Pro-tip: If you do the Cadwell's Silver and Cadwell's Gold quests plus Craglorn, you don't need to grind to VR14 at all. The complaint is only because people choose to.Teargrants wrote: »They did that, it was one of the stupidest moves they've made with the game. Now we have to grind through 14 vet ranks instead of 10.
Sure, fair enough. Such a thing could exist directly with CPs as well perhaps, without needing the levels. How does this idea address the want for different types of Veteran content to be accessible at 50?
By which I mean the removal of the implied Silver -> Gold -> Craglorn -> PvP/Trials order so that it is possible and viable to do those things in any order. (Or in other words to not be forced into Silver and Gold to be viable for Craglorn, PvP and Trials.)
I had touched on this a while back and I still haven't really understood why a particular game design mechanic would be a bad thing.
Instead of removing VET ranks why doesn't ZOS just convert VET ranks to regular ranks... and then add monthly increases to the level cap, so... the following would occur:
- Immediately raise level cap to 77 and convert all gear/recipes to the appropriate level.
- Every month raise level cap by 1
- Every level earned past 50 earns the player 1 CP. This would be in addition to the way CPs are earned now.
- Level 50-100, attribute points are awarded every 2 levels. (52,54,56, etc.)
- Level 100+, attribute points are awarded every 5 levels. (105,110,115, etc.)
In 10 years, the level cap would be at 197, which isn't a ridiculously unattainable level. Players would be able grind their level every month through DLC or existing content.
This would keep players coming back for more, each and every month. Players would buy more XP pots to reach the next level more quickly. Levels would provide players with additional CP which, in the larger view of the 3600 CP, wouldn't make that big a difference.
The fact that the level cap raises by only one level would mean new players would be able to catch up to older players with just a bit of effort. Additionally, older players can continue to dominate those below them while they attempt to catch up.
The in-between levels (levels that do not award attribute points) could be used as gear requirements so while players might not get an attribute point for a particular level, they would be able to wear special gear because of the level, making the in-between levels more significant.
What would be the downside to such a regular level cap increase?
Giles.floydub17_ESO wrote: »I had touched on this a while back and I still haven't really understood why a particular game design mechanic would be a bad thing.
Instead of removing VET ranks why doesn't ZOS just convert VET ranks to regular ranks... and then add monthly increases to the level cap, so... the following would occur:
- Immediately raise level cap to 77 and convert all gear/recipes to the appropriate level.
- Every month raise level cap by 1
- Every level earned past 50 earns the player 1 CP. This would be in addition to the way CPs are earned now.
- Level 50-100, attribute points are awarded every 2 levels. (52,54,56, etc.)
- Level 100+, attribute points are awarded every 5 levels. (105,110,115, etc.)
In 10 years, the level cap would be at 197, which isn't a ridiculously unattainable level. Players would be able grind their level every month through DLC or existing content.
This would keep players coming back for more, each and every month. Players would buy more XP pots to reach the next level more quickly. Levels would provide players with additional CP which, in the larger view of the 3600 CP, wouldn't make that big a difference.
The fact that the level cap raises by only one level would mean new players would be able to catch up to older players with just a bit of effort. Additionally, older players can continue to dominate those below them while they attempt to catch up.
The in-between levels (levels that do not award attribute points) could be used as gear requirements so while players might not get an attribute point for a particular level, they would be able to wear special gear because of the level, making the in-between levels more significant.
What would be the downside to such a regular level cap increase?
Making vet 14 into lvl 64 has been one method they have considered which would be the logical direction if they were to overlay vet ranks over something else. However, if it's just a change in name it's pointless since people have not enjoyed the poor design vet ranks were to begin with. Of course a new player wouldn't know the difference.
@NewBlacksmurf and @keybaud. I ask in my original post why this would be a bad thing and from the answers so far people have mentioned:
- the need to remake gear
- power creep
- level gap
Do you have input as to why "no"?
Thanks for all that @NewBlacksmurf! The idea of Champion Levels replacing VR just seems strange to me because Champion points is such a drastically different approach to leveling.
