The cp per hour was changed probably around the time they lowered the amount pf cp needed to max out a star (i think it was originally intended to take 700 instead of 100).
Time based rewards can have spme major side affects as well. If cp was gained by time played then players could easily find away to keep themselves logged on while they are afk (other games you could tape down an arrow key or jump butto to do so). This could cause extra stress on the server and in other games caused other players to be locked out of the game (primarily right after the launch).
Current exp system is prwtty imbalanced but no matter what they try there will always be ways to manipulate it. I think it best to work on the enlightenment system and exp balance (or alternative ways to gain cp).
So I could log in, set my toon to always walk, point him at a wall, come back in an hour and have a CP? While your idea has merit, how would they determine if a player is playing or is merely logged in to the game. (note I have not pointed my always running PC at a wall to see how long the game keeps me logged in, so I don't even know if that would work)
RP'ers do get the short end of the stick but one could argue that what they do does not require CPs like other game activities do (Trials, PvP, higher end VR content).
However I think everyone should get something towards CPs if they are logged into the server and are doing something in the game. Except spamming spells in trading hubs and banks.
If they are going to change the way CP is calculated it should be the same across the board imo.
Why not base it off the game clock. Give x number of CP for each player per game day whether they are logged on or not for active accounts regardless of subscription status. This will allow everyone to gain CP at the same rate that's already playing the game. People can level their character from 1-V14 in how ever long they choose too. By allowing someone to gain more CP than others because they spend all their time online will only continue to unbalance the game imo.
When I log into the game I don't have any expectations on I should get this or I should get that because I've played all day long. My only expectation is I will be logged on as long as I am having fun, when that stops I log off for the day.
Combine it. If a player logs in a given day, he can get a max of 5 (example, adjust as required) champion points. He gets 2 after 1h of doing anything varied (pvp, chatting a.k.a. rp, trial, pve, whatever). The other three can be obtained thereafter by earning either experience points or alliance points or any combination thereof.
So I could log in, set my toon to always walk, point him at a wall, come back in an hour and have a CP? While your idea has merit, how would they determine if a player is playing or is merely logged in to the game. (note I have not pointed my always running PC at a wall to see how long the game keeps me logged in, so I don't even know if that would work)
RP'ers do get the short end of the stick but one could argue that what they do does not require CPs like other game activities do (Trials, PvP, higher end VR content).
However I think everyone should get something towards CPs if they are logged into the server and are doing something in the game. Except spamming spells in trading hubs and banks.
That's the biggest downside to my suggestion. I've not found a way to bypass the fact that many will likely just afk for points.
Kinda surprising MMO players have problem with grind......... lol ?
I don''t think champion system was designed (at least it simply isn't) to remove grinding from the game (in fact what else endless* activities you can implement to the MMO game?). Champ system was added to simply add more deep to the end game character development.
I disagree with free rewards for everyone, I think that any progress in game should be aquired by players, not given away for free, it just ruins whole reward system, very bad idea.
What they could do instead is increasing the max pool to week or more so newer people would have better chances to catch up.
Correct. You just described XP grinding. Boring, does not take that much 'skill' and is only a measure of time you spend.I disagree with free rewards for everyone, I think that any progress in game should be aquired by players, not given away for free, it just ruins whole reward system, very bad idea.
Correct. You just described XP grinding. Boring, does not take that much 'skill' and is only a measure of time you spend.I disagree with free rewards for everyone, I think that any progress in game should be aquired by players, not given away for free, it just ruins whole reward system, very bad idea.
derpsticks wrote: »How about a system not based on time or xp?
How about giving a preset number of champion points per day based on completed objectives. For instance, lets say an account can earn up to 8 champion points in a day maximum but each of those champion points is awarded upon the completion of an objective such as:
"Complete both undaunted dungeon dailies"
"Complete X crafting dailies"
"Complete X pvp dailies"
"Complete <insert trial name>"
"Complete DSA"
"Earn X alliance points"
"Catch the rare <insert fish name> fish from <insert zone>"
"Help capture X keeps, scrolls, or resources"
"Mine/Pick/Chop/Extract/Collect X resource nodes"
"Kill X <insert mob name> in <insert level appropriate zone>"
"Steal X items without being caught by a guard"
"Pickpocket X items without being caught by a guard"
"Literally anything that takes some amount of measurable effort that players like to do anyways"
Now here is the interesting part, the player is given the opportunity to choose which 8 of these objectives to complete to earn their daily champion points from a list of 12-16 possibilities. Furthermore, the list is randomly generated and may have multiple objectives to do the same thing or slight variances where applicable. The randomness could be based on how "easy" or how much time the objective practically takes so things like harvesting resources would be available less often because it is relatively easy, but often enough because it can be time consuming.
