Please not speak in my name too. I want something for the long term, and the champion system is the right thing to do. Someone with 50 days /played will be more powerful than someone with 5 days /played? This is perfectly right, 100% what I would except from a system like that.
The thing they need to do for the long term is adjust PVE somehow and create some new PVP campaigns (0-500 tier and 500+ Cp tier for example).
Please not speak in my name too. I want something for the long term, and the champion system is the right thing to do. Someone with 50 days /played will be more powerful than someone with 5 days /played? This is perfectly right, 100% what I would except from a system like that.
The thing they need to do for the long term is adjust PVE somehow and create some new PVP campaigns (0-500 tier and 500+ Cp tier for example).
You want dead campaigns, cause that's how you get dead campaigns.
Ofc there should be some difference between long time and new players, but the difference is too huge.
The diminishing return nearly doesn't exists and kinda feels linear.. That's game breaking.
So in other word... People who play less want the same advantage has player who invest more time in the game...
What do you think will happen to those player, the one that invest more time?
Why didn't you create polls?I opened a couple posts
http://forums.elderscrollsonline.com/en/discussion/153645/vote-what-do-you-think-about-1-6-and-its-release#latest
http://forums.elderscrollsonline.com/en/discussion/153644/vote-what-is-the-main-thing-the-champion-system-reinforces-and-gives-to-players#latest
post your vote. Make it simple. No big posts that appear like rants and such, just a simple mass of votes.
So in other word... People who play less want the same advantage has player who invest more time in the game...
What do you think will happen to those player, the one that invest more time?
There is a flaw in your argument. Look at it from the other side: Do you really want a game where somebody who can't play 12 hours a day doesn't stand a chance? What do you think will happen to those players? A lot of pleople playing this game have a job, and a family. Those have only a few hours üer week. Do you want these to become second class players?
Ideally, there shouldn't be any larger advantage deüending just on time played. Such a system is hard to develop, and we probably will always have advantages for those that invest more time at the beginning. After a while these disparities should vanish as people are able to catch up.
I really don't know if this is he case with the current campion system. It will take years to reach 3600 points. Will those with less time to play ever catch up, or will they leave before they have a chance to get there? Will they recongnize they stand no chance and leave BECAUSE of that? Only time will tell.
DR already features heavily in the CP system.Ninnghizhidda wrote: »A "diminishing returns" system would be meaningful to ultimately grant that extra 5% or 10% edge
I dont like the champion system at all. It's a system that rewards grinding and time played more so then vet ranks. Vet ranks were tolerable, but champ system will widen the gap.
Instead of beating a player because your more skilled, you will beat a player because you have more Champ points. It cheapens the experience and just shifts the game from a gear grind to a champ point bonus grind.
Champ points create enough of a gap that even more skilled better players will not be able to overcome the handicaps until everyone has the same amount if points, being 3600.
I'm sorry but just because you play more then someone else shouldn't give you a comparable advantage and edge. Does a casino give extra advantages and favor to the black jack player that plays every night to the guy that just walked in the door?
I know, people want to feel like their time spent in game matters, they feel they should be entitled to something that separates them from the casuals, but this isn't the right way to go about it. I'm not saying folks who play the most shouldn't have something to show for it, but giving considerable comparituve advantages and in essence stacking the deck in their favor with champ points is the wrong way to go about it.
ZOS really needs to cap CP at a set amount that can be earned o'er day, because their are many people who have no job, don't work, and rarely leave their houses and all they will do is sit around and grind points and account share to get as many as possible, the writing is on the wall.
Ninnghizhidda wrote: »From what I have understood so far, the Champion system will be introduced for specific reasons. Firstly, provide "progression", and it is indeed some kind of progression, the enormity of its grindy nature is another story.
ZoS have clearly stated and claimed that the Champion system also serves a very important plan, what both them and the players (apparently) have been looking for: some kind of balance and "equalisation". If that could ever be achieved.
I would certainly support the idea, of course trying to make everyone 100% happy is probably an impossible task, but the Champion system was supposed to satisfy both new players and hardened veterans.
From what people are reporting, this is rather unlikely to happen. No one reasonable would ask for someone that just made it to VR ranks or earned the first Champion points to be "equal" to someone who has played for months and invested tons of effort. Not even a "fresh" VR14 character would be really equal to a VR14 with several months experience.
I would be perfectly happy to see the "hardened veterans" and those who invest a lot of time and effort and thus earn many more CPs being more powerful than those who do not. The question is by how much. I would be content and happy with a 5% or even a 10% "power advantage". However, the system as it stands, looks like far from it. It looks like some people could easily be 50% or, who knows, 70% (? just random numbers thrown in here) more powerful than equally VR ranked characters who earn a lot less CPs. Now, this... I think is way too much.
A "diminishing returns" system would be meaningful to ultimately grant that extra 5% or 10% edge, which actually could be quite important, coupled with skill and experience. It would be a fair reward to make someone happy and proud. Being twice as powerful (random estimate again, it could actually be a lot more) is just too much and creates quite a gap instead of closing gaps and "equalising".
They better have some second thoughts about the system and make some meaningful adjustments now they can. Before another major hell breaks loose when it all goes live. Just my thoughts.
Given the curt dismissal of the several well-argued posts about the concerns many have for Sorceror clearly ZOS have made their mind up and no amount of fact-based arguing will move them: note that the provision of facts and game-derived numbers is all one way, ZOS have never countered any fact-based arguments with counter-facts, simply vague comments and unsubstantiated assertions .. that is when they bother to respond at all.ZOS, is there anything we can do to convince you not to go live with this Champion System?
pmn100b16_ESO wrote: »I had concerns with the CP system along time ago in regards to pvp. Currently if you are a v14 and you fight another v14, you know that whoever wins has the better skill/build (class balance aside), you know its an even playing field. With CP points, the imbalances mean there are no longer going to be even fights. Someone grinding quests/mobs all day to get CP would have a distinct advantage over someone that hops online of an evening to play a couple hours of pvp. After just a couple of months of this, you're going to find 'good' players in pvp simply based on how many cps they got. The casual way you can currently play in cyrodiil (i.e. as your time permits) will be over.
When I bought this up some time ago in a thread, lots of people just said 'someone that's played for a year should be better than someone who's just started'. Seems some people are really invested in the idea of steamrolling a bunch of new players and passing it off as skill. My view is a new player to pvp should be on an even footing, otherwise whats the point of playing. The new guy isn't going to play because he'll be getting trashed by the cp grinding vet without a hope of catching up, and personally, as a possible cp grinding vet, I wouldn't want to be trashing a bunch of new players everyday.
This system is going to cause too many imbalances, and cryodiil is about to become an even more frustrating experience than it already is. Those with the view that old players should be godly OP compared to new players need to take more consideration into the future health of the game, not the short term gain of some epeen stroking cheesy mass cyrodiil killing spree.
Nazon_Katts wrote: »I fear it's too late and been so a while already. AvA has moved out of focus a long time ago and with the current change in business model a steady and time consuming progression is pretty much needed to drive sales in the cash shop. A power gap in PvP is a necessary evil, otherwise nobody would consider paying for the convenience of catching up faster.