The cp farmers might be coming out of their caves, thats my explanation.
Welcome our new overlords, they've slain over 9000 zombies to achieve such 1337 skill and talent. And by 1337 I mean 1337 more champion points than you.
...imho the best fix would be a system where catching up to the avgerage is very easy and pulling away very hard.
imho champion XP should work in a way where you get more xp the further you're below the median/average CPoints and less the further you're above it. i don't see a probem if someone with 1000CP right now only gets half the champion XP someone with 300 gets and a tenth of the champion XP a player reaching V12 for the first time get. numbers are pulled out of my ... (assuming an average of 150CP)
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 foresee extensive opposition from people having progressed beyond the limits given, though.___________________
[/list]Thoughts? If people could see the benefit of such a system over the proposed static "catch-up mechanism" that was briefly talked about in ESO life, maybe we can bring this to attention of the devs.
The cp farmers might be coming out of their caves, thats my explanation.
Welcome our new overlords, they've slain over 9000 zombies to achieve such 1337 skill and talent. And by 1337 I mean 1337 more champion points than you.
I agree, but couldn't be bothered to pull the math for giving some nice smooth XP requirement formulas, that's what the devs are for... Maybe consider the values given above as "fix points" for the dynamic function development.yeah, it's pretty much what I had in mind.
Though I guess valculating the average at every server downtime is easily enough and "no advancement possible" is not needed.
Finally, I don't think static brackets work well. Better scale XP smoothly. Otherwise you can quickly run into much-hated effects like the "cold progression" in the German tax system. Also, it's very frustrating to experience large changes form one CP to the other. Scaling smoothing isn't hard either
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 foresee extensive opposition from people having progressed beyond the limits given, though.___________________
If done correctly, it could be a good thing. To give some numbers and elaborate on my thoughts:Thoughts? If people could see the benefit of such a system over the proposed static "catch-up mechanism" that was briefly talked about in ESO life, maybe we can bring this to attention of the devs.
- Whenever a character gains a Champion Rank (CR), calculate the current average CP on the respective server.
- Make a simple evaluation (CCR = character CR, ACR = server average CR):
- If CCR < 30% ACR -> reduce next CR experience cost to 10% of normal
- If 30% ACR < CCR < 60% ACR -> reduce next CR experience cost to 40% of normal
- If 60% ACR < CCR < 100% ACR -> reduce next CR experience cost to 75% of normal
- If 100% ACR < CCR < 200% ACR -> next CR experience cost is 100%
- If 200% ACR < CCR < 300% ACR -> next CR experience cost is 300%
- If 300% ACR < CCR < 400% ACR -> next CR experience cost is 1000%
- If CCR > 400% ACR -> no advancement possible.
- Tweak the example numbers given above until you have a decent catch-up mechanic and a good point where the incentive to continue amassing CP is removed.
- The system will never "run out", since the ACR is calculated dynamically.
- Calculation effort is minimal. This is a simple database column summation and division by maximum index number. Since we are dealing with numbers only, that is the most simple kind of database operation.
- Having the cut-off point at 400% means that you can go to 3600 CP once the server average has reached 900. With 1080 points being required to unlock ALL passive perks, that limit unlocks CP fully once the system gives only strongly diminished bonuses. Reducing that number will make the playing field stay closer together but will on the other hand discourage some players that have already progressed beyond those limits.
- The percentage based system would ensure that a more mature server would be handled differently than a young server (RE: Console <-> PC) and would ensure that a new player can catch up very fast, even if the server average approaches 3600.
- It can also cope with future increases/extensions to the CP system.
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 foresee extensive opposition from people having progressed beyond the limits given, though.___________________
If done correctly, it could be a good thing. To give some numbers and elaborate on my thoughts:Thoughts? If people could see the benefit of such a system over the proposed static "catch-up mechanism" that was briefly talked about in ESO life, maybe we can bring this to attention of the devs.
- Whenever a character gains a Champion Rank (CR), calculate the current average CP on the respective server.
- Make a simple evaluation (CCR = character CR, ACR = server average CR):
- If CCR < 30% ACR -> reduce next CR experience cost to 10% of normal
- If 30% ACR < CCR < 60% ACR -> reduce next CR experience cost to 40% of normal
- If 60% ACR < CCR < 100% ACR -> reduce next CR experience cost to 75% of normal
- If 100% ACR < CCR < 200% ACR -> next CR experience cost is 100%
- If 200% ACR < CCR < 300% ACR -> next CR experience cost is 300%
- If 300% ACR < CCR < 400% ACR -> next CR experience cost is 1000%
- If CCR > 400% ACR -> no advancement possible.
- Tweak the example numbers given above until you have a decent catch-up mechanic and a good point where the incentive to continue amassing CP is removed.
- The system will never "run out", since the ACR is calculated dynamically.
- Calculation effort is minimal. This is a simple database column summation and division by maximum index number. Since we are dealing with numbers only, that is the most simple kind of database operation.
- Having the cut-off point at 400% means that you can go to 3600 CP once the server average has reached 900. With 1080 points being required to unlock ALL passive perks, that limit unlocks CP fully once the system gives only strongly diminished bonuses. Reducing that number will make the playing field stay closer together but will on the other hand discourage some players that have already progressed beyond those limits.
