There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.
Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.
Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about
15%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about
210%. This would leave us with the following approximations:
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
A couple of other views:
- @Attorneyatlawl, in one of his suggestions has a very similar idea but suggested the following:
Take the champion levels of the top tenth or so of people playing the game who have logged in within the last month on the entire megaserver. Then, average them. This gives you a figure as to how many champion ranks the top XP earners in the game have right now.
I really like the idea of taking an average of the top ten percentage of players so everyone isn't just based off of the ONE highest player. This would also create a kind of competition between the top earners to go "above and beyond". to be the best of the best!
- Another good suggestion came by the way of @Leandor
A rolling average CP baseline with a dynamic gain rate limiter, maybe even going as far as reducing CP advancement to zero at some point would be a nice way to balance the game.
I really like the idea of basing the buff off a rolling average of players and limiting players who are above that average. It's a different take on what Attourneyatlawl and myself was thinking as it would not only buff players but it would slow other players down. I do not agree, however, that the limiter should ever reach zero.
Thoughts?
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That's right...
Horse.
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