I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
bertenburnyb16_ESO wrote: »no pls no
achievement points are the real grind, with the current system you can still play like you want and get CP, I dont want be be grinding undead for days, then nature creatures, and so on to get the monster hunter achie
Aett_Thorn wrote: »I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
May I ask why?
Basing it off of XP allows you to play through whatever content you want and still move forward.
Basing it off of achievements means that you're likely going to need to do content that you don't like in order to advance.
Aett_Thorn wrote: »I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
May I ask why?
Basing it off of XP allows you to play through whatever content you want and still move forward.
Basing it off of achievements means that you're likely going to need to do content that you don't like in order to advance.
Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
Aett_Thorn wrote: »As I said, playing through CONTENT still gets you points under the current implementation. Yes, if you are a crafter, or a fisher, or something like that, you won't get any CP, but you will be building up enlightenment, which makes getting CP faster doing XP-granting stuff.
Under an achievement-based system, I will eventually run out of content that I like to do, and would be forced to do things that I don't want to do in order to progress in terms of CP.
You'd also run into issues where once you get the achievements, you stop being able to get CP until they release new achievements. Whereas you can always do any XP-granting content to keep getting CP in the current system.
Under the current situation, you can pick one or all of the following areas and get CP:
General PvE content (Grinding)
Trials/Raids
Dailies
Cadwell's Gold and Silver
PvP
Under an achievement-based system, you open up more options, yes, but either you get shut down earlier because you've run out of things that you like to do, or you have to partake in activities that you find boring or not fun in order to progress.
General PvE content (Grinding)
Trials/Raids
Dailies
Cadwell's Gold and Silver
PvP
Aett_Thorn wrote: »I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
May I ask why?
Basing it off of XP allows you to play through whatever content you want and still move forward.
Basing it off of achievements means that you're likely going to need to do content that you don't like in order to advance.
Because if it's based on XP, it becomes a grind. If it's based on content clearing, it becomes an objective. Sadly this will be hardly implementable since many people already have all the achievements and ZOS won't want to give them huge amount of CP and they won't want to redo the achievements.
@OP, I'd personally leave the CP to Xp grind and put the passives as a reward of some kind either through quests/dungeon completion or why not achievements linked to quest/dungeon completion.
AlexDougherty wrote: »Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
God No!, No!, No!, No!.
Achievements are there for fun, you hunt them because you want to, not because they are obligatory.
Add to that the random aspect of some achievements, like the Generals of Molag Bal achievement, you could spend years trying to get that, while someone with more luck gets it in weeks.
All in all, this would make me quit, a redesign of how we get CPs, fair enough, just not achievement based.
Aerius_Sygale wrote: »Err, not to disappoint you, but a major function of dyes is as something to add some depth to some of the Achievements by being attached to a fair percentage of them...
So though I appreciate the good intention, I'm afraid I have to say nay to making post-game revolve almost entirely around tons of random Achievements. ^^;
Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
Step 5) This is key in my opinion but I imagine others may disagree ...Make the entire acheivement system account wide. So if I do fishing achievement on one character then all character get CP for fishing, heck I could catch one rare fish on one character and another on a different character and eventually with the combined effort of all characters complete the fishing achievement.
Wolfsspinne wrote: »Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
Step 5) This is key in my opinion but I imagine others may disagree ...Make the entire acheivement system account wide. So if I do fishing achievement on one character then all character get CP for fishing, heck I could catch one rare fish on one character and another on a different character and eventually with the combined effort of all characters complete the fishing achievement.
The reactions to would be even worse...
There are "hardcore" PvP achievements as well as there are "hardcore" PvE achievements. So PvP'ers would continue to complain that they are forced to do PvE, and PvE'ers would start to complain about them being forced to do PvP.
As for removing Veteran Ranks:
They will, but not right now. Imagine the uproar if ZOS would announce that all the VR14s would loose every last bit of their beloved achieved progress...
Aerius_Sygale wrote: »It may be really dull to some players, but I don't mind XP grinding, it is how I have as many characters into Veteran Ranks as I so, with two being VR14, two VR6, and one VR1.