Wouldn't basing gear and equipment on CPs mean that players less than level 50 would be able to equip them CP are account wide, or will the requirement be level 50+CP? And if THAT's the case... wouldn't that mean an alt who is level 49 would get dramatically more powerful when they reach 50 and have all those CPs spent? Going from a level 49 sword to what would be the equivalent of a VR 14 sword is a pretty large jump! Especially when you include the idea that a player who is level 49 with 70 CP would gain 14 skill points upon reaching level 50.
Or would ZOS have to keep track of how many CP each character earns toward the total pool of CP? So that character, after earning 4 CP would have 74 CP but would be given "credit" for 4 of them toward Skill Points.
I guess mostly I just don't understand the "problem" that people had with Vet Levels. I get players feeling like it takes to long to level but the complaint that it creates a disparity between the levels is asinine to me.
Player: "It's not fair that he is such a higher level than me!"
Me: "Oh it's not fair that people who play more have progressed farther than you?"
Player: "Yea!"
NewBlacksmurf wrote: »The issue with VET levels are this:Thanks for all that @NewBlacksmurf! The idea of Champion Levels replacing VR just seems strange to me because Champion points is such a drastically different approach to leveling.
Wouldn't basing gear and equipment on CPs mean that players less than level 50 would be able to equip them CP are account wide, or will the requirement be level 50+CP? And if THAT's the case... wouldn't that mean an alt who is level 49 would get dramatically more powerful when they reach 50 and have all those CPs spent? Going from a level 49 sword to what would be the equivalent of a VR 14 sword is a pretty large jump! Especially when you include the idea that a player who is level 49 with 70 CP would gain 14 skill points upon reaching level 50.
Or would ZOS have to keep track of how many CP each character earns toward the total pool of CP? So that character, after earning 4 CP would have 74 CP but would be given "credit" for 4 of them toward Skill Points.
I guess mostly I just don't understand the "problem" that people had with Vet Levels. I get players feeling like it takes to long to level but the complaint that it creates a disparity between the levels is asinine to me.
Player: "It's not fair that he is such a higher level than me!"
Me: "Oh it's not fair that people who play more have progressed farther than you?"
Player: "Yea!"
-It causes a +5 level gap so many cant group using the system tools or they group manually and get exp rate reductions if over/under 5 vet levels (cp levels aren't counted as character levels so it fixes that)
This reminds me of the WoW South Park parody quest for the Sword of Omens showNewBlacksmurf wrote: »The issue with VET levels are this:Thanks for all that @NewBlacksmurf! The idea of Champion Levels replacing VR just seems strange to me because Champion points is such a drastically different approach to leveling.
Wouldn't basing gear and equipment on CPs mean that players less than level 50 would be able to equip them CP are account wide, or will the requirement be level 50+CP? And if THAT's the case... wouldn't that mean an alt who is level 49 would get dramatically more powerful when they reach 50 and have all those CPs spent? Going from a level 49 sword to what would be the equivalent of a VR 14 sword is a pretty large jump! Especially when you include the idea that a player who is level 49 with 70 CP would gain 14 skill points upon reaching level 50.
Or would ZOS have to keep track of how many CP each character earns toward the total pool of CP? So that character, after earning 4 CP would have 74 CP but would be given "credit" for 4 of them toward Skill Points.
I guess mostly I just don't understand the "problem" that people had with Vet Levels. I get players feeling like it takes to long to level but the complaint that it creates a disparity between the levels is asinine to me.
Player: "It's not fair that he is such a higher level than me!"
Me: "Oh it's not fair that people who play more have progressed farther than you?"
Player: "Yea!"
-It causes a +5 level gap so many cant group using the system tools or they group manually and get exp rate reductions if over/under 5 vet levels (cp levels aren't counted as character levels so it fixes that)
I completely agree with this point. But I think it's a problem with the out leveling and not the vertical progression.
I really loathe that we stop getting XP for lower level mobs. Sure, if you're level 50 and you kill a level 4 mob you should only get like... 2 XP, but it should be SOMETHING. That XP should have a multiplier based on who you are grouped with. Off the top of my head:
Grouped with a character that is:
Less than 5 Levels below: XP Gain X1
6-10 levels below: XP Gain X2
10-20 levels below: XP Gain X3
20-35 levels below: XP Gain X4
35-55 levels below: XP Gain X5
No battle should be fruitless.
