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[Feedback] Tying in the Champion System

BBSooner
BBSooner
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I would like to see the champion system, and the avenues of acquiring champion experience, be tied in to the game as a whole - not simply as an "alternate experience" mechanic.

In previous TES titles, the player was able to advance their character through simply participating in any activity. Whether it be sneaking, exploring, fighting, crafting, lockpicking, pickpocketing, or even in some cases sprinting and jumping the player was rewarded with 1.) Experience and/or 2.) Skill points.

The Champion system is meant to be an indefinite avenue of character advancement. It's because of this that I would like to suggest that avenues of acquiring the experience to progress in this system be broadened to all activities within the game. I would like to see Champion experience be awarded to the player (in addition to the current avenues) for:

1.) Pickpocketing
2.) Defeating players in combat via the justice system.
3.) Gathering materials
4.) Crafting
5.) Improving items

Note: I won't try to suggest values or attempt to balance the gains because that is something that the dev's will set as what they feel is appropriate.

Not only would expanding the gains to these activities feel more true to the "level up doing whatever" precedent set from the previous games, but it could serve some relief to the growing concern that some players have that the champion system will equal long term grinding. It would allow players the peace of mind (if even to a small degree) that they are advancing their characters regardless of the activity they are doing, letting them focus on playing instead of maintaining the "status quo" of effectiveness.

In doing this I would also like to expand the current champion system constellations to include: crafting effectiveness, potion effectiveness/duration, food effectiveness/duration, increase material gathering effectiveness, and other categories that make the champion system global to encompass all activities available for players.

Edit: I would also like any future gameplay systems/activities be included as an avenue for champion advancement to keep it a globally inclusive form of character development.
Edited by BBSooner on February 5, 2015 7:41PM
  • Ysne58
    Ysne58
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    I agree with this and have suggested some of the same in other posts.
  • AlnilamE
    AlnilamE
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    I agree with all except gathering. That has never given XP in TES games. It's what you do with the mats after you gather them that counts.
    The Moot Councillor
  • BBSooner
    BBSooner
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    AlnilamE wrote: »
    I agree with all except gathering. That has never given XP in TES games. It's what you do with the mats after you gather them that counts.

    True, however I would argue crafting (and in turn gathering) plays a much larger long term role in MMOs than they do in single player games, making the gathering of materials a reoccurring and fairly significant portion of time the player participates in. Also the inclusion of competition for materials that an MMO brings to the table. It's because of this that I think the player should be awarded for the activity.

    I should also note that we can't make a true 1:1 list of character advancing activities since certain things are going to be awarded in single player games (sneaking, jumping) that don't particularly make sense to be awarded to the player in an MMO, and vice versa (gathering).
    Edited by BBSooner on February 5, 2015 7:50PM
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