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New exploit?

  • MoneyOverEverything
    use exploits or get rekt

    #forapvpcampaignwithoutcp
    Don`t nerf the hype.
  • paulsimonps
    paulsimonps
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    Gyudan wrote: »
    @Alcast: I'm having trouble believing the 100K+ health screenshot.
    Back in february, with 3600 CPs, a V14 imperial nightblade and full legendary gear set towards max health, I could only reach 69K.

    Could your screenshot come from holding the emperor buff with the old *2 stat multiplier ?
    G7qDlhb.png

    (or just an edited picture?) o:)

    He did it while being emp and in cyrodiil on the pts, thats with full CP and maxed out HP sets as well. Outside of cyrodiil he said he had around 77k
  • Ezareth
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    I'm new to this whole CP thing, but what do people mean when they say catch up mechanic? Is CP gain infinite or is there cap? If there is a cap wouldn't that be a catch up mechanic ?

    Except the cap in this case is 10 years out for normal players. A "catchup mechanic" is to discount the cost of earlier CPs so that newer players have a chance to "catch up" to veteran players who have ground out a ton of CPs.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
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    Ezareth PvP on Youtube
  • Gidorick
    Gidorick
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    Who I
    Ysne58 wrote: »
    Ezareth wrote: »
    Leandor wrote: »
    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.
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    If done correctly, it could be a good thing. To give some numbers and elaborate on my thoughts:
    • 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.
    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.

    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.

    @Gidorick has a proposal somewhat similar to this. I just don't remember the link and don't have time to look for it.

    Why, I certainly do! Thanks for the shoutout @Ysne58

    Here it is: http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1

    The biggest difference between my concept and the concept by @Leandor is that I suggest a buff be given to players to allow players with fewer CPs to gain CPs more quickly, so much so that at some point a player could be earning 1 CP every 10 minutes if the CP gap is wide enough. Leandor is suggesting that a limiter be placed on the top earners to slow them down.

    Difference in design philosophy. I think placing limiters on players who earn a lot will be seen as shady tactics to artificially extend gameplay.

    Of course, the CP grind doesn't look like it's going to take the 5 years it was supposed to either. :confused:
    Edited by Gidorick on 17 July 2015 16:41
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Leandor
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    Actually, my proposal was to use both, with a large middle ground that stays unaffected and will contain the majority of population.
  • Ysne58
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    You are welcome @Gidorick . I still think the Auction Guar is an excellant idea. I see you still have that linked in your signature line.
  • Gidorick
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    Thanks for that important clarification @Leandor. The ONLY part of your idea I vehemently disagree with is the possibility of players not being able to advance. I am against earning caps. The limiter in conjunction with the buff could work well... but wouldn't this system eventually benefit those who grind like there's no tomorrow? By averaging the number of CPs, wouldn't we have a fat middle ground with just a few players at the top who are willing to grind?

    The thing I really like about your mechanic is that it stretches the amount of time it's going to take to get to 3600 CP out quite a bit... maybe even by multiple years!
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
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