CactusChan
Member
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Simply put, the amount of rating points you get from regional influence achievements is far too low for how much effort it takes to upgrade them, especially at lower levels. For example, the Major tier (50k influence) gives 1000 RP, but the Captain tier (100k) requires twice the influence but only gives 200 additional RP. Only in the extremely high tiers do the RP gains match the required influence -- not like that matters, since no one is even close to maxing out these achievements. The highest tier I've ever seen is the Legend tier (500k influence). Here's my proposal for RPs for each tier: •Grunt (200 influence): 100 --> 50 •Cadet (1k): 200 --> 200 (no change) •Veteran (3k): 400 --> 500 •Sergeant (10k): 600 --> 1,000 •Lieutenant (20k): 800 --> 1,800 •Major (50k): 1,000 --> 4,000 •Captain (100k): 1,200 --> 6,500 •Warlord (150k): 1,500 --> 8,500 •General (200k): 2,000 --> 10,500 •Commander (250k): 2,500 --> 12,500 •Emperor (350k): 3,500 --> 16,000 •Legend (500k): 5,000 --> 20,000 •Supreme Legend (750k): 7,500 --> 30,000 •Epic Legend (1000k): 10,000 --> 40,000 •Eternal Legend (1500k): 15,000 --> 60,000 Notice that at the lower levels, the relative multiplier for influence is still higher than that of RP gain, but to a much lesser degree. I realize that a change like this will result in significant inflation in RP for a lot of players, but I think it's worth it to give these achievements RP values that are more indicative of how much effort was put into the achievement. Even getting 100,000 influence in a single area takes a lot of time and effort, and I think the rating points that a player gets for doing so should reflect that.
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