BugCollector wrote: »A cap at 100 Champion points would be good, so to prevent grinders from becoming better than other players. Players should be better than other players cause of skill, not CP points.
This is an awesome idea, you can tell this is very well thought outgeoffreyb14_ESO wrote: »The Problems With Champion System:
1. The system is an endless grind because each point is too expensive (in xp), each point is too weak in what it offers, and there are too many points in total.
2. The conversion of VR level to Champion points is fundamentally flawed because it fails to consider completed quest content. As such, there is no way for many Veteran players to participate in the system because they have exhausted the quest content that grants the chunks of xp needed to advance in the system.
3. There's too much inconsistency in the way that XP is gained and therefore the way that CP's are granted. This, coupled with the other problems, forces players to endlessly grind PVE mobs to maximize CP gain.
4. The team that designed the Champion System has failed if their goal was to replace Veteran Ranks with a system that felt less grindy and caused less player separation. The Champion System is much worse that the VR system in both respects.
The bottom line is that it's too slow to be engaging or even fun
A Proposed Solution
I think the Champion System would be quite fun, engaging, even addictive if they made the following changes:
1. Reduced the number of Champion Points from 3600 to 1200. This reduction in total number of points would make each point feel more powerful and exciting.
2. Reduce the cost of each CP to somewhere between 10,000 -20,000 XP - not accounting for enlightenment. Why 10-20K xp per CP? If you take the total number of XP needed to go from VR1 to VR14 (13,000,000 xp), and divide that by 1,200 - the total number of Champion Points I propose - you get: 10,833. I believe the amount of time it takes to "max your character out" in the VR system is an appropriate amount of xp to base the Champion System on.
In short, I am proposing that they break up the current Veteran Rank progression - which we all know feels horribly grindy and unrewarding - into 1200 micro installments, each a Champion Point. Champion Points might also be given out as rewards for completing certain in-game goals in PVP and PVE content. At the end of the system your character is a "Champion of Tamriel".
I see nothing wrong with the fact that it would be relatively easy for people to become a Champion. In fact, that's exactly what I am going for. I do not want an endless system. Endless systems are not viable because they also have to be worthless in order to avoid extensive player separation. I would rather have a system that I can complete in a reasonable amount of time, one that is constantly rewarding me with powerful passives, and that pushes me to become a Champion. This will also have the added benefit of reducing player separation which will allow developers to properly balance end-game content.
Will there still be “grinders” that burn through the system in a couple of days or a week? Yes, but if that’s what they want to do, then so be it.
Should this system be account wide? I haven’t made up my mind yet. I’m leaning towards no.
Is it too late to make the change? No.
For those people that think I am "missing the point" of the Champion System because it is supposed to support a revenue model based on ESO+ Subs and XP Booster Sales, I say "shame on you for supporting the grind". Instead, the revenue model for the game should be based on sales of reasonably priced new PVE and PVP content, player services like: barbershop, race changes, alliance transfers (limited of course), and some limited items that are purely for convenience like: inventory upgrades, mount leveling, and research boosters.
BugCollector wrote: »A cap at 100 Champion points would be good, so to prevent grinders from becoming better than other players. Players should be better than other players cause of skill, not CP points.
Grinding should be a viable option. I do see lots of people complaining that it's not.
Also, exp gain in PvP seems to be uneven at best. I don't PvP so I don't have first hand knowledge of that.
I'd like to see inspiration gain go toward cp gain as well, but that probably won't help most vets who have all crafting skills maxed out.
1. Max out the number of cp a player can get in a day to 4 or 5 as a temporary hot fix. Until this balance thing can be figured out, this issue is that big.
2. Let people start getting cp gain at level 1 so that new players can feel like they will catch up at some point.
3. How are they going to manage to remove vet levels? I just can see a fair way to do it.
Or attach them to feats/achievements associated with excelling at end game content. I think the base of the flawed system is that it's based on XP as a method of gaining points. Simply lowering the cost of a point doesn't fix the problem.
Grinding should be a viable option. I do see lots of people complaining that it's not.
Also, exp gain in PvP seems to be uneven at best. I don't PvP so I don't have first hand knowledge of that.
I'd like to see inspiration gain go toward cp gain as well, but that probably won't help most vets who have all crafting skills maxed out.
Most of the OP I can agree with. There should be some form of regulating CP gains. But daily caps and the like seem to restrictive. Wouldn't it be better if we could on get say 360. Period. Then when they released new DLC, they could lift it to 720. (Or some lower or higher number) This would let the grinders get there points quickly so they can get back to doing what they want to do, but they wouldn't be so far ahead that others couldn't catch up. The daily cap would actually frustrate me, as a casual player. I have no problem with people being ahead of me, but when I do get time off, I game and try to catch up to people. This would limit my ability to catch up because of the daily limit. (3600 points ahead just seems daunting, but I believe that players who play more, be it grinding or whatever, deserve to have their efforts reflected) The daily limit hurts the casual player:
John Grinder - Plays every day and gets the max CP everyday. (4 to whatever)
Me - Only can play 2-3 days a week for 10 hours each day. (still only getting 4-whatever a day)
One months time
John G. (4 CP x 30 days = 120CP)
Me (4 CP x 10 days = 40)
Next month is worse, John G. has 240, I have 80. See where I am going? If, we had smaller portions of CP, then John G. may get to that 360 in two weeks, but on my days off, I might be able to grind out 10-20 CP each of those days.
