Is that a "hard" requirement, as it were? As in, you cannot do whatever thing until you have that ability, or is it a "very recommended" requirement, without which you'd probably be screwed but would still be able to try the content?ahstin2001nub18_ESO wrote: »I don't think it would be possible for them to gear content based on number of CPs; there's such a wide range of passives to choose from that it would not be viable.ahstin2001nub18_ESO wrote: »(....)
Point is, if you make it pointless to try and grind out to the end, people will stop doing it and just go play the game. And they'll still have plenty of room to grow. Then you've just got to create a more immersive world to keep them interested and exploring. Why waste old zones as though they're one use only?
I think that the CHampion system is the right answer: player can still progress, but the difference between a player with 200 champion point and a player having 30 champion point will not be that game breaking and they will still be able to feel more or less equal while playing together. Which is my main reason to dislike Veteran ranks: separation between players and gates for content.
With this system players will still have enough reasons to play the game for their own individual progression, but also will have more occasion to team up with other players. This should be something more fun in the end!
It's no different. If you think there won't be a gap between players within a month or even weeks you are deluded. Do you think competitive trials groups that have 200 CP are going to not have a min CP level to join them? Do you think elite PvP groups/guilds will not require a min CP level or certain powers to run with them?
I love how people saying everything will be equal with the CS system because the difference between 200 and 30 CP is minimal are the same ones who don't want to award current vet players with CP that they already earned from non-repeatable content because it would create too big of a gap.
So let me get this straight..awarding 30 CP to V1 characters and 100 CP to V14 characters is a game breaking gap that can't be tolerated but people with 30 and 200 CP difference will be a big love fest of equality with rainbows and kittens for all? Make up your mind because you can't have it both ways. It's either a progression system or it isn't. People either earn the CP equally for doing the same things or it's on a foundation of inequality.
Your making a massive assumption, that is completely wrong. Your assuming that joe average wants to join the competitive trials group's and the elite PVPers. The reality, is they could not give a stuff about your niche group's, they just want to get to the end game and play with people with the same interests and commitment level as themselves.
You really need to understand that the top trial times are not remotely interesting to anybody but the most dedicated hard-core players. There is a reason that there's a mod to ignore announcements. Its about as interesting as who won the local elections in Queensland.
Currently if a group of friends want to do DSA normal, they need to get to VR14, then they can do it, after the change, they only need to get to level 50, that's a massive change and gets them where they want to be in a third of the time.
*sigh* seriously, are you a paid to post?.....
okay that bold is pure (naive) speculation so heres mine. silver will be geared for level 50 with 0-100CP; gold will be geared for level 50 with 100-200 CP; craglorn will be geared for level 50 with 200+CP
see how they can still get you to grind, make a power gap between fresh 50 and old 50, note how you still can't just walk into DSA or trials? i just threw numbers out for CPs so yall can just insert whatever CP numbers you like, you will still be forced to grind something for more power "progression".
edit: its not more power its "progression"
the main point was to guppet because he/she keeps posting that with no VRs that level 50s are going to just drop into the end game content with out any need to gear up/gain CPs/anything. i find it highly unlikely that they will make it feasible for a fresh 50 to be able to just hop into end game content withOUT having to grind anything
however, it would depend greatly on how they set the system up, which i don't know enough of to base any theories off of, and the mob mechanics they plan to put in. this isn't a new system by any stretch, and i have experienced the same in EQ with AA and though you didnt need ALL the AA's but you would have to greatly compensate with gear and then higher end content did start requiring specific abilities/passives from mid to deep within the system.
for example:
you need a teir 3 ability that increases block mitigation by 100% for 5 seconds. to get teir three you must first spend 10 points in tier 1 and then 15 points into tier 2. that would sum up to a total of 25 points before having the needed teir 3 ability.
I agree that there will likely be some form of progression measure which makes, say, Silver Zone 5 harder than Silver Zone 1, but I think one of the main purposes of ZOS doing this is so that people can be reasonably viable in all endgame content as soon as they hit 50; that's both Silver and Gold, Craglorn, Cyrodiil, and the lower Vet Dungeons and Trials. You'd need a bit of CP progression to be able to do the higher Dungeons and Trials, DSA, etc, but you wouldn't need to do Silver and Gold before Craglorn.
