About guild influence and box looting system

About guild influence and box looting system

in Suggestions

Posted by: Kanenas.4906

Kanenas.4906

I would like to suggest some changes to the game mechanics, for improving the loot system and making the influence system better for small guilds. The numbers I thought and suggest may not be the optimal, but they serve as an example for what I want to say.
1. Influence . Now the game, regarding dynamic events and dungeon completion, provides influence this way -you can find this info in wiki- :
• Events
a) 2 / person for solo.
b) 20 for a group of 2+ guild members. Multiple groups of 2 doing the same event does not cause more than 20 influence to be gained, so there is a maximum of 20 per event.
• Dungeon completion
a) 10 / person for individuals
b) 100 for completion by three or more guild members in the party.

Change number 1, for events: The “20 for a group of 2+ guild members” rule to be something like 1000 / (max number of active players during the last 24 hours)
This way for example, a guild that had 10 members simultaneously online one day, and these players did 25 events together (2+ guild members attending an event) will get 2500 influence for their guild.
A guild with 100 members will need 250 events for the same influence BUT will still benefit from the 2/person solo rule more than the small guild.

Change number 2, for dungeons: The “100 for completion by three or more guild members in the party” rule to be something like 4000 / (max number of active players during the last 24 hours).
This way, a guild that had 10 members simultaneously online one day and these players completed 10 dungeons together (three or more guild members in the party) will get 4000 influence. The 100 members guild will need 100 dungeons for this influence, but will benefit much more from the rule “10 / person for individuals”.
This way the small guild can get 65000 influence in 10 days, so they can unlock Art of War up to level 5 plus the Bounty Missions. They can then work their way for the other missions.

2. Loot system. I think these changes would eliminate the dragon hunting mania:
o 75% chance for a rare item (or better) / 1st dragon box / dragon / account / day. All other possible box loots from dragons have the old loot table we all loved
o 1 rare item (or better) 100% at final box / dungeon path / account / day. Maybe exclude the farming paths like CoF 1, until they fixed.
o 1 rare item (or better) 100% at daily box per fractal for difficulty level 2-8, 2 items for difficulty level 10-18, 3 items for difficulty level 20-28. etc

I would like to say again that the above numbers is what I thought it could work, and probably are not the optimal, butI believe you get my idea.

What do you think? As you understand I am a PvE player, feel free to add suggestions for PvP and WvW influence system, so the small guild could take more.
Thanks for reading and sorry for my bad English.

Nobody is bad by nature