What about a 500k tax revenue cap and anything after that, it splits evenly to those who participate in the war regardless of win or lose?
You can say being selected for a war is haphazard but that’s explained in the next paragraph. Your small company put in 35% of the influence and you got the declare? Now you and your company will make hella money off waging war, regardless of loss.
Automatically put 30k or 40% of it into treasury and split the rest into individual members to eliminate greedy scum governors taking it all in. Your crafter that doesn’t participate in wars but he gears the whole company? Money. The PvE player who makes and runs expeditions for expertise bumps that PvP players want in on? Money.
Have the money passed cap accumulate. Say 2mil was acquired. 1.5mil is put into the pool, nobody wages war, nobody reaps the benefits and next week the gold sink deletes the money and inflation is cured. 750k to opposing company, 750k to owning company if they do wage war.
People on my server don’t even try to wage war on the dominant faction because they are so geared out it’s not even a competition. They took the strongest purple army which has half the servers population in 10 minutes.
It would require a minimum amount of members or people would make 5/10man plunder group And abuse the mechanic.
This was a comment I made on a post, figured I’d make a topic.
This would incentivise PvP. Those rich territories would constantly be in war and everybody would push them constantly due to the reward being massive. The 1% are at war more and make less but still profit a lot. If one super active company wants money they will constantly push influence everywhere. Rewarding active players, even if it’s an hour or two of pushing for not as dedicated players.
Oh no I think you should take all the taxes from every territory put it in one pile then devide it by the number of territories, that way cutless is as important as everfall. Everyone has to fight for everything then add in the war fatigue and you have a winning solution.
I prefer more immediate action that encourages more PvP all the time, not just aiming for a War.
Because right now, some servers can’t even declare a legit War – Settlement owners are using exploits to basically declare War with their own alts.
Suppose if you destabilize a territory to less than 100%, during that income tic they get less than 100% income.
Then if you want to siege them and drain their resources, you perpetually keep them at a low influence – by doing lots of PvP missions, even beyond what is needed to declare War.
So if you are a small Company that can’t really win a War, you can still do something – and force the Settlement to also come out of turtling to do PvP missions too.
And because minority factions push Influence faster, shell-company Settlement owners that don’t actually have a lot of real members but actually a bunch of alts will have to work really hard on actual PvP missions to keep Influence up and maintain their income.
And those shell company Settlements playing the system by having alts push influence on their territories and declaring War on themselves would lose major income in doing that exploit.
Yeah… Every single one of my friends quit and my company activity cut in half.
Servers population cut in half in the last two weeks.
It started as usual… The dominant faction pushed every single main territory, due to that, greens switched to purple with no hope for a green comeback, now green is almost dead, maybe a fourth of the entire server and yellow still dominates even the purples. Soon they will have the whole map and my server will be dead. After they took 3 of our territories in one weekend all the greens quit or switched. I hop on now and there’s nothing to do. Push a territory? Why? So we can lose the war?
It’s frustrating…
If they opened up brand new servers with a modified mechanic for the imbalance of wealth and power and gave tokens out or merged servers that had dominant yellow, dominant green, dominant purp it may help, but even then… Stack the power houses against power houses.
The core of PvP – the absolutely necessary ingredient for it to have any chance at being fun – is the feeling that you the player can contribute.
That’s why the best games put you in proper leagues where you have a 50/50 chance of winning.
But when nothing you do makes a difference for various reasons, it all breaks down. This is obvious when you go into an OPR and your side is full of AFK bots, for example. That’s what hurt the game mode so badly at the start.
Now it’s lag cheats and people exploiting the movement bugs – you can do your best but you have basically no chance against cheaters. So why even bother?
That’s why I suggested the system of influence reducing income. Even if you are a single player or small guild, you can feel like you are making a difference – because you actually are.
But on a small scale, you reduce the income of said territory by… Let’s say you grinded hard with 30 people and got 60% influence. So for that brief moment they make 60% less. At 3mil a week that’s 400k a day, 15k an hour or so. If you can keep that there for an hour you take 15k of their 3mil. It’s not enough.
