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All posts created by Bob

Bob
Rynnik
That is very true and a good point, but those 1-2 second crafting projects are also gated by the materials required to produce them. The gathering gains its own influence but that influence is NOT necessarily earned by the crafter or the company the crafter belongs to.
Well stated, and those kinds of considerations are exactly why balancing things is so difficult. Our goal is really just to get things within a reasonable range then leave it to players to decide how much they want to adjust their behavior in pursuit of influence, coin, glory, or other goals. We certainly still have some work to do on that front, but the current system does pretty well given its simplicity.
Bob
Tuoweit
As for the dedicated reseller, they don't really need the influence in the first place - you can marketeer all you want without spending a single point of experience, so no settlement support is required.
Fair point, though much of the goal of both achievements and their influence gain is to get players (and the groups their in) to participate in other parts of the game than just PvP. Selling at auction houses is something we definitely want people to do, so a properly balanced version of this could work.
Bob
NightmareSr
[Aren't the Crafting achievements a one-time influence gain? I thought so since the achievements only get listed once for each type of item and + level.
I figured that was why crafting doesn't reward much influence at all.
Though you only earn each crafting achievement once and they don't have a counter, they're set to always earn influence. They earn just as much influence as any other achievement set that way, but kills get to double up on both weapon type and mob type achievements, and even triple up if the mob is the target for an escalation event.
Bob
Starchild
1. Some process to allow holdings and outposts to be transferred from less active to more active companies without needing to tear tyhem down and put them back up again.
Would take a bit of work to implement in-game, but I could make this happen on a limited basis using GM commands. Would just need to come up with some rules to make it balanced, and to keep it from being requested very often.

Starchild
2. A way of transferring influence between companies.
Same deal, would take a bit of work to implement in-game, but I could do this on a limited basis using GM commands, with appropriate rules.

Starchild
Maybe implement this by allowing a company to disband and pass their influence and holdings to a successor company? This would allow us to line up active characters with the holdings and outposts that they need to support without a vast exercise to tear stuff down (with the risk each time of someone "stealing" the spot)
If a company could disband and pass everything to a successor company, there's not a huge difference between that and just transferring leadership to different characters and changing the company name. I do have a GM command to change names, and have helped in the past with leadership transfers where the current leaders preferred not to log in. With the right rules, I could handle more such transfers.
Bob
Rynnik
Starchild
3. Allow crafting and gathering to generate a reasonable amount of influence so that crafting-focussed companies/settlements can compete.
As an example company, if Maker's General Store out of Carpe Nocte can't keep up with any influence decay by doing just crafting activities and running the store then I'd suggest the numbers need tweaking to allow it. I have no idea if that would be in amount of overall influence drained or as a balance between current influence earned by crafting versus adventuring activities, but either way please keep that in mind.

Agreed, we'd want fairly active crafters to be able to hold a fair amount of territory. The current system does allow crafters to generate quite a bit of influence if they focus on quick crafting projects, but may be biased a bit more toward killing. Then again, an advanced crafter has quite a few options for 1-2 second crafting projects, where even advanced adventurers probably have trouble killing mobs at a consistent 4-second-per-kill rate to balance that out. Also, crafters earn influence for projects completed while off-line or doing other activities, which can be a huge advantage compared to adventurers who have to be actively playing to earn influence.
Bob
NightmareSr
Influence gains are based on achievements I believe. That is fine in theory but the fact that a new player gains numerous achievements quickly is not at all balanced for running a settlement, since older characters need to be a lot more active to gain the same influence.
I honestly think the whole influence system needs to be reworked cause it is just not at all balanced and is a very inaccurate measurement of character activity.
I have a couple characters who have Expert 10 in their main weapon as well as Bandit slayer 10 (and wolf 10). They also have Midden Digger 10. So if I run gushers in normal hexes full of Bandits for something like wool or other stuff from scavenger nodes because settlement buildings need a ton of T1 mats, then I gain a tiny amount of influence compared to a new character grabbing a club and bashing 25 goblins near thornkeep.
It just isn't working at all, IMO.
Influence is entirely based on achievements, but not just on getting them. Location achievements and the like only give influence once, so those certainly favor new characters over advanced characters who've already earned them.

Most other achievements contribute influence each time you do the action that triggers the achievement, regardless of wither that particular action grants you the next achievement rank. That number is then reduced based on your current rank, so advanced characters do indeed earn less than new characters, on the order of earning 1/3 as much influence if you're already rank 10 as you would if still at rank 1.

That bias toward new characters was intentional, and was meant to help convince companies to take in new players to get their sweet, sweet influence. We also generally figured that more advanced players would trigger influence generation more often. For example, while a new character gets a lot more influence for each goblin kill with a club, my advanced fighter can kill 10-15 goblins in one blow, ultimately generating more influence per second than a new character. Of course, my high-level fighter is probably better off spending that time tackling tougher mobs, but the option always exists to solo an easier escalation (or party up against a mid-level escalation) once in a while whenever you're more concerned with influence than loot.

All that said, we fully recognize that the current implementation of influence is pretty simple, and doesn't take into account things like the difficulty level of the mob killed, or the amount of time a crafting project required, or any of that kind of thing. This is definitely one of those "here's a simple implementation and we'll improve it as we go" features.
Bob
Azure_Zero
Could you add influence gainers to the very un-fun Chores that settlement leaders have to spend a lot of time on, like moving bulk around, and watching the PVP window?
Maybe? I think the restrictions that would need to be put around them would be more complicated to implement, but I could imagine things like an achievement that got incremented each time a mule carried a full load more than a certain distance. Unless a brilliant flash of insight strikes, I suspect the options for doing that kind of influence generation would involve enough work that we'd be better off spending the time trying to make those activities less chore-like (while still respecting the whole "local economy" thing).
Bob
Edam
Other things that could be considered to diversify what counts as active:
- small amount of influence for successful gusher completion
- influence from training crafting or refining feats - this would need to be tiny of course
I think both of those could be done with new achievements and some code to support them. Not sure exactly how much work would be involved, but at least each one is basically its own isolated task.

Edam
One other comment. Consider making the influence degradation partially dependant on distance from your home settlement. Make the degradation in some remote hex on the opposite side of the map much more expensive than a hex in your core 6.
I like that this option for incorporating hex distance is more scalable than using it as part of a minimum hex requirement, since we can raise or lower the additional cost in tiny increments. In either case, how feasible it is depends on whether that chunk of code has easy access to the functions/data that would be used to calculate the distance. It's definitely additional work, but we can look into it if it starts to feel like a pretty essential part of any initial implementation.
Bob
Rynnik
Is there influence associated with posting and buying from the Auction House? That is a whole category of daily player activity worthy of being registered, imo. The merchant role is real!
There is not. With a new achievement and a bit of code to support it, there could be, though we'd need to make sure that sales too cheap to trigger at least the minimum sales fee don't count. Need to make sure there's some kind of guaranteed cost to prevent self-purchases purely for influence gain.
Bob
Flari-Merchant
If you were to implement something along the lines that you are proposing, would abandoned and/or unaffordable Holdings REALLY be removed from the map, freeing up these hexes?
Yup after they were shut down for 7-8 days, they'd be completely removed, though again currently everything in the vaults would still be protected and anything someone lost access to could be regained by taking over the hex. Since hexes have long been vulnerable to easy takeovers if the owners aren't active enough to notice and put up a minimal defense, we've got no problem tearing them down as long as the bar for preventing it is similarly easy to get over.