- The percentage based system would ensure that a more mature server would be handled differently than a young server (RE: Console <-> PC) and would ensure that a new player can catch up very fast, even if the server average approaches 3600.
- It can also cope with future increases/extensions to the CP system.
Do you think ZoS could implement such complicated math when it took them over a year just to get Spell Penetration to work as it should?
I shudder to think of the bugs that would occur at the implementation of that system.
ztyhurstub17_ESO wrote: »I can't imagine the game will be that fun for very long for a player that overpowered. They will get bored sell the account and move on.
Only flaw is, that Dk wasnt overpowered. It was just easiest to play for noobs.Germtrocity wrote: »ztyhurstub17_ESO wrote: »I can't imagine the game will be that fun for very long for a player that overpowered. They will get bored sell the account and move on.
Just like how all Dragonknights pre 1.6 rerolled because the game wasn't fun because they were so OP, right?
That logic never works.
The cp farmers might be coming out of their caves, thats my explanation.
Welcome our new overlords, they've slain over 9000 zombies to achieve such 1337 skill and talent. And by 1337 I mean 1337 more champion points than you.
There are quite a few people already in the 1000 CPs...
in 4 Months there will be ppl with 2000 CP...
My friend did some tests on pts with 3.6k CP
People that say this is far away are wrong, in about 8 Months there will be ppl with at least 3k+ CP already.
And dont tell me he has low Magicka/Stamina.
I think he could go AFK while pressing his blockbutton with smth and come back 5min later
I am sitting at 320 CP, I already feel like I am left behind and ZOS stabbed me in the back once more.
Wasnt it ZOS that said nobody will reach 3,6k in 2-3 year? They must have been joking i guess trolololol /ZOS stupidity
I still believe that was the conversation between the gameplay Dev and CP dev
Pre1.6:
Dungeons Dev: Ehh man, will the CP system affect the game balance much?
CP Creator: Ohh hey, nahh dont worry, not by a lot, its only for RPers and casuals to give them some kind of advancement to feel happy
DUngeons Dev: Ohhh okay...then I better nerf the difficulties because too many ppl QQ already. Ok good thanks bro, cya.
Post 1.6:
Dungeons Dev: *** man, ppl steamrolling Trials/Arena and its silly easy, i thought CP isnt gonna affect gameplay at all!!!!!
CP Creator: Ohh shizzle dude, some ppl already in the 1k CP after 5 Months, I thought now some ppl would hit around 200 CP, sry man that i fcked your gameplay balance. But now its your problem im done with CP and im outta here cyyaaaaaaaaaa
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 foresee extensive opposition from people having progressed beyond the limits given, though.___________________
If done correctly, it could be a good thing. To give some numbers and elaborate on my thoughts:Thoughts? If people could see the benefit of such a system over the proposed static "catch-up mechanism" that was briefly talked about in ESO life, maybe we can bring this to attention of the devs.
- Whenever a character gains a Champion Rank (CR), calculate the current average CP on the respective server.
- Make a simple evaluation (CCR = character CR, ACR = server average CR):
- If CCR < 30% ACR -> reduce next CR experience cost to 10% of normal
- If 30% ACR < CCR < 60% ACR -> reduce next CR experience cost to 40% of normal
- If 60% ACR < CCR < 100% ACR -> reduce next CR experience cost to 75% of normal
- If 100% ACR < CCR < 200% ACR -> next CR experience cost is 100%
- If 200% ACR < CCR < 300% ACR -> next CR experience cost is 300%
- If 300% ACR < CCR < 400% ACR -> next CR experience cost is 1000%
- If CCR > 400% ACR -> no advancement possible.
- Tweak the example numbers given above until you have a decent catch-up mechanic and a good point where the incentive to continue amassing CP is removed.
- The system will never "run out", since the ACR is calculated dynamically.
- Calculation effort is minimal. This is a simple database column summation and division by maximum index number. Since we are dealing with numbers only, that is the most simple kind of database operation.
- Having the cut-off point at 400% means that you can go to 3600 CP once the server average has reached 900. With 1080 points being required to unlock ALL passive perks, that limit unlocks CP fully once the system gives only strongly diminished bonuses. Reducing that number will make the playing field stay closer together but will on the other hand discourage some players that have already progressed beyond those limits.
- The percentage based system would ensure that a more mature server would be handled differently than a young server (RE: Console <-> PC) and would ensure that a new player can catch up very fast, even if the server average approaches 3600.
- It can also cope with future increases/extensions to the CP system.
Do you think ZoS could implement such complicated math when it took them over a year just to get Spell Penetration to work as it should?
I shudder to think of the bugs that would occur at the implementation of that system.
The cp farmers might be coming out of their caves, thats my explanation.
Welcome our new overlords, they've slain over 9000 zombies to achieve such 1337 skill and talent. And by 1337 I mean 1337 more champion points than you.
@Vynist
For each CP you gain, you gain either mag/stam/health depending on what tree you gained the CP in. I can't remember the exact amount you get per CP though.