Hey there everyone!
As this is a suggestion post for an overhaul of a massive system it will be adressed to ZOS, though I do encourage everyone to post any thoughts they have on the system proposed here, I would more than love to hear responses from the community, as any system change is guaranteed to have a variety of feelings provoked by it from different people who are in different places during their game experience.
A little about us:@Paulington and me are both members of <Hodor>, which is one of the more competitive PvE guilds on the EU megaserver. Paul is a newcomer to the guild and I recently came back to the game after 6 months, and was overtaken by the new content, and with Orsinium incoming I quickly got addicted again. Personally I am currently at 235 CP and Paul is at 3XX CP. While Paul did help me do some of the equation on my take on the CP system proposed here, we differ in opinions and if you want to see his suggestion, which is far more fletched out than mine, but still in favor of hard caps, go check it out at;
forums.elderscrollsonline.com/en/discussion/comment/2335912#Comment_2335912The reason for my suggestion:
I, like most of the community, agree, that the CP system is due for an overhaul. It is segregating people to the point where skill is no longer a factor, we would like to get the skill factor back in the game while still maintaining the CP progression since we’re both fans of constant character growth, like in Diablo III. But if there’s one thing I myself despise more than being beaten by someone just because they grinded more than myself, it is to artificially having my progress haltered by developers to make up for a broken system. With the new system proposed, sure you can still progress past the 501 CP mark, but with a sudden increase in triple XP required it suddenly becomes an abomination of an obstacle to overcome, more so than I think is needed. The new system has so many different mechanics that it is becoming very hard to figure out; a hard cap at 501 after which XP needed is suddenly tripled, a “soft cap” at 338 after which you need more XP in the new iteration, rested XP, exponential growth for each CP (which I honestly think is a cool idea, but which again breaks at 501… And then there’s the point suggested by
@Paulington in previous posts which basically substantiates that it is impossible to really “catch up” to people with XXXX amount of CP before a hard cap is introduced which actually surpasses their amount of CP, which in short means that every time a new DLC comes out and the cap is raised they will have an advantage, until they get surpassed by the cap, and we can’t catch up to them because we will be earning the CP they already earned three times as slow. It’s all really complicated, but there are bits of good ideas inbetween all the blurry badness… Which brings me to what I think would the best iteration for a new CP system, following the mantra of
@Paulington; “simple is better”.
The system:
Current CP level * 1000 + 50000
This is the magic formula. It’s simple and it gets the job done. But let’s not leave it at that, allow me to explain it a bit.
https://docs.google.com/spreadsheets/d/1iX6kRm9nkstp0R6hE_Pr3Tw69GHCtkOp68llHUeoZ_M/edit#gid=924680624
On the right you see the current system used on live, on the left you see the system I am advertising below.
What this formula does is about the same as Paragon Levels do in Diablo III, if anyone played that game. For each CP you earn, the next CP will cost a tiny bit more. This might not seem like a big change, but in the long run it’s a lot of XP needed when you get into the higher CP levels.
As we can see from the sheet
@Paulington constructed in all his geniousness, the current system evens up with this new system around the 700 CP mark, which would basically mean that everyone currently below 700 CP would get more, and everyone above would get less, after the convertion, and yes there would need to be a convertion, which should be easy to do for ZOS considering they can just take a persons amount of CP and multiply it by 400.000 (the current rate) and then translate it into the new system. Sure any leftover XP might get lost in this transition but it would be minor and not worth mentioning in my opinion. As we can also see from the sheet this system does basically the same as the new system provided by ZOS; the XP needed for 501 is almost the same as with the new system.
So why is this system better?
It doesn’t hinder anyones progress using an absurd and artificial 3x XP needed multiplier to try and keep the grinders from grinding and getting ahead.
But how does this system allow for people to catch up?
It doesn’t per say, but what it does is it gives people with lower CP a lot more power for the same amount of XP as it takes a person with a high amount of CP to get a single level.
Let’s use an example:
We have all heard how some people have around 2000 CP now already. With this new system those players would firstly be bumped down to 1215 CP. But wait that’s a lot of CP lost! Yes it is, but it comes with the benefit of that person being able to continuously grind not fearing that the CP he gains today, won’t be ten times as fast gaining in a month or two, a pretty nice trade off for a hardcore player I would think. But let’s get back to the player who is now at 1215 CP; to make his next CP he would have to get 1.266.000 XP, to compare that would take a new player from 0-20, or a steady player from 200-205. And they wouldn’t just be earning 20 or 5 times the power the hardcore player would earn, because as we all have to remember, the passives in the champion trees are still made in such a way that the more points we put into a passive, the less increase we get with each point. Plus for each CP we earn, we get less and less stat bonuses aswell.
I could post more examples like this, but the numbers kind of speak for themselves, everyones welcome to go through them and compare scenarios.
With the system I propose the gap between players would naturally decrease over time, and pretty fast at that too.
Now some might think that they wouldn’t be getting CPs fast enough with this or that when you get higher the CP progress will be too heavy and slow; this could easily be adjusted by changing the multiplier, which obviously and ultimately would be a decision for the developers, since they’re sitting with all the data.
I believe that with this system, we will have a system that will both benefit people who play less, but also the people who want to keep growing their characters strength, even if it means farming for 10 hours for that 0.1% extra fire resist or whatever, compared to new players getting a lot more power in the same amount of time using the same farming method.
This system will also be very simple and easy to understand for everyone, which is something that is very important for new players, and people who play the game in a more lightly manner, something which the system ZOS is currently planning on introducing does not accomplish at all, in my opinion.
It is my hopes that this suggestion will be taken into consideration and we hope there is still time to tweak the numbers if it comes to the point where ZOS decides to use it. It goes without saying that me and
@Paulington only spend our time on this because we are very passionate about the game and don’t agree with the direction taken with the CP system. That being said we both look very much forward to Orsinium, it looks awesome, and obviously, being Hodor members, we have our fingers crossed for some new Trials in the coming future.
Please don’t kill the game for your very passionate players in an attempt to cater to people who aren’t able to play as much when an option exists that could benefit both!
Regards
@Paulington and
@Zinaroth@ZOS_RyanRuzich @ZOS_RichLambert @ZOS_GinaBruno @ZOS_JessicaFolsom
Feel free to post a comment if any of you see this so I know it's reached the people I wanted to at least check it out, thank you!
NB:
Rested XP would obviously still be a thing with this system to alleviate players who can only log in once every week or whatever, and help them keep up.
As an added bonus to this system the system would last a longer time into the future, and not be something someone would have completed in a year or something like that at the current rate.
To go with this system I would like to suggest that ZOS introduce achievements at every 100 mark, and not just at the 300, 600 and 1200 marks, as a means to verify your CP level by linking the achievement.
Even Shia LaBeouf agrees with us and thinks you should just; “Do it!”:
https://youtube.com/watch?v=-VsDk7SIXa8