It's basically a question of making sure there is still a semblance of progression within content types, while making sure there is not a requirement between content types before you're viable for that content.
For example:
Player --- Solo PvE --- Group PvE ---- PvP ---- Vet Dungs ---- Trials ---- DSA
New 50 -- S&G T1 --- Lower Crag --- Cyrodiil --- All (ex. CoA) -- HRC, AA -- Norm
Adv 50 --- S&G T5 --- Upper Crag --- Cyrodiil --- All inc. CoA ---- SO ---- Vet
"Adv 50" refers to a Level 50 player who has advanced some way ahead of the "New 50" player who just hit 50.
S&G T1/T5 refer to Silver and Gold Tier 1 and Tier 5 zones. (The rest of those fit in between.)
Edit: Trying to align stuff vertically does not work too well
Yeah that makes sense. I was in a group of 3 (me at VR1 and the others at VR2 and VR4) and we managed to do a bit of Craglorn. Although we did have to draft in a VR14 when we went into one of the dungeons required for a story quest.ahstin2001nub18_ESO wrote: »Is that a "hard" requirement, as it were? As in, you cannot do whatever thing until you have that ability, or is it a "very recommended" requirement, without which you'd probably be screwed but would still be able to try the content?ahstin2001nub18_ESO wrote: »I don't think it would be possible for them to gear content based on number of CPs; there's such a wide range of passives to choose from that it would not be viable.ahstin2001nub18_ESO wrote: »(....)
Point is, if you make it pointless to try and grind out to the end, people will stop doing it and just go play the game. And they'll still have plenty of room to grow. Then you've just got to create a more immersive world to keep them interested and exploring. Why waste old zones as though they're one use only?
I think that the CHampion system is the right answer: player can still progress, but the difference between a player with 200 champion point and a player having 30 champion point will not be that game breaking and they will still be able to feel more or less equal while playing together. Which is my main reason to dislike Veteran ranks: separation between players and gates for content.
With this system players will still have enough reasons to play the game for their own individual progression, but also will have more occasion to team up with other players. This should be something more fun in the end!
It's no different. If you think there won't be a gap between players within a month or even weeks you are deluded. Do you think competitive trials groups that have 200 CP are going to not have a min CP level to join them? Do you think elite PvP groups/guilds will not require a min CP level or certain powers to run with them?
I love how people saying everything will be equal with the CS system because the difference between 200 and 30 CP is minimal are the same ones who don't want to award current vet players with CP that they already earned from non-repeatable content because it would create too big of a gap.
So let me get this straight..awarding 30 CP to V1 characters and 100 CP to V14 characters is a game breaking gap that can't be tolerated but people with 30 and 200 CP difference will be a big love fest of equality with rainbows and kittens for all? Make up your mind because you can't have it both ways. It's either a progression system or it isn't. People either earn the CP equally for doing the same things or it's on a foundation of inequality.
Your making a massive assumption, that is completely wrong. Your assuming that joe average wants to join the competitive trials group's and the elite PVPers. The reality, is they could not give a stuff about your niche group's, they just want to get to the end game and play with people with the same interests and commitment level as themselves.
You really need to understand that the top trial times are not remotely interesting to anybody but the most dedicated hard-core players. There is a reason that there's a mod to ignore announcements. Its about as interesting as who won the local elections in Queensland.
Currently if a group of friends want to do DSA normal, they need to get to VR14, then they can do it, after the change, they only need to get to level 50, that's a massive change and gets them where they want to be in a third of the time.
*sigh* seriously, are you a paid to post?.....
okay that bold is pure (naive) speculation so heres mine. silver will be geared for level 50 with 0-100CP; gold will be geared for level 50 with 100-200 CP; craglorn will be geared for level 50 with 200+CP
see how they can still get you to grind, make a power gap between fresh 50 and old 50, note how you still can't just walk into DSA or trials? i just threw numbers out for CPs so yall can just insert whatever CP numbers you like, you will still be forced to grind something for more power "progression".
edit: its not more power its "progression"
the main point was to guppet because he/she keeps posting that with no VRs that level 50s are going to just drop into the end game content with out any need to gear up/gain CPs/anything. i find it highly unlikely that they will make it feasible for a fresh 50 to be able to just hop into end game content withOUT having to grind anything
however, it would depend greatly on how they set the system up, which i don't know enough of to base any theories off of, and the mob mechanics they plan to put in. this isn't a new system by any stretch, and i have experienced the same in EQ with AA and though you didnt need ALL the AA's but you would have to greatly compensate with gear and then higher end content did start requiring specific abilities/passives from mid to deep within the system.
for example:
you need a teir 3 ability that increases block mitigation by 100% for 5 seconds. to get teir three you must first spend 10 points in tier 1 and then 15 points into tier 2. that would sum up to a total of 25 points before having the needed teir 3 ability.
