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Interesting .... Does this mean the Tower Wars will be ending in the next couple of weeks?
No, it means that the War of the Towers will be leaving the game in the next few months. There is a blog that will hopefully go live soon that outlines the roadmap for the implementation of holdings and outposts, including the removal of the towers and the need for warring over them.
-Lisa

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Training and Support is still tied to the towers I assume, until we can actually layout our settlements and upgrade facilities directly it will stick around. However, I assume this is probably beginning of us needing to collect bulk resources and what not in preparation for that day.
The blog will outline all these things once it goes live.
-Lisa

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I am wondering how the Crafter Achievements will add up to the total?
My dedicated crafters have about 43 crafting achievement points now. Would that be 14,19 influcence then?
I hope someone will put that equation for calculating influence of counter-achievements in a calculator. :) Would like to see how the killing of so many mobs will taper off in influence gain.

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@devs:
I posted a question in the GW forum:
Is influence a 'currency' that you earn and spend, or is it a 'limit' for how much you can hold?
EDIT: nevermind. The GW blog discussion thread seems pretty clear that influence is allocated and not spent.
@Tyncale: my understanding is that each level of crafting achievements is a one-off achievement for 0.33 points.
-sample specialist crafter with 2x T1+3 and 2x T2+2 achievements = 4.67 influe and 44 crafting achievement points
-sample generalist crafter with 10x T1+0 achievements = 3.33 influence and 10 crafting achievement points.
Re. the calculator my first understanding was that the value is -per action-, ie per mob killed (and counts for both mob achievement and weapon achievement). However this gives 0.33+0.33 achievement *per kill* for the first 10 of each type, which sonds like a lot.
Max level 10 gives factor of 10^1.5 =32, meaning the most hardcore goblin killers get influence at 1/32 the rate of the noobs. Which is still not bad IMO.
Based on my current understanding, doing low-level escalations is by far the fastest way to ramp up influence.

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They also said that the Crafting stuff is a Counter.You earn Influence for every item you Craft or Refine.
That's very good news and makes lots of sense.
Instead of just supplying yarn for everyone elses mittens+3, I will actually generate influence by contributing to the economy.There are lots of little creases, but Torks comments a la "sure the system can be gamed, but that's not a problem" apply.

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Drake Brimstone wrote:They said Crafting is NOT a one-off, so it get significantly less as there isn't a counter.They also said that the Crafting stuff is a Counter.
You earn Influence for every item you Craft or Refine.
Then it is an Invisible counter, because I don't see one. No matter how many Captain's Chainmail +2 I make it never gets me to the achievement T2 Common +2 Level 2
And because there is no Counter, there is no way to back trace the Influence I should have gotten for whatever I've already produced if it is a Influence per Craft.
Additionally, this also means the most efficient method of getting Influence for your Company as a crafter is to go craft a L0 Common recipe in a different craft that is cheap to make, because you will never advance past Level 1 Achievement no matter how many you make, so every craft is at "Max" Influence.

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Additionally, this also means the most efficient method of getting Influence for your Company as a crafter is to...
I think a lot of people are stuck in a mindset where they think they will need to generate Influence. I don't think they will.
Aside from a few system-gaming scenarios that I frankly hope never come up, the only time anyone will need to generate Influence is when they join a new Company. I'm not talking about moving from their "old" Company to their "new" Company. I'm talking about joining a Company that didn't exist.
The vast majority of all the Influence you ever gain will disappear into the aether with no benefit to you or your Company. There's nothing wrong with that.
Influence is a way to constrain Player behavior by limiting what a new Company (that didn't exist yesterday) can do in-game with respect to subjecting others to potentially unwanted PvP. I think they're basing it off Achievements, rather than off Trained XP, as a way to ensure that new Company has active Players in it.

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When a character is deleted, what happens to the influence, if that character still shows up on the roster?
This is where you may find your influence grinding, especially with the lower tier weapon achievements, the kill achievements,even player killer achievements, etc..anything fast, and easy.
I know there is probably very little GW can do to stop this, so I expect that it will be widely used.

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@Bluddwolf, if a character is created and joins a company, her subsequent activity will earn influence for the company. If the character then departs the company, through leaving or being deleted, the company doesn't lose the influence. (The influence ceiling will dip when the character is removed from the roster)
It still takes time and player activity to grind up influence this way, and characters can only be deleted and restarted once a day. I'm guessing GW recognizes this as one possible use of 1000xp alts, which we'll haveget to weigh against other uses for 1000xp alts.

G&S Thannon Forsworn |

I suppose the only criticism I have left at this point is that if you need to split your company in two, despite having all the resources and manpower necessary to split into a second group, you may have to wait months to build up the influence you need to start expanding out or doing anything. That could be a lot of time spent essentially being in timeout. Guess we'll find out how long that wait will be once we can gauge influence rates.