Thankfully I don't do hardcore style raids, so CP is not an issue for me, and for many casual type players it won't be an issue - with 70 CP vet dungeons are easy, I am also pretty confident current raids will be doable to, and I know vet DSA is.
As a result, for those not interested in leader boards etc. CP doesn't really matter much. I'll get them when I get them.
So, for many players it is not a major issue. However, the post is still very relevant for PvP and also hardcore end gamers who are forever trying to get that 1 more DPS.
Perhaps for PvP, in time there will be a battle buff that puts you at X CP equally split in the system. For pve, well, by the time they try come up with a solution most of the hardcore guys probably already maxed out
10 Cp a day is doable, I think some players can be getting around 15 - 18 cp by grinding for 4 to 6h.
If I understand the CP system well, we're going to have, everyday, X amount of Enlightenment (the amount doesn't seem to be the same for all the players, haven't figured that out yet, I suppose the less you play during those 24h, the more you get?), and you can stack "bonus" enlightenment for up to 3 days in a row.
This means that the CP advancement is "slowed" for people who are at the top aka the people who play enough to, each day, get the max out of their enlightenment bonus, which could be a fair amount of people since the bonus isn't really huge.
At the same time, slower players who can only play a couple of hours a day, could be permanently enlightened since they won't play enough to get all of their CP experience in 3 days.
This still means that if you are very active & want to get ahead, you can do so by grinding every day like a zombie and on the long run, it doesn't change the fact that this system will create "steps" in the players, since it's just like a race:
A: You'll have those who can't even get all the CP bonus enlightenment every day and will get further and further and further behind (without any hope of coming back since enlightenment can only be stacked for 3 days max).
B: Those who get their CP bonus every day and hardly get more than 1 CP after which will probably be most casual players.
C : And those who will grind to get to their CP objective, or play enough every day to get 2 or 3 times more exp that their enlightenment bonus provides
And the front of the race, the people that make it into a personal mission to obtain every single one of those CP by grinding every day like a zombie till their eyes bleed.
In the end, people who are in groups C and D will get further and further ahead of players in groups A and B, thus creating a large gap between them.
A similar gap will exist between players in groups A and B but the A group is much more spread in terms of # of CP earned than group B (who has a strict minimum of CP gained per day since they get all their enlightenment XP every day).
Imagine a player who starts @ level 1 just 6 months into this system . Even if he plays as much as someone from group C, he will, at best, eventually, reach the guys in group B.
Imagine a player who starts @level 1 just one year, into this system?
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
10 Cp a day is doable, I think some players can be getting around 15 - 18 cp by grinding for 4 to 6h.
If I understand the CP system well, we're going to have, everyday, X amount of Enlightenment (the amount doesn't seem to be the same for all the players, haven't figured that out yet, I suppose the less you play during those 24h, the more you get?), and you can stack "bonus" enlightenment for up to 3 days in a row.
This means that the CP advancement is "slowed" for people who are at the top aka the people who play enough to, each day, get the max out of their enlightenment bonus, which could be a fair amount of people since the bonus isn't really huge.
At the same time, slower players who can only play a couple of hours a day, could be permanently enlightened since they won't play enough to get all of their CP experience in 3 days.
This still means that if you are very active & want to get ahead, you can do so by grinding every day like a zombie and on the long run, it doesn't change the fact that this system will create "steps" in the players, since it's just like a race:
A: You'll have those who can't even get all the CP bonus enlightenment every day and will get further and further and further behind (without any hope of coming back since enlightenment can only be stacked for 3 days max).
B: Those who get their CP bonus every day and hardly get more than 1 CP after which will probably be most casual players.
C : And those who will grind to get to their CP objective, or play enough every day to get 2 or 3 times more exp that their enlightenment bonus provides
And the front of the race, the people that make it into a personal mission to obtain every single one of those CP by grinding every day like a zombie till their eyes bleed.
In the end, people who are in groups C and D will get further and further ahead of players in groups A and B, thus creating a large gap between them.
A similar gap will exist between players in groups A and B but the A group is much more spread in terms of # of CP earned than group B (who has a strict minimum of CP gained per day since they get all their enlightenment XP every day).
Imagine a player who starts @ level 1 just 6 months into this system . Even if he plays as much as someone from group C, he will, at best, eventually, reach the guys in group B.
Imagine a player who starts @level 1 just one year, into this system?
Exactly, the perfect description of what's going to happen. And then again, even if players in group A want to do a Trial - are they going to find enough people in their group to do it with? How many players in Group C or D are going to be interested in doing Trials with anyone from group A, etc.
I mean for me, I will probably end up in Group A simply because I refuse to take my 2-3 hours of playtime each day to grinding towards a goalpost that's so far in the future it'll more than likely have moved significantly by the time I get 1/10th of the way. Whereas before I could simply grind my 30-40 hours total and then be at the cap and even compete on the leaderboards, without having to dedicate my life to it.
But even if you take the competetive aspect out of it, and simply look at whether or not you can do the content anymore I'm deeply worried about how groups are going to form at all when we have this large of a gap between players.
It's just pointless. People who grind will get tired as ***, and will have grinded mostly to make easy content even easier. People who won't grind will find themselves far behind others in power and be discouraged by the idea of a 6 month straight grind every day to even come close.