I agree that there will likely be some form of progression measure which makes, say, Silver Zone 5 harder than Silver Zone 1, but I think one of the main purposes of ZOS doing this is so that people can be reasonably viable in all endgame content as soon as they hit 50; that's both Silver and Gold, Craglorn, Cyrodiil, and the lower Vet Dungeons and Trials. You'd need a bit of CP progression to be able to do the higher Dungeons and Trials, DSA, etc, but you wouldn't need to do Silver and Gold before Craglorn.
It's basically a question of making sure there is still a semblance of progression within content types, while making sure there is not a requirement between content types before you're viable for that content.
For example:
Player --- Solo PvE --- Group PvE ---- PvP ---- Vet Dungs ---- Trials ---- DSA
New 50 -- S&G T1 --- Lower Crag --- Cyrodiil --- All (ex. CoA) -- HRC, AA -- Norm
Adv 50 --- S&G T5 --- Upper Crag --- Cyrodiil --- All inc. CoA ---- SO ---- Vet
"Adv 50" refers to a Level 50 player who has advanced some way ahead of the "New 50" player who just hit 50.
S&G T1/T5 refer to Silver and Gold Tier 1 and Tier 5 zones. (The rest of those fit in between.)
Edit: Trying to align stuff vertically does not work too well
i have found that end-game content is a grey area between a "hard requirement" and a "very recommended requirement". some aspects, are going to be "its required" and others won't be. with the AA system in EQ the first tier (general teir) were more stat based (strength, dexterity, agility) and they were only hard required in that you needed them to get to the next tier (archetype tier), which was required for the next tier (class tier) after which, you went back to whichever you wanted to. later on in the content (after the AA system was WELL established), there were "hard" passives and abilities in the class (the last tree) and they added a new tier for the expansion that were based on dealing with particular mob mechanics. this didn't matter though since the class teir, by this time became the new "general tier" in that by that point you already had a fair amount of investment into the system. realistically the best option was to have those AA but if you didn't you weren't doomed to failure, you just had to focus on gear/tactics. more importantly (but within reason) always try upper content, otherwise you won't know where to go with your setups. everyone can solo world PVE naked, but you can't do raid bosses naked- experience it, to guide you to the build that works.
they claim they are making level 50's more viable through the spectrum, but i call BS. from VR1 you can already go into craglorn, and though you can't take the world by the horns, you can (with a group) still be viable in some aspects of craglorn (i know because my VR6 DK and my wife's VR1 templar did just fine there duo). also, i stopped repairing my gear when i solo a LONG time ago because the content was too easy. a vr1 with decent gear and skill setup shouldn't have massive issues in all the silver sections. i know this because once crafting writs came out, i needed a quiet place to farm alchemy items, that still had good experience, and that happened to be the VR4 zone (i had to go through the VR5 zone to get to the VR4 one). you can't get to gold without doing silver so by design you are forced to advance above the silver zones.
ultimately all the CS is, is a much longer winded VR grind that will more than likely hose purest-PVPers the most.
i agree changes should be made,but to completely remove vr to make a vr1 who didn't wanna level at the same level as a vr14 who did put the time in is ***Gogog Bloodthroat wrote: »all i see here is people who didn't wanna put the time in like everyone else to reach top level.Who want to sit back and let zos *** over the ones that did and boost the lazy people to the same level cause "it's not fair"
I think that's somewhat accurate.
I'd also wager there are people here who paid their dues, reached the top, and wouldn't willingly compromise the integrity of their efforts even if it did help ESOs future and keep the game from going F2P.
ers101284b14_ESO wrote: »Being VR14 forces you to do things you don't want to do.
So lets think about this.
