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Influence

Campaigns Currency

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arthurwellsley #1 Posted 19 December 2015 - 09:30 PM

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Clearly the influence currency played quite a major role in the Black Gold campaign.

 

Clans will want to decide how much they play Stronghold Skirmish battles if they know for sure that influence again will be the currency for the next campaign.

 

Please could a representative from WG tell us now whether Influence will play a major role in the next campaign please?

 

Thanks



knightM #2 Posted 20 December 2015 - 10:54 AM

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Problem is that even if you are told today that influence will matter a lot. It won't really chance much.

 

Every "stronger" clan will start next event/campaign with 100-200kish influence. So instead of bids in 3k-7k range like today, you will have bids in 30-70k range.  You will still have "farmwars" instead of clanwars.

 

Most of all it will discourage smaller/new clans as these will have no chance to ever win a bid on something. => Less new players want to play cw and join clans. Since there are always some players that stop playing at some point this will kill CW in the long run unless corrected.



arthurwellsley #3 Posted 21 December 2015 - 12:15 AM

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View PostknightM, on 20 December 2015 - 09:54 AM, said:

Problem is that even if you are told today that influence will matter a lot. It won't really chance much.

 

Every "stronger" clan will start next event/campaign with 100-200kish influence. So instead of bids in 3k-7k range like today, you will have bids in 30-70k range.  You will still have "farmwars" instead of clanwars.

 

Most of all it will discourage smaller/new clans as these will have no chance to ever win a bid on something. => Less new players want to play cw and join clans. Since there are always some players that stop playing at some point this will kill CW in the long run unless corrected.

 

I agree with you about the danger of "influence" killing clan wars. But lets look at problems;

1. WG wants the random element whereby a new or weaker clan can challenge a province owner to an immediate battle without going through rounds, on the off chance of getting a win,

2. Influence promotes Skirmish,

3. WG as the owner of a type of MMO sort of likes farmers, so long as they buy premium time, or premium tanks,

4. How else or what other mechanism could be instated to give the weaker clans the direct challenge chance? Say allow each clan one challenge per campaign per 25 members, for a maximum of 4 per campaign, or something else?

5. Give more influence for fighting CW battles outside campaign?

6. Some other mechanism?



knightM #4 Posted 21 December 2015 - 12:51 AM

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Actually I don't agree with point 1, specially not in campaigns.

 

In campaigns the weaker clans are concerned about getting the tank. Which mostly means focusing on getting points for their members.

 

a) Battles on map give much more points than on landings. 

b) There were very few landings so they were crowded and impossible for weaker clans to get trough

 

=>   Weaker clans were actually forced to go for bids to even have a chance for some points.

 

So if you a chance to get on map "normally" you don't really need this mechanism at all.

 

To fix

a) make all provinces a landing on the first day of each stage like it was in previous 2 campaigns

b) keep the number of provinces/landings at a reasonable level. It's actually no problem to "concentrate" stronger clans by for example smaller number of enclaves in second stage during this campaign. But if total number of provinces/landings is the same there is still plenty of room for others.

 

 

 

 


Edited by knightM, 21 December 2015 - 12:51 AM.


arthurwellsley #5 Posted 21 December 2015 - 10:13 PM

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What about the possibility of a cap on the amount of influence a clan can store and use during a campaign?

 

If every clan had a limit, the decision as to when to use it might become more strategic.

 

Putting a cap on it could almost be used as a handicapping system as well. So that if the hard cap maximum influence was X, clans placed in the top 50 of the previous campaign were capped at X - 10% or some such mechanism. Obviously the numbers could be looked at in more detail, but internally WG must have figures for how much influence was used by clans, how much they had before the campaign started and how much they accrued during the campaign.

 

I also wonder if there was a reduction in the amount of influence clans were earning in SH games as the campaign ended as players began to be burnt out by the length of Black Gold (with very little breaks cf Floris idea of 5 days on, and two days off), and the need to constantly gather influence as well as fight in CW battles?







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