I proposed this way back before the CS was released: http://forums.elderscrollsonline.com/en/discussion/153790/in-cyrodiil-and-trials-disable-cs-limit-skill-points-and-scale-characters-to-v1
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
Sithisvoid wrote: »Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
If it's too easy for you simply respec your champ points and don't spend them. Hokus Pokus
Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.
I proposed this way back before the CS was released: http://forums.elderscrollsonline.com/en/discussion/153790/in-cyrodiil-and-trials-disable-cs-limit-skill-points-and-scale-characters-to-v1
This is great. Why arent more people going for this and instead trying to change to whole CP system?
delphwind_ESO wrote: »Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.
I am a filthy casual, and I love the CP system.
I do not have the time to spend getting my personal skills to a level in which I can compete with those that are really REALLY good at the game. CPs give me the option to grind for a few days/weeks and be at least somewhat competitive in PvP.
I believe CPs are FOR THE CASUALS, as another way to become powerful enough to tackle the really talented players, or be competitive in PvE groups and raids.
I however think the CP system in it's current state may be too powerful. I look forward to seeing how it is altered in the future when the VR's are removed.
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
That's not entirely true.
They'll release new content. New content exceeding the difficulty of the previous one. Anyone who was running the hardest content before the new one release can run the new one. Anyone who wasn't able to run to hardest content before the new one would not be able to run the new one.
You'd have to work you're way up to the hardest content. I remember when I couldn't finish Serenes Web because me and my team were weak but a few weeks later we gain some points and level and were able to finish it. I'm working my way up like any new player should. By the time i work my way up to the harder content i'll have a nice sum of points. And if content proves too difficult, i'll gain some more from do-able content.
Working my way up
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
That's not entirely true.
They'll release new content. New content exceeding the difficulty of the previous one. Anyone who was running the hardest content before the new one release can run the new one. Anyone who wasn't able to run to hardest content before the new one would not be able to run the new one.
You'd have to work you're way up to the hardest content. I remember when I couldn't finish Serenes Web because me and my team were weak but a few weeks later we gain some points and level and were able to finish it. I'm working my way up like any new player should. By the time i work my way up to the harder content i'll have a nice sum of points. And if content proves too difficult, i'll gain some more from do-able content.
Working my way up
Check out this comment http://forums.elderscrollsonline.com/en/discussion/comment/1989961/#Comment_1989961, where I outline a progression that can do without verticality even in PVE. In truth, the whole idea of making your character and the environment stronger at the same time is totally idiotic. Think about it for a second. You don't get any real progression out of it, except for an illusion of power, and that low quality pleasure of being able to go back to one-shoot lower level mobs. But that is not the same sense of achievement that you get from being able to kill mobs quicker because you got better at executing your skills.
All this progression does is it linearizes exploration, because this way you have to do it in a certain order to match the content with your level. Essentially ZOS spent all this work on creating a huge and beautiful world that they sell as an open world, but the mechanics puts players on a leash and forces them on specific path. They are destroying the beautiful experience they worked so hard to create. It's absolutely idiotic.
Just give us an open world where all mobs are the same level (except for a few stronger ones - a troll should ALWAYS be stronger than a skeever, meeting a lvl 50 skeever that is much harder to kill than a lvl 25 troll is just ridiculous), and provide variety through good content and by giving us more and more skills to choose from, so that the progression will consist of trying out more and more ways to kill the monsters and finding the perfect playstyle for yourself.
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
That's not entirely true.
They'll release new content. New content exceeding the difficulty of the previous one. Anyone who was running the hardest content before the new one release can run the new one. Anyone who wasn't able to run to hardest content before the new one would not be able to run the new one.
You'd have to work you're way up to the hardest content. I remember when I couldn't finish Serenes Web because me and my team were weak but a few weeks later we gain some points and level and were able to finish it. I'm working my way up like any new player should. By the time i work my way up to the harder content i'll have a nice sum of points. And if content proves too difficult, i'll gain some more from do-able content.
Working my way up
Check out this comment http://forums.elderscrollsonline.com/en/discussion/comment/1989961/#Comment_1989961, where I outline a progression that can do without verticality even in PVE. In truth, the whole idea of making your character and the environment stronger at the same time is totally idiotic. Think about it for a second. You don't get any real progression out of it, except for an illusion of power, and that low quality pleasure of being able to go back to one-shoot lower level mobs. But that is not the same sense of achievement that you get from being able to kill mobs quicker because you got better at executing your skills.
All this progression does is it linearizes exploration, because this way you have to do it in a certain order to match the content with your level. Essentially ZOS spent all this work on creating a huge and beautiful world that they sell as an open world, but the mechanics puts players on a leash and forces them on specific path. They are destroying the beautiful experience they worked so hard to create. It's absolutely idiotic.
Just give us an open world where all mobs are the same level (except for a few stronger ones - a troll should ALWAYS be stronger than a skeever, meeting a lvl 50 skeever that is much harder to kill than a lvl 25 troll is just ridiculous), and provide variety through good content and by giving us more and more skills to choose from, so that the progression will consist of trying out more and more ways to kill the monsters and finding the perfect playstyle for yourself.