1. You hit VR1 and can go to Cyrodill to level up to VR14 which is fine so long as you don't want to survive any fight with VR14 at all ever and be frustrated while you level. That will be frustrating
2. Go to craglorn. Ok except Craglorn is a VR10+ zone and most groups don't want to carry you. So you can grind but that isn't fun for everyone.
3. Gold and Silver which is currently the best way to level VR ranks. So congrats you just saved the world and brought some form of piece and everyone knows you you super amazing hero you. Now go do it 2 more times while no one knows you.
With the removal of vet ranks and going to 50
1. Be level 50 go to Cyrodill and be competitive.= It works
2. Get to 50 and Go to Craglorn= you don't have to be carried since you are not 13 levels away from everyone else
3. You can go to other territories if you want but you don't actually have to.= Gives the choice without feeling forced.
Constantly adding levels just puts new players farther away from existing players making a huge disconnect. Putting a cap allows newer players to play with existing players and makes everyone happy.
Imagine if you just started playing WoW and they didn't offer the level to 90 option. You start and there is no one in the starting zones. You are lonely and no one to group with. And now you have 10 years of content to complete by yourself. And you can't complete all of it because all the level 90+ is in the last zone spamming LFG while you are in a huge world....alone.
Make sense or did I ramble too much?
Grinding out veteran ranks is as appealing as an overflowing dumpster. Encouraging players to do it for multiple alts should be classified as a crime against humanity. It's just too bad that it took ZOS half a year to finally listen to their players.
Serious question?
VR is the WORST progression system that was ever brought into an AAA MMORPG. The whole idea behind it is just *meh*. And for the worst part, Zenimax implementation of the VR thing is even worse.
1. You are questing the exact same quests and the exact same stuff like the other factions, there is absolutely NO story to describe why you are now killing your faction brothers & sisters, there is no logic behind the fact that anchors are still there although you defeated Molag Bal, it's just lore breaking
2. Where you made 10 levels you know make 1. Feeling? Horrible.
3. Most things give very low EP, some quests give you 1k / 1kk - lol? PvP gives you nearly no EP etc.
4. The whole feeling doing VR1-14 is just awful.
5. You need more reasons?
LonePirate wrote: »Serious question?
VR is the WORST progression system that was ever brought into an AAA MMORPG. The whole idea behind it is just *meh*. And for the worst part, Zenimax implementation of the VR thing is even worse.
1. You are questing the exact same quests and the exact same stuff like the other factions, there is absolutely NO story to describe why you are now killing your faction brothers & sisters, there is no logic behind the fact that anchors are still there although you defeated Molag Bal, it's just lore breaking
2. Where you made 10 levels you know make 1. Feeling? Horrible.
3. Most things give very low EP, some quests give you 1k / 1kk - lol? PvP gives you nearly no EP etc.
4. The whole feeling doing VR1-14 is just awful.
5. You need more reasons?
Serious answer?
Are you suggesting players continue to play through these zones after defeating Molag Bal but not gain any level progression? Or should players not be able to play this content with one character? I don't think either of those are viable alternatives.
The whole approach of the VR is just dumb and awful. "Go through the other factions, do EXACTLY the same without reason and story behind it and your reward is a slowed down progression". That's how it is now and that's not working.
Veteran Ranks = pointless, boring grind
They brought essentially nothing to the game & made no sense story wise, seeming much more like a band-aid fix to the lack of end game content (still an issue).
I'd have preferred (and this is what I first thought they would be like) if the VR zones had different versions with different quests/quest hubs depending which Alliance you are playing.
E.g. a DC character in Stonefalls would get quests from a separate DC outpost there, focused on destroying EP forces & other shenanigans.
Instead we got a lazy time-travel/alternate universe cliche, which is 100% same experience you'd get on an alt of different faction.
LonePirate wrote: »The whole approach of the VR is just dumb and awful. "Go through the other factions, do EXACTLY the same without reason and story behind it and your reward is a slowed down progression". That's how it is now and that's not working.
Removing veteran ranks does not fix the problems you cite. If veteran ranks are removed, players would receive even fewer rewards (via fewer attributes and skill points) than what they receive now for completing this content. If you remove veteran ranks and prevent players from accessing this content, then you are denying them all of the skill points, quests, gold, loot and XP for skills they could earn in these zones. Neither of these possibilities are better than the current system.