NewBlacksmurf wrote: »This reminds me of the WoW South Park parody quest for the Sword of Omens showNewBlacksmurf wrote: »The issue with VET levels are this:Thanks for all that @NewBlacksmurf! The idea of Champion Levels replacing VR just seems strange to me because Champion points is such a drastically different approach to leveling.
Wouldn't basing gear and equipment on CPs mean that players less than level 50 would be able to equip them CP are account wide, or will the requirement be level 50+CP? And if THAT's the case... wouldn't that mean an alt who is level 49 would get dramatically more powerful when they reach 50 and have all those CPs spent? Going from a level 49 sword to what would be the equivalent of a VR 14 sword is a pretty large jump! Especially when you include the idea that a player who is level 49 with 70 CP would gain 14 skill points upon reaching level 50.
Or would ZOS have to keep track of how many CP each character earns toward the total pool of CP? So that character, after earning 4 CP would have 74 CP but would be given "credit" for 4 of them toward Skill Points.
I guess mostly I just don't understand the "problem" that people had with Vet Levels. I get players feeling like it takes to long to level but the complaint that it creates a disparity between the levels is asinine to me.
Player: "It's not fair that he is such a higher level than me!"
Me: "Oh it's not fair that people who play more have progressed farther than you?"
Player: "Yea!"
-It causes a +5 level gap so many cant group using the system tools or they group manually and get exp rate reductions if over/under 5 vet levels (cp levels aren't counted as character levels so it fixes that)
I completely agree with this point. But I think it's a problem with the out leveling and not the vertical progression.
I really loathe that we stop getting XP for lower level mobs. Sure, if you're level 50 and you kill a level 4 mob you should only get like... 2 XP, but it should be SOMETHING. That XP should have a multiplier based on who you are grouped with. Off the top of my head:
Grouped with a character that is:
Less than 5 Levels below: XP Gain X1
6-10 levels below: XP Gain X2
10-20 levels below: XP Gain X3
20-35 levels below: XP Gain X4
35-55 levels below: XP Gain X5
No battle should be fruitless.
Instead of killing boars, it'll be killing mudcrabs lol (which are actually hard to kill at level)
NewBlacksmurf wrote: »This reminds me of the WoW South Park parody quest for the Sword of Omens showNewBlacksmurf wrote: »The issue with VET levels are this:Thanks for all that @NewBlacksmurf! The idea of Champion Levels replacing VR just seems strange to me because Champion points is such a drastically different approach to leveling.
Wouldn't basing gear and equipment on CPs mean that players less than level 50 would be able to equip them CP are account wide, or will the requirement be level 50+CP? And if THAT's the case... wouldn't that mean an alt who is level 49 would get dramatically more powerful when they reach 50 and have all those CPs spent? Going from a level 49 sword to what would be the equivalent of a VR 14 sword is a pretty large jump! Especially when you include the idea that a player who is level 49 with 70 CP would gain 14 skill points upon reaching level 50.
Or would ZOS have to keep track of how many CP each character earns toward the total pool of CP? So that character, after earning 4 CP would have 74 CP but would be given "credit" for 4 of them toward Skill Points.
I guess mostly I just don't understand the "problem" that people had with Vet Levels. I get players feeling like it takes to long to level but the complaint that it creates a disparity between the levels is asinine to me.
Player: "It's not fair that he is such a higher level than me!"
Me: "Oh it's not fair that people who play more have progressed farther than you?"
Player: "Yea!"
-It causes a +5 level gap so many cant group using the system tools or they group manually and get exp rate reductions if over/under 5 vet levels (cp levels aren't counted as character levels so it fixes that)
I completely agree with this point. But I think it's a problem with the out leveling and not the vertical progression.
I really loathe that we stop getting XP for lower level mobs. Sure, if you're level 50 and you kill a level 4 mob you should only get like... 2 XP, but it should be SOMETHING. That XP should have a multiplier based on who you are grouped with. Off the top of my head:
Grouped with a character that is:
Less than 5 Levels below: XP Gain X1
6-10 levels below: XP Gain X2
10-20 levels below: XP Gain X3
20-35 levels below: XP Gain X4
35-55 levels below: XP Gain X5
No battle should be fruitless.
Instead of killing boars, it'll be killing mudcrabs lol (which are actually hard to kill at level)
I had touched on this a while back and I still haven't really understood why a particular game design mechanic would be a bad thing.