This is what I'm talking about! You make perfect sense and it's what im trying to tell people but they don't want to listen lol.
That's exactly right for those who say "Scale it". False sense of power!
We need more people with common sense and critical thinking power.
Rook_Master wrote: »Everyone is "going nuts" because the stratification between no-life grinders and the rest of us is becoming apparent.
Please read Deltia's post for further clarification.
People were warning ZoS about the extreme grind that would separate players and enough time has finally elapsed that it is a reality.
Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
That's not entirely true.
They'll release new content. New content exceeding the difficulty of the previous one. Anyone who was running the hardest content before the new one release can run the new one. Anyone who wasn't able to run to hardest content before the new one would not be able to run the new one.
You'd have to work you're way up to the hardest content. I remember when I couldn't finish Serenes Web because me and my team were weak but a few weeks later we gain some points and level and were able to finish it. I'm working my way up like any new player should. By the time i work my way up to the harder content i'll have a nice sum of points. And if content proves too difficult, i'll gain some more from do-able content.
Working my way up
Check out this comment http://forums.elderscrollsonline.com/en/discussion/comment/1989961/#Comment_1989961, where I outline a progression that can do without verticality even in PVE. In truth, the whole idea of making your character and the environment stronger at the same time is totally idiotic. Think about it for a second. You don't get any real progression out of it, except for an illusion of power, and that low quality pleasure of being able to go back to one-shoot lower level mobs. But that is not the same sense of achievement that you get from being able to kill mobs quicker because you got better at executing your skills.
All this progression does is it linearizes exploration, because this way you have to do it in a certain order to match the content with your level. Essentially ZOS spent all this work on creating a huge and beautiful world that they sell as an open world, but the mechanics puts players on a leash and forces them on specific path. They are destroying the beautiful experience they worked so hard to create. It's absolutely idiotic.
Just give us an open world where all mobs are the same level (except for a few stronger ones - a troll should ALWAYS be stronger than a skeever, meeting a lvl 50 skeever that is much harder to kill than a lvl 25 troll is just ridiculous), and provide variety through good content and by giving us more and more skills to choose from, so that the progression will consist of trying out more and more ways to kill the monsters and finding the perfect playstyle for yourself.
This is what I'm talking about! You make perfect sense and it's what im trying to tell people but they don't want to listen lol.
That's exactly right for those who say "Scale it". False sense of power!
We need more people with common sense and critical thinking power.
Yes, but we need them at ZOS. :-(
I think people whining about eliminating progression mechanics because of pvp need to just go play CoD or something similar where everyone is the same except the guns they pick out. To me, it's part of an MMO to have some sort of "levels"
Except what you fail to mention is that in previous ES games where this was the meta all the content scaled to your player level. So as you got stronger the world around you matched it.Cherryblossom wrote: »it also affects PVE, how do you create balanced new content. It will either be to easy for those with lots of CP or too hard for those without any!
That's not entirely true.
They'll release new content. New content exceeding the difficulty of the previous one. Anyone who was running the hardest content before the new one release can run the new one. Anyone who wasn't able to run to hardest content before the new one would not be able to run the new one.
You'd have to work you're way up to the hardest content. I remember when I couldn't finish Serenes Web because me and my team were weak but a few weeks later we gain some points and level and were able to finish it. I'm working my way up like any new player should. By the time i work my way up to the harder content i'll have a nice sum of points. And if content proves too difficult, i'll gain some more from do-able content.
Working my way up
Check out this comment http://forums.elderscrollsonline.com/en/discussion/comment/1989961/#Comment_1989961, where I outline a progression that can do without verticality even in PVE. In truth, the whole idea of making your character and the environment stronger at the same time is totally idiotic. Think about it for a second. You don't get any real progression out of it, except for an illusion of power, and that low quality pleasure of being able to go back to one-shoot lower level mobs. But that is not the same sense of achievement that you get from being able to kill mobs quicker because you got better at executing your skills.
All this progression does is it linearizes exploration, because this way you have to do it in a certain order to match the content with your level. Essentially ZOS spent all this work on creating a huge and beautiful world that they sell as an open world, but the mechanics puts players on a leash and forces them on specific path. They are destroying the beautiful experience they worked so hard to create. It's absolutely idiotic.
Just give us an open world where all mobs are the same level (except for a few stronger ones - a troll should ALWAYS be stronger than a skeever, meeting a lvl 50 skeever that is much harder to kill than a lvl 25 troll is just ridiculous), and provide variety through good content and by giving us more and more skills to choose from, so that the progression will consist of trying out more and more ways to kill the monsters and finding the perfect playstyle for yourself.
I proposed this way back before the CS was released: http://forums.elderscrollsonline.com/en/discussion/153790/in-cyrodiil-and-trials-disable-cs-limit-skill-points-and-scale-characters-to-v1
Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.