So what is one of these better alternatives which you say exists? How time or work intensive would it be to justify putting other things on hold in order to implement it? Something would have to be sacrificed in order to fit your changes into the project schedule. That cost alone makes the removal of veteran ranks a foolish decision from my vantage point.
The best and likely easiest solution I have heard for the veteran ranks "problem" is the reduction of the amount of XP required for each new level to 250K (down from the current 1M). If 75% of the level grind is eliminated, then a large number of complaints are eliminated along with it.
I agree with regards to the grunt soldiers, as they were just following orders, but I personally enjoyed bringing the General to justice. In my head-canon, Emeric had sent me out to Stonefalls to investigate the underhanded methods of a rogue cell, the leaders of which were to be brought to justice by any means if evidence of necromancy was uncovered.Veteran Ranks = pointless, boring grind
They brought essentially nothing to the game & made no sense story wise, seeming much more like a band-aid fix to the lack of end game content (still an issue).
I'd have preferred (and this is what I first thought they would be like) if the VR zones had different versions with different quests/quest hubs depending which Alliance you are playing.
E.g. a DC character in Stonefalls would get quests from a separate DC outpost there, focused on destroying EP forces & other shenanigans.
Instead we got a lazy time-travel/alternate universe cliche, which is 100% same experience you'd get on an alt of different faction.
And where you become a traitor to your faction. I had to skip all the Stonefalls quests and just head straight to Deshaan because all the main quests seemed to involve killing DC soldiers. My TES character has always been fairly loyal to Daggerfall and isn't going to sabotage the Covenant for insignificant amounts of gold and experience.
LonePirate wrote: »I honestly do not understand the rationale for removing veteran ranks. Why are people salivating over and anticipating this change?
The game needs a vertical progression system, even if it is frozen for long periods of time such as with the current VR14 cap. It is impractical to leave the max level at 50 ad infinitum because the game will become static and not offer any progression - which is undesirable for its own reasons.
The current VR system is implemented and understood by most players. Plus, it allows for easy future expansions without radically overhauling the current system. If ZOS goes to all of the effort to remove veteran ranks, exactly how would the game expand in the future? ZOS would need to undo some, if not most of the work it would need to do in order to remove them in the first place. That's a waste of time.
With all of the far more important things ZOS needs to complete - Imperial City, Thieves Guild, Dark Brotherhood, Spellcrafting, Housing, Consoles, Wrothgar, etc. - removing veteran ranks will only delay those far more important additions to the game. Aren't those things more important than removing veteran ranks?
I understand people may dislike all of the time and effort needed to reach the current max level; but this is a game that is not intended to be completed in a day or a week or even a month. Who wants to hit level 50 in Coldharbour and then never increase in level again despite the mountains of content that remains to be played after that point?
Removing veteran ranks makes absolutely no sense to me:
LonePirate wrote: »Because veteran ranks were a stupid unneeded addition which bloats the current level system.
Honestly I don't see how people can even question the removal of these ranks.
Unless you were one of the Beta testers in early to mid 2013, then you never played the game when veteran ranks did not exist. Your profile indicates you are not one of those people. You are in no position to say they are an unneeded addition because you have no experience of when they did not exist.
And while this is not directed specifically at you, are people unaware of the template system in the PTS that allows you to create a brand new VR14 character? Why aren't people clamoring for this option to be implemented, especially those complaining about the hassle of levelling alts? Wouldn't that be a better use of ZOS' limited time than a complete overhaul of the game?
Most people didn't like the Veteran rank, cause basically it's 14 more level, that separate players, and spread grouping possibilities.
The Veteran ranks have been added as an artificial way to increase the longevity of the game, but it was not well thoughs and didn't met a lot of enthousiasm.
Most of my friend stopped to play once they reach the veteran ranks cause they didn't enjoyed to be forced into the "other faction" questing with their main character.
The removal of the Veteran ranks and the addition of the Champion system will improve greatly the end game life of the players, and make things more interesting as players once they reach lvl 50 will have tons of activities to choose from instead of being forced into few....
Wrong. People will still need to do the other factions for skill points and likely will want to do them for all that XP to earn CP. Not to mention skyshards and achievements.