Let's look at the top 20 influential players table:
- Code: Select all
# Character Name Guild Total Influence
1 Phill (#2675) TheSS 14,502,108
2 Zuzik (#2788) TheSS 11,336,400
3 Zipkeg (#11) 9,252,275
4 BackStabb3R (#63) 8,408,707
5 asdasdaa (#4600) SYN 8,112,765
6 Captain Dungeness (#3397) CTC 5,750,793
7 IBeScarface (#4436) 5,639,034
8 lordsiva1 (#5006) 4,815,648
9 Spiderpogi (#3770) 4,071,807
10 Deadnutz (#3753) 3,413,756
11 HellFire (#1903) PK 2,613,623
12 Sir Henry Morgan (#11685) CTC 2,090,564
13 Capitan Jimmy (#15) 1,420,142
14 Black Sparrow (#4921) PK 1,369,470
15 §traw Hat Luffy (#2835) PK 1,160,625
16 Malil (#1265) 729,683
17 Malekith (#257) 642,489
18 Detritus (#6332) Red 456,447
19 Retlaw2 (#4276) 444,958
20 Vamps (#3900) 434,477
With the 1% influence loss per day, Phil who leads the chart, will lose (in relative rounding):
Day 1: 145,000
Day 2: 143,500
Day 3: 142,100
Day 4: 140,700
Day 5: 139,300
Day 6: 137,900
Day 7: 136,500
A total of 985 000 influence or a total of 9,850,000 Gold coins
In the same time, Vamps (#3900) who is #20 will suffer losses as follows:
Day 1: 4,344
Day 2: 4,301
Day 3: 4,258
Day 4: 4,215
Day 5: 4,172
Day 6: 4,100
Day 7: 4,090
A total loss of about 30 000 influence or a total of 300 000 gold coins.
Right now, the game total influence is: 89,640,460.
The 1% meter means that it will lose 896,404 influence at day 1, etc.
900k influence totals 9million gold a day.
While only the profits from trading is much more than this.
If you see the bigger picture, influence right now is abnormally high and not relative to what you earn from it. This happened in the past because players had mountains of gold with few ways to spend it. With officers addition, upkeep and ship price soar, people stopped spending the bulk of their cash in influence. This resulted in ports belonging to a few players. It has been like this since then and it is very hard for anyone to compete with the old forces. It is that expensive, that is defeats the motivation of a player, thus rendering the whole feature obsolete.
With the country implementation system and the titles, port control will become much much more important and one of the key figures in the game. Without a recycling method, the same people will always control the ports and there will not be much room for competition.
We also intend to put influence - related quests for when you are trying to gain country ranks. For example, the governor will ask you to enter the top 10 most influential persons in a specific port that your country will be trying to control (this will be controled by default from the engine, unless the country has a king).
Besides the roleplaying affect, there will be the title bonuses which will save a BULK of your cash in compare to today (less hiring crew fees, repair costs, less costy upgrades etc). So one more reason as to why influence should recycle.
Another reason is realism. It is only realistic that the influence of a person will deteriorate over time. But I think we all agree to this anyway, the discussion here is mostly about the amount.
And to here I will focus again; ultimately, influence is something controlled by the players solely. It will eventually balance itself either we want it or not. Why ? Because players themselves will find the right balance.
There is no need to make any special plan for inactive players.
If you find 1% too much, we could start it at 0.5% and then once country titles and the rest is implemented, we can review this again.