@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 ?
(or just an edited picture?)
Machiavelli wrote: »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 ?
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.
@Gidorick has a proposal somewhat similar to this. I just don't remember the link and don't have time to look for it.