part of the PvP systems. Also, the easiest way to gain influence currently is through PvE: grinding goblins.

Sorry, this is a potential gamebreaker for me.

My solution, create a formula where every crafting job gets weighed as to how much influence it yields. I am totally in favor of the Influence being tied to making stuff: just don't put it on the same level as killing a single goblin.

You will probably earn less influence per hour crafting than you will killing, this is true. I'm not sure what your concern is though..? Is it that you dont get as good a deal on your actions as a PvE or PvP player does? You are getting less per click, as it were? Please expand.

That's exactly it: definately not as good a deal as go kill goblins. Surely crafting a Captains chainmail +1, that includes a load of resources that have to be bought/traded, then 40 hours in a queue, should not yield the same influence as killing a gobling in 2 seconds with a single arrow? That's not "probably less", that's about 5.000 times less. Because that's about the amount of goblins I could kill in 40 hours.

This is assuming that creating an item as a crafter is counted as a "Counter-achievement" and thus yields 0.033 Influence.

Even the cheapest, fastest refining job requires a much bigger investment then killing a single mob.

I think my armorsmith can earn about 3 influence per year this way. If you require these Roles to go out and kill stuff like the rest, then IMO you guys are doing something wrong. I do not see why you wouldn't link Influence for crafters to their crafting achievements: this is their staple achievement, the making of that +3 Uncommon Armor. Or create a formula where a crafter that is cranking out goods at a solid pace, earns solid Influence.

This is the first time that I get the feeling that crafters are considered secondary citizens. Booooh! smile

Reminder: a dedicated crafter will need (and pay for ) the same amount of XP as an Adventurer.
Regalo Harnoncourt, Leader of the River Kingdoms Trading Company, High Council of Callambea.
This is the character that I am playing almost 100% of the time. (Tyncale is my Sage/Mage)
Caldeathe Baequiannia
If you're going to avoid relegating crafters to a serf class, their time has to be as valuable to their company as the goblin farmer's is. We are dedicating XP to a necessary skill, that is gated by time in a way that no other role is gated. There is nothing telling the adventurer that they can't kill another goblin for 27 hours because their queue is full.
To reach me, email d20rpg@gmail.com
Tyncale
Caldeathe Baequiannia
If you're going to avoid relegating crafters to a serf class, their time has to be as valuable to their company as the goblin farmer's is. We are dedicating XP to a necessary skill, that is gated by time in a way that no other role is gated. There is nothing telling the adventurer that they can't kill another goblin for 27 hours because their queue is full.

Exactly. I would also hope that people get rid of the idea that having a Crafter is equal to "pushing a button and then 10 hours of nothing".

That is so not true. Time to stop idolizing the activity of a player who grinds an escalation for 4 hours, or the PvP-er who roams the countryside looking for a victim. When I am on my crafter, I am actually more chatty and social then when I am grinding an escalation with my fighter Main: so who's "playing" more?
Regalo Harnoncourt, Leader of the River Kingdoms Trading Company, High Council of Callambea.
This is the character that I am playing almost 100% of the time. (Tyncale is my Sage/Mage)
Gog
Once again people are somehow leaping to the conclusion that the only value a character contributes to his company is influence. For one thing, if I'm leading a crafting company I may have very little use for influence anyway, and for another, if you can make good gear and make us laugh in TeamSpeak you can be a negative influence contributor as far as I'm concerned.
^This is Dak (Charlie George). RIP <Guurzak>
Tork Shaw
Guurzak
Tork Shaw
Nihimon
Are there any restrictions on the Companies that manage Settlements? For example, can they have other Holdings as well?

When a company gains a settlement a new organisation is formed. The original company does not own that settlement - they continue to operate as a company in their own right, so they can capture whatever they like!

Note that even if this is the intended design, it is not the case today. Right now each settlement has an owning company which operates as a normal company but also has rights to manage the settlement.

Truth. This was a short-term WoTT solution.
Lee Hammock
Tyncale
@Lee
Then how is a pure, dedicated crafter expected to rack up some Influence? Do I get 0.033 influence for that Captains Chainmail +1 that took 40 hours to make?

Surely you do not put killing a single goblin at the same level as crafting or refining even the simplest of goods? I sure hope there's some formula there.

Also, did you guys track what my crafters have been making?

Their crafting achievements are the only thing they have showing for them (and the 200.000 XP that were spent on them).

a) We tried to make Captain's Chain +1 take less than 40 hours and people complained.

b) It's your choice to do nothing else during that crafting time to earn Influence.

c) Having another crafter in your company never hurts you even if they choose to only get Influence through crafting; they raise your maximum Influence.

d) Having a company of just crafters is probably never going to be a large scale territory concern if they don't have fighters to defend their territory (and thus earn Influence in their fighting).

Influence through crafting is Influence without risk that is in many ways the most abuseable way to earn Influence. The guy out killing goblins risks getting killed by goblins or getting PvPed, while the crafter doesn't even have to log in (granted the people who gathered the resources, got the recipe, etc, they faced threat but they got Influence for all the actions they carried out in doing so). Influence is designed to reward active game play, so the crafter who does some gathering, helps his settlement out with escalations, etc, will be raking in the Influence.


Rynnik
Yah, not sure why there is all the heat and light on this in isolation. Influence isn't the be all and end all of companies.

Is my goblin farming adventurer going to contribute to the bulk goods side of the game and building/maintaining the settlement?

It is the 'currency of pvp'. Nothing more. Stop trying to blow this out of proportion and lets see where it shakes out once a complete picture of how these various systems interact when they are all in place.
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