Instead of removing VET ranks why doesn't ZOS just convert VET ranks to regular ranks... and then add monthly increases to the level cap, so... the following would occur:
- Immediately raise level cap to 77 and convert all gear/recipes to the appropriate level.
- Every month raise level cap by 1
- Every level earned past 50 earns the player 1 CP. This would be in addition to the way CPs are earned now.
- Level 50-100, attribute points are awarded every 2 levels. (52,54,56, etc.)
- Level 100+, attribute points are awarded every 5 levels. (105,110,115, etc.)
In 10 years, the level cap would be at 197, which isn't a ridiculously unattainable level. Players would be able grind their level every month through DLC or existing content.
This would keep players coming back for more, each and every month. Players would buy more XP pots to reach the next level more quickly. Levels would provide players with additional CP which, in the larger view of the 3600 CP, wouldn't make that big a difference.
The fact that the level cap raises by only one level would mean new players would be able to catch up to older players with just a bit of effort. Additionally, older players can continue to dominate those below them while they attempt to catch up.
The in-between levels (levels that do not award attribute points) could be used as gear requirements so while players might not get an attribute point for a particular level, they would be able to wear special gear because of the level, making the in-between levels more significant.
What would be the downside to such a regular level cap increase?
Dionysusjones wrote: »I had touched on this a while back and I still haven't really understood why a particular game design mechanic would be a bad thing.
Instead of removing VET ranks why doesn't ZOS just convert VET ranks to regular ranks... and then add monthly increases to the level cap, so... the following would occur:
- Immediately raise level cap to 77 and convert all gear/recipes to the appropriate level.
- Every month raise level cap by 1
- Every level earned past 50 earns the player 1 CP. This would be in addition to the way CPs are earned now.
- Level 50-100, attribute points are awarded every 2 levels. (52,54,56, etc.)
- Level 100+, attribute points are awarded every 5 levels. (105,110,115, etc.)
In 10 years, the level cap would be at 197, which isn't a ridiculously unattainable level. Players would be able grind their level every month through DLC or existing content.
This would keep players coming back for more, each and every month. Players would buy more XP pots to reach the next level more quickly. Levels would provide players with additional CP which, in the larger view of the 3600 CP, wouldn't make that big a difference.
The fact that the level cap raises by only one level would mean new players would be able to catch up to older players with just a bit of effort. Additionally, older players can continue to dominate those below them while they attempt to catch up.
The in-between levels (levels that do not award attribute points) could be used as gear requirements so while players might not get an attribute point for a particular level, they would be able to wear special gear because of the level, making the in-between levels more significant.
What would be the downside to such a regular level cap increase?
Proof that this forum needs a downvote button desperatly. This isnt WoW or a WoW clone. please please go away. If I was the CEO of ZOS i would demand that every employee pour bleach in thier eyes so they cant read the incredibly aweful ideas that are spewn on this forum day after day.
ZOS please stay true to YOUR vision. Dont let the MMO locust who devour content and then mass exodus to the next "new hotness" dictate what direction your game goes. These people are allready predetermined visitors who will be leaving reguardles of what you do to apease them
NewBlacksmurf wrote: »No again
Teargrants wrote: »They did that, it was one of the stupidest moves they've made with the game. Now we have to grind through 14 vet ranks instead of 10.
NewBlacksmurf wrote: »No again
Lol. Hey.
I've thought about the whole CP requirement for gear. I'm not a fan, here's why:
Add stated before, a player with 200CP could level a seperate character to level 50 and then boom. They can now wear gear that requires lvl50+200cp.
The idea of individual CP earnings being tracked would work but seems needlessly clumsy... Each chatacter would have to then have their own CP level? Which is seperate to how many CPs they have in total.... that just seems like levels under a different name to me.
I think CP progression should remain Tangential to actual levels.
And the idea of additional levels would be, for the most part, a cosmetic mechanic. With the following exceptions:
-Players would gain an additional CP every level gained.
-Players would gain periodic Skill Points.
gear could have level requirements but it doesnt have to be every single level. From level 50-100 gear could be rated every other level, but odd numbers so every level the player gets armor or a skill point (51,53,55,...). After that it could be every 3 levels (seasonal gear?)
Is the issue the perception of more levels. That people can't stand not constantly being at the top?