Welcome to a 1990s group-or-die MMO, the kind which should have died a death years ago.AshySamurai wrote: »Actually, you have a lot of repeatable content: daily undaunted pledges, trials/dsa and all side quests in Craglorn.
Nazon_Katts wrote: »You forgot to mention to grind said Alts to 50 first, before starting any content. Don't want to waste any CP from scaled content.
Not to nitpick but this is completely inaccurate. I gained 2-1/2 CP while NA had access to PTS while doing NOTHING but working on the Legerdemain skill line. Every single Safebox you lockpick gives 915 XP, as well as all open world Chests in VR4+ Zones (if you are VR14). ANY XP gain on ANY VR character levels the next CP, not just "grinding mobs and a few quests here and there". Granted if you want FAST CP, then yes, Grinding is still going to be the best due to how fast you gain even the trivial XP that killing a single enemy gives you.Humanistic wrote: »The only way to get CP right now, on the PTS any way - is to basically grind mobs, and a few quests here and there.
AshySamurai wrote: »Actually, you have a lot of repeatable content: daily undaunted pledges, trials/dsa and all side quests in Craglorn.
Wolfsspinne wrote: »Nazon_Katts wrote: »You forgot to mention to grind said Alts to 50 first, before starting any content. Don't want to waste any CP from scaled content.
Overworld and open dungeon stuff doesn't scale.
There's no use in leaving out quests that reward less XP than a single VR10 mob.
But you might want to wait with the guild and main quests, those scale.
It's actually smoke and mirrors. It's a horizontal progression system.I have always recognized ESO has having some really solid, great intentions but otherwise plagued by poor implementation/design.
I had hoped the end-game would essentially be a "play your way" while progressing in relevant ways. The problem with VR was that the most efficient way of progressing was neither fun nor engaging (questing and grinding). Instead, what should have happened, was all that end-game content (dungeons, adventure areas, pvp, etc...) should have provided solid ways of leveling VR - which didn't happen.
Top it all off with the fact that VR was itemized with its own set of tiers and gear for each VR. So it was the worst kind of end-game progression.
I like the concept of the CP system. I don't mind what I've seen of it thus far. Some form of vertical progression will be needed. If balanced well (and that is the trick) - then it can only be a good thing.
Instead of having an extra "15" levels serving as our end-game progression, we now have some form of alternate advancement. I don't believe they can itemize against the CP system - so ALL level 50 players will be on even playing field in regards to gear options. This point will make the biggest difference I think.
The other part, if each form of end-game content (dungeons, adventure areas, pvp, etc..) makes for relevant CP gains - then most players will be happy. If CP gains heavily favor one form of content over another - then we will have problems.
The problem isn't the fact that CP are a form of vertical progression - its whether or not the diminishing returns on the benefits and end-game content can be balanced such that the end-game as a whole is able to go forward in a healthy state. The end-game as it is in production simply isn't cutting it.
I am thankful for players who are taking the time to check out PTS and provide feedback (both positive and negative) as I simply don't have the time to do it myself.
Nazon_Katts wrote: »It's vertical.
Any progression that raises your powerlevel is considered vertical.
Any progression that broadens your options is considered horizontal.
Even tho the CS cycles thru constellations, all it does provide is an increase in power and no additional options.
The skill system, however, could be considered horizontal, if it weren't for pretty powerful synergies between different skill lines. It does come with a bit of vertical progression of unlocking the abilities and passives, but adding skill lines broadens your options more than it does increase your powerlevel (well, mostly).
To my knowledge, there isn't any pure horizontal progression system in MMOs and it's usually implemented in a hybrid way like ESO's skill system. Best example being EvE, where you got a couple of months of vertical progression in a skill line, but years of horizontal progression by adding more lines and thus options of how to play the game, without really increasing your powerlevel to such an extent, that a new player couldn't catch up.
Not sure why you define a 'horizontal' system as one that opens up more options and then say ESO skill lines are just that.Nazon_Katts wrote: »To my knowledge, there isn't any pure horizontal progression system in MMOs and it's usually implemented in a hybrid way like ESO's skill system..
fromtesonlineb16_ESO wrote: »Not sure why you define a 'horizontal' system as one that opens up more options and then say ESO skill lines are just that.Nazon_Katts wrote: »To my knowledge, there isn't any pure horizontal progression system in MMOs and it's usually implemented in a hybrid way like ESO's skill system..
Do you guys even realize that even if they added whole Tamriel it wouldn't be enough to get all the Champion Points.
It's a Horizontal Progression, you are not supposed to cap it lol. Good luck to anyone trying.
Wolfsspinne wrote: »To summarize all I've read about the the best ways to get CP:
- you have to play an alt
- you have to grind mobs solo or in a two player group
- you have to do goup contend in Craglorn and in vet-dungeons
- you have to do repeatables in Cyrodiil, which leads to PvP
That is pretty much all fricking contend the game has to offer.