If you could have influence resets it could work. Cap of 500k, cycle the influence, every day of influence is worth 1\7th of the excess gold passed the cap. You complete the 100% each day you steal your 33% of the excess. Split the gold automatically between all faction members. Yellow keeps what influence they don’t allow.
Sure there’s a possibility for stealing some of it, but that opens up the possibility of zero-loss if they use alts to push influence around to War with themselves and lock up the War schedule, which is the current exploit.
There must be loss somewhere.
And minority factions push influence much faster, and it also forces the settlement owner to at least start playing the game by coming out to push it back.
The exact amount lost could be tweaked to make it actually punitive.
Suppose influence is pushed to 60%. What if they then only got 0.6 x 0.6 income, i.e. 36%? They have to scramble to get influence back up before the income tic.
Make the income tic every hour or half hour even.
No, I agree. But that’s why if they make shell company’s and push themselves, the gold being split evenly between all faction members they ensure there loss.
If there’s 300 greens and 100 of them are shells/alts then they still only get 11% of it.
Also, you’re right, make it non-war related. Put it strictly on day cycles and week cycles.
If each faction got 100% every day, the gold would split evenly between factions 3 ways. So after the cap it’s all 3 way split.
Maybe even make it based on territories.
If yellow owns 7 territories green has 1 and purple has 3, then base it on those percentages. The percentage of territory you don’t have equals the amount you get.
So if the windsward faction wants more money, they take less territories. If they want to own the map? They get 0% passed the cap no matter what.
Players that participated in the missions are the only ones able to get the plunder.
So every hour of income? So dead times would be less rewarding and high times would be greatest income? Essentially make each faction 50% and the remaining influence owning territory gets?
That’d be nice…
What about when it’s in conflict? You keep it 100% for 3 hours? Then reset?
ESO’s Cyrodiil campaigns are scored by taking a snapshot of who owns what at short intervals. This means all effort has an effect. You don’t do lots of work and only have it overtuned in the last little bit for net zero result. Because that would just make people wait to take action at the end of the scoring period.
But of course there is “nightcapping”. In the PC-NA server where you can expect most people are playing from NA, there’s a natural North American late night period where fewer people are on. Either the score per unit time doesn’t change much, or people log on to nightcap and sweep the board.
That also can’t be avoided and you can’t assume where people are playing from. What if you are playing from EU (and lots of people do play from EU on PC-NA) or just on a different schedule? You can’t just make their efforts mean a lot less just because they are playing at a different time.
So we can’t really account for dead times etcetera. So in good weeks, Companies need to build up their treasury to survive lean times, not just withdraw.
But if the rest of the server decides to siege a particular settlement and keep it high-unrest 24/7, then they are going to lose coin – but that is sort of reasonable.
So maybe don’t be a dick ruler and jack up your taxes too high all the time because they can take that away from you.
And there’s still an out for the Settlement owner – same-faction people or anyone really – can trade them coin to keep them afloat if they wanted.
How about this:
When it has been pushed enough to declare War, then have a “War declaration available” window of maybe 1 hour. But the meter continues to move back and forth. If by the end of that time window no one declares war, then as soon as Influence up enough (say 25%+ influence for the settlement owner faction), the opportunity to declare War is closed.
At most this issue happens once per two days though.
And you wanted to make an exception for War, you should NOT in fact keep any income since your settlement is in trouble. Could be 100% loss for a while to represent getting your war chest ready.
Maybe even have settlement treasuries actually pay what’s paid out in a War. Otherwise people are just Warring for loot every 2 days. And I bet they do. War maybe profitable for participants getting a paycheque to show up but it’s expensive for nations.
But realistically this just tries to fix only ONE issue with Settlements. There are way too many other issues.
It’s best to just completely remove all player influence over Settlements.
Solves a lot of issues and closes a lot of exploits right away.