What this does:
Prevents players from having to grind for anything except if they choose the grindy objective.
Randomization prevents players from picking the same thing over and over and will effectively average that player's ability to complete the objectives (If players could pick what they were good at all the time they would have too easy a time). Forcing players to complete at least some of their least favorite / hardest to complete things mixes the game up for them and guarantees all players average about the same amount of time to gain all their points over time.
Allows Crafters, PVErs, PVPrs, Grinders, Farmers, Fishers, Thieves, etc. equal access to the champion system. (Sorry RPrs, I don't RP so I can't think of a measurable objective for you, maybe you can).
Allows all players an equal opportunity to advance in the champion system at the same rate. It would also be possible to implement 3 days worth of champion point "backlog" to a player, allowing them to earn up to 24 champion points if they missed a few days or didn't finish an objective from the day before, but no more than 24 after the 3rd day.
Gives PVP players a viable option to gain champion points without worrying about the xp rates in Cyrodiil. They will just do what they normally do to earn a point, but can't earn them all doing just PVP unless RNG works out for them.
Gives VR14 characters viable options to gain champion points and does not punish those having completed most quests/achievements/events/etc.
Does not require players to create alts just for additional sources of XP.
Prevents any player from gaining a significant advantage over any other player who plays an average amount of time per day. Players who join later or do not have the ability to play every 3 days may be awarded additional champion points per day if they are significantly far behind (say 6 - 8 months down the road when others have 2/3-3/4 the points).
Does not allow players to sit idle and gain champion points on a daily basis based on a timed release of points.
Does not make certain time frames of xp gain worth wildly larger amounts for no apparent reason (current enlightenment). Instead merely allows players to choose alternative objectives so they can actually play the way they want in order to earn their points.
Many other wonderful things can come of this system. Given a proper set of difficult/time consuming/measurable accomplishments and objectives every single player's play style could be accounted for and given equal weight.
This system would make the champion system 3600 times better than the current implementation (see what I did there).
Please feel free to comment on this, I would love to hear your feedback. Constructive criticism is welcome.
So I could log in, set my toon to always walk, point him at a wall, come back in an hour and have a CP? While your idea has merit, how would they determine if a player is playing or is merely logged in to the game. (note I have not pointed my always running PC at a wall to see how long the game keeps me logged in, so I don't even know if that would work)
And that's a problem ... why?So I could log in, set my toon to always walk, point him at a wall, come back in an hour and have a CP? While your idea has merit, how would they determine if a player is playing or is merely logged in to the game. (note I have not pointed my always running PC at a wall to see how long the game keeps me logged in, so I don't even know if that would work)
RP'ers do get the short end of the stick but one could argue that what they do does not require CPs like other game activities do (Trials, PvP, higher end VR content).
However I think everyone should get something towards CPs if they are logged into the server and are doing something in the game. Except spamming spells in trading hubs and banks.
That's the biggest downside to my suggestion. I've not found a way to bypass the fact that many will likely just afk for points.
Again... that only work for some. Not everyone. Some people want to see a progression and see that the time they invest in the game show up.
Sadly that also sound a lot like everybody is a winner and we have no loser that some people keep preaching about. It's not something i am to interested...
btw, if you say a player can't chose the task that mean you will force players that do not want to pvp too pvp or players that to not want to harvest, to harvest or in simply do something they do not care to get the CP. That is also not good.
I do not see how it's better for everyone....
C0pp3rhead wrote: »So you can't RP in a dungeon or in Cyrodiil?
I'm sorry, but I fail to see how hanging out in a tavern and posing for screenshots should earn you XP.