One months time
John G (360 cause he raced through)
Me (100-200)
Second month
John G. (Still at 360 and happily doing other things)
Me (200-360)
Now we have gotten to the ceiling, we both are relatively equal, PVP isn't a slaughter house, John and I run dungeons, etc. Then 4 or 5 months, when new DLC comes out, we rinse and repeat, then go and explore the expansion. Win/win in my books, and never is that gap insurmountable.
As it stands, John G. will max out the CP in say 3 months, I will get frustrated, hack is IP, and go and wipe his account. But even that would still hurt me, cause then he would just do it again in 3.5 months and I still won't have caught up.(All of that is just a joke, so if your name is really John Grinder - well change your name cause it is dumb - and then forgive me as I was being dumb)
geoffreyb14_ESO wrote: »Thanks for the comment. But, I am proposing a system that only has 1200 CP's in total. With a cap of say 100 per day, i don't think you have to really worry much about falling too far behind.
The fundamental difference is that in my proposed system, people are actually meant to finish it. It's based on the approximate progression time of the current VR system.
geoffreyb14_ESO wrote: »The Problems With Champion System:
1. The system is an endless grind because each point is too expensive (in xp), each point is too weak in what it offers, and there are too many points in total.
2. The conversion of VR level to Champion points is fundamentally flawed because it fails to consider completed quest content. As such, there is no way for many Veteran players to participate in the system because they have exhausted the quest content that grants the chunks of xp needed to advance in the system.
3. There's too much inconsistency in the way that XP is gained and therefore the way that CP's are granted. This, coupled with the other problems, forces players to endlessly grind PVE mobs to maximize CP gain.
4. The team that designed the Champion System has failed if their goal was to replace Veteran Ranks with a system that felt less grindy and caused less player separation. The Champion System is much worse that the VR system in both respects.
The bottom line is that it's too slow to be engaging or even fun
A Proposed Solution
I think the Champion System would be quite fun, engaging, even addictive if they made the following changes:
1. Reduced the number of Champion Points from 3600 to 1200. This reduction in total number of points would make each point feel more powerful and exciting.
2. Reduce the cost of each CP to somewhere between 10,000 -20,000 XP - not accounting for enlightenment. Why 10-20K xp per CP? If you take the total number of XP needed to go from VR1 to VR14 (13,000,000 xp), and divide that by 1,200 - the total number of Champion Points I propose - you get: 10,833. I believe the amount of time it takes to "max your character out" in the VR system is an appropriate amount of xp to base the Champion System on.
In short, I am proposing that they break up the current Veteran Rank progression - which we all know feels horribly grindy and unrewarding - into 1200 micro installments, each a Champion Point. Champion Points might also be given out as rewards for completing certain in-game goals in PVP and PVE content. At the end of the system your character is a "Champion of Tamriel".
I see nothing wrong with the fact that it would be relatively easy for people to become a Champion. In fact, that's exactly what I am going for. I do not want an endless system. Endless systems are not viable because they also have to be worthless in order to avoid extensive player separation. I would rather have a system that I can complete in a reasonable amount of time, one that is constantly rewarding me with powerful passives, and that pushes me to become a Champion. This will also have the added benefit of reducing player separation which will allow developers to properly balance end-game content.
Will there still be “grinders” that burn through the system in a couple of days or a week? Yes, but if that’s what they want to do, then so be it.
Should this system be account wide? I haven’t made up my mind yet. I’m leaning towards no.
Is it too late to make the change? No.
For those people that think I am "missing the point" of the Champion System because it is supposed to support a revenue model based on ESO+ Subs and XP Booster Sales, I say "shame on you for supporting the grind". Instead, the revenue model for the game should be based on sales of reasonably priced new PVE and PVP content, player services like: barbershop, race changes, alliance transfers (limited of course), and some limited items that are purely for convenience like: inventory upgrades, mount leveling, and research boosters.
dylanjaygrobbelaarb16_ESO wrote: »so you want people to be able to rush to 1200 and then progressio is over becuase you personally think you would like the way it feels; your whole rational is just greedy.
currently you can do all the content with under 100cp, suggesting they make a rush to 1200 is so ill conceived its not even funny. did you even get on the pts and test the balance of lots of cp? its op for this current old contet. it NEEDS TO BE SLOW because they need time to develop new content that will be appropriate for lots of cp. currently there is NO HIGH CP CONTENT.
Why do people play mmo's? I play a mmo so I can get to the end game and play the end game content. That is exactly what I did till 1.6, The system itself is ok, the rate you get the points is ridiculous. I don't want to play an mmo to simply gain a small point once in awhile, I want to cap out and play challenging content, what ZOS has done is put in place a very long grind with no new content. I and many others now feel like it's pointless, The folks I played with pre 1.6 have started playing FF14. I would have to say this is an epic fail on ZOS part. And it remains to be seen if people will lose interest and move on faster then ever.
I hate to bash the hard work the folks at ZOS put in to this but if they thought a simple grind for points was going to help their game I think they failed to understand the people willing to play an mmo.
The solution to this mess is to expedite some new content, give the players something to work for, new gear sets to improve players builds. With this will come the want for shiny things, as it stands now I will log on grind for a small amount of time get bored and log off.
GG ZOS,
NewBlacksmurf wrote: »Maybe just start with removing VR levels first before changing anything champion level related.
Just my two cents.
Yeah do this pls! I can farm it for 2 days then!
The champion system was intended to be a "endless progression" system.