Scaling Influence Costs

Scaling Influence Costs

in Suggestions

Posted by: riddleguy.9738

riddleguy.9738

I think you should make influence costs on things scale based on the size of the guild. I think this would help a lot in solving the small guilds issue people are having with guild missions.

That way no matter what the size of the guild, guilds have to work to unlock things but it wont feel like a grind either.

Scaling Influence Costs

in Suggestions

Posted by: Conncept.7638

Conncept.7638

There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.

Scaling Influence Costs

in Suggestions

Posted by: darkace.8925

darkace.8925

I actually like this idea.

There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.

What if the cost/person decreased slightly with every active member in the guild?

Scaling Influence Costs

in Suggestions

Posted by: Conncept.7638

Conncept.7638

I actually like this idea.

There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.

What if the cost/person decreased slightly with every active member in the guild?

That could work, but it could also make a ‘sweet-spot’, where a certain number of players would provide optimal gain. A more mathematically inclined person could figure out a scale that would fix that though, I am definitely not that person… :P

(edited by Conncept.7638)