Also, I've played Disgaea games (which, odds are, probably almost everyone here has never heard of, sadly), which for their hardcore players can become an absolutely huge grind, each character having a max level of 9999, and being able to level your items up to as high as level 300, so I can do grinds, heh.
@Wolfsspinne even if there were excessive amounts of CP available and people could ignore 50% of the achievements and still get to maxed CS?
How would you modify the system to fix this problem?
Wolfsspinne wrote: »@Faugaun@Wolfsspinne even if there were excessive amounts of CP available and people could ignore 50% of the achievements and still get to maxed CS?
If they can't get every last point they will feel broken...
A single point out of reach would be enough for them to cry, that's what all the fuss is about right now.How would you modify the system to fix this problem?
I wouldn't exactly say that it's "to modify the system"... Here's what I'd do:
Follow the designers vision.
Because that is the only one way that can ever leads to a good and consistent game.
If it's the designers vision to have year long grind then let it be year long grind.
If it's the designers vision to have all progress done on day one then let is be that way.
But if it's the designers vision to please all possible players at once...
then screw that designer 'cause his game is doomed to be crap.
I read until i noticed the word "account wide" and got dishgusted about the whole idea. Account wide *** should never been born in any game.
It's a clever idea but I don't think so.
What I would like to see is a system where we are rewarded comparable xp for the activities we do like to do so that all aspects are equal. This would require balancing but it should be possible for me to level a character to lvl 50 by doing nothing but refining ore.
I use that as an extreme example but providing unified xp gains across all activities seems like it would reward all players equally and make earning cps an almost no downtime activity.
You can quest for awhile, then do some crafting, maybe go gather some skyshards and then back to questing. During that period of time you should be earning champion points constantly with the only proviso being that you had to be actually doing something (so I guess it doesn't technically reward Rpers but the story is its own reward yeah?)
I read until i noticed the word "account wide" and got dishgusted about the whole idea. Account wide *** should never been born in any game.
@tapio75 OK so each character would need to complete their own acheivements that's reasonable and I would be fine with that, but that would require that the CS system become character specific ...or maybe a person could do fishing achievements on 50 alts and it credits the account wide CP system...any of these are fine by me tbh.
Thanks for participating with constructive criticism
It's a clever idea but I don't think so.
What I would like to see is a system where we are rewarded comparable xp for the activities we do like to do so that all aspects are equal. This would require balancing but it should be possible for me to level a character to lvl 50 by doing nothing but refining ore.
I use that as an extreme example but providing unified xp gains across all activities seems like it would reward all players equally and make earning cps an almost no downtime activity.
You can quest for awhile, then do some crafting, maybe go gather some skyshards and then back to questing. During that period of time you should be earning champion points constantly with the only proviso being that you had to be actually doing something (so I guess it doesn't technically reward Rpers but the story is its own reward yeah?)
I read until i noticed the word "account wide" and got dishgusted about the whole idea. Account wide *** should never been born in any game.
@tapio75 OK so each character would need to complete their own acheivements that's reasonable and I would be fine with that, but that would require that the CS system become character specific ...or maybe a person could do fishing achievements on 50 alts and it credits the account wide CP system...any of these are fine by me tbh.
Thanks for participating with constructive criticism
I think everything like this should be character only progression.. But my vision is, that all the levels are "removed" as a requirement to enter any level or do any specific activity in the game. In this part character should be scaled to content. We still would get XP to gain levels but levels would only come as means to progress skills and passives. In addition to that, the new CP system would work from the beginning of game, you would gain CP faster and that would be used to improve the character.. To make it more interesting, all skills and passives should be available to everyone and spellcraft would add to that. Then we could create what ever class we wish to make, combine any skillset, continue to prigress character in different ways that MMO genre is used to.
In my vision ESO would be more like open world sandbox RPG with support for massive number of players.
More like traditional TES than MMO. PVP issues? Yes, this is tough, but i do believe that developers can balance skills enough and players in the end would balance PVP by using those builds that are proven to work best in PVP, if one chooses to differ from that, so be it. People should have permission to choose to be bad intentionally.
AlexDougherty wrote: »Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
God No!, No!, No!, No!.
Achievements are there for fun, you hunt them because you want to, not because they are obligatory.
Add to that the random aspect of some achievements, like the Generals of Molag Bal achievement, you could spend years trying to get that, while someone with more luck gets it in weeks.
All in all, this would make me quit, a redesign of how we get CPs, fair enough, just not achievement based.Aerius_Sygale wrote: »Err, not to disappoint you, but a major function of dyes is as something to add some depth to some of the Achievements by being attached to a fair percentage of them...
So though I appreciate the good intention, I'm afraid I have to say nay to making post-game revolve almost entirely around tons of random Achievements. ^^;
@AlexDougherty why do you need to get every single achievement point for this to work? How would you suggest a redesign of how we get CP? Frankly I think achievement linked seems interesting, on the flip side the current system is functional and doesn't necessarily need to be changed (though with so many people complaining in the forums ... Well they are convinced there are real problems) ...
AlexDougherty wrote: »AlexDougherty wrote: »Step 4) Radical Redesign - CP are gained based on Achievement Points (I think there are about 15,000 a character can receive??? So at current it would be about 2 Achievement points earns a CP)
God No!, No!, No!, No!.
Achievements are there for fun, you hunt them because you want to, not because they are obligatory.
Add to that the random aspect of some achievements, like the Generals of Molag Bal achievement, you could spend years trying to get that, while someone with more luck gets it in weeks.
All in all, this would make me quit, a redesign of how we get CPs, fair enough, just not achievement based.Aerius_Sygale wrote: »Err, not to disappoint you, but a major function of dyes is as something to add some depth to some of the Achievements by being attached to a fair percentage of them...
So though I appreciate the good intention, I'm afraid I have to say nay to making post-game revolve almost entirely around tons of random Achievements. ^^;
@AlexDougherty why do you need to get every single achievement point for this to work? How would you suggest a redesign of how we get CP? Frankly I think achievement linked seems interesting, on the flip side the current system is functional and doesn't necessarily need to be changed (though with so many people complaining in the forums ... Well they are convinced there are real problems) ...
Because after you get the fun ones, which I am still going after (shouldn't have started three main characters, now four), you would have to go after the others to get the maximum.
Yes I get that for a while we would have tons of achievements to chase, but that would soon deminish and we would be left with the awkward ones that are plain simply unfair at the moment.
I appreciate that you were looking for a fun way to get CPs instead of the grind we have ahead, but I really don't think Achievements are the way to go here.
Given how long it will take for us to max out our CPs, I think they simply need to review the rate at which we earn them, the current predictions say a minimum of five years to max it out, which lets be frank is far far too long.
Aett_Thorn wrote: »I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
May I ask why?
Basing it off of XP allows you to play through whatever content you want and still move forward.
Basing it off of achievements means that you're likely going to need to do content that you don't like in order to advance.
Aett_Thorn wrote: »I hate achievement grinding but I'd prefer getting CP through achievements than through XP.
May I ask why?
Basing it off of XP allows you to play through whatever content you want and still move forward.
Basing it off of achievements means that you're likely going to need to do content that you don't like in order to advance.
His concern might be that XP is not equal, while achievements are.
An undaunted achievement is always an undaunted achievement and takes about the same time.
Running a dungeon however can take much more time than farming a grind spot in Craglorn.
Since I am not on the PTS I am not sure about the following, but I think you don't get XP in a valuable way for being a tradesmen or crafter. You either have to quest or run dungeons or grind mobs to level your CPs.
So you want to force people into activities they dislike or are unable to do because it's the only way of character progression? No thanks, this is a terrible idea, much worse than the current Champion system.
So you want to force people into activities they dislike or are unable to do because it's the only way of character progression? No thanks, this is a terrible idea, much worse than the current Champion system.
@Rosveen
How is giving people hundreds of options forcing them into something? Compared to people only having 4-8 options currently?