So who is this system benefiting? People who just quest on their own with no desire to group with anyone? Because it feels like everyone else is getting heavily punished.. in one way (months of mindless grinding) or another (being left behind).
As for your last example, to put it simply I can't see that anyone is ever going to start playing this game in 6 months. Just the idea of this system will effectively shut down any intake of players whatsoever, once they realise how bad it actually is.
10 Cp a day is doable, I think some players can be getting around 15 - 18 cp by grinding for 4 to 6h.
If I understand the CP system well, we're going to have, everyday, X amount of Enlightenment (the amount doesn't seem to be the same for all the players, haven't figured that out yet, I suppose the less you play during those 24h, the more you get?), and you can stack "bonus" enlightenment for up to 3 days in a row.
This means that the CP advancement is "slowed" for people who are at the top aka the people who play enough to, each day, get the max out of their enlightenment bonus, which could be a fair amount of people since the bonus isn't really huge.
At the same time, slower players who can only play a couple of hours a day, could be permanently enlightened since they won't play enough to get all of their CP experience in 3 days.
This still means that if you are very active & want to get ahead, you can do so by grinding every day like a zombie and on the long run, it doesn't change the fact that this system will create "steps" in the players, since it's just like a race:
A: You'll have those who can't even get all the CP bonus enlightenment every day and will get further and further and further behind (without any hope of coming back since enlightenment can only be stacked for 3 days max).
B: Those who get their CP bonus every day and hardly get more than 1 CP after which will probably be most casual players.
C : And those who will grind to get to their CP objective, or play enough every day to get 2 or 3 times more exp that their enlightenment bonus provides
And the front of the race, the people that make it into a personal mission to obtain every single one of those CP by grinding every day like a zombie till their eyes bleed.
In the end, people who are in groups C and D will get further and further ahead of players in groups A and B, thus creating a large gap between them.
A similar gap will exist between players in groups A and B but the A group is much more spread in terms of # of CP earned than group B (who has a strict minimum of CP gained per day since they get all their enlightenment XP every day).
Imagine a player who starts @ level 1 just 6 months into this system . Even if he plays as much as someone from group C, he will, at best, eventually, reach the guys in group B.
Imagine a player who starts @level 1 just one year, into this system?
Exactly, the perfect description of what's going to happen. And then again, even if players in group A want to do a Trial - are they going to find enough people in their group to do it with? How many players in Group C or D are going to be interested in doing Trials with anyone from group A, etc.
I mean for me, I will probably end up in Group A simply because I refuse to take my 2-3 hours of playtime each day to grinding towards a goalpost that's so far in the future it'll more than likely have moved significantly by the time I get 1/10th of the way. Whereas before I could simply grind my 30-40 hours total and then be at the cap and even compete on the leaderboards, without having to dedicate my life to it.
But even if you take the competetive aspect out of it, and simply look at whether or not you can do the content anymore I'm deeply worried about how groups are going to form at all when we have this large of a gap between players.
It's just pointless. People who grind will get tired as ***, and will have grinded mostly to make easy content even easier. People who won't grind will find themselves far behind others in power and be discouraged by the idea of a 6 month straight grind every day to even come close.
So who is this system benefiting? People who just quest on their own with no desire to group with anyone? Because it feels like everyone else is getting heavily punished.. in one way (months of mindless grinding) or another (being left behind).
As for your last example, to put it simply I can't see that anyone is ever going to start playing this game in 6 months. Just the idea of this system will effectively shut down any intake of players whatsoever, once they realise how bad it actually is.
You left out one group. Those who are not getting enlightenment or CP points and there are many reporting this issue.
I am not a grinder, however, since 1.6 on Tuesday I have actively been completing the Caldwell Gold quests and completing solo delves, Dolmans, World Bosses, and finding new locations a minimum of 5 hours a day. I have yet to be enlightened or receive one CP point above the 70 I initially received for my V14 character when I first played 1.6. I am currently playing a V6 character to level it up.
ZOS will never balance content around the capabilities of the top 1% of their players. That means people who earn CP casually will be able to complete it all without issues.
The only case where they might be a hindrance to their guild is if that guild wants to be on the top of the leaderboards(fastest completion time) - but that is basically just fluff. Bragging rights.
I say let them have it. The 10CP/day people certainly are not casuals, so the top of the leaderboard will be filled with hardcore players - but that's not different from last patch. If you are a casual, you really shouldn't expect to be on that board, methinks.
Its undeniable that some are screwed by the change. But those in C and D don't group with the rest of us anyway.
The vast majority of players will be fine because most people running raids etc. Are not leaderboard chasing, as long as the team can do the content, whether they have 1000 or 1 CP is irrelevant to them. Just like they don't care if you run magicka or stamina builds because they can all do the damage needed, the fact one may do more than the other is not important.
That reality is great news for the many, but doesn't help those who are the unlucky few. Previously they could change to the current meta and be part of the high end crew, CP will prevent this unless they also have the time to grind it out. Unfortunately, I doubt ZOS will do much for them and they will be considered an acceptable casualty
Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
A small group of players will separate themselves from everyone else, and the gap will become quite wide. So what? There will be tiers in raiding groups, and those determined to climb the leaderboards will exclude based on CP's. That doesn't mean everyone else can't complete the content. They can, if they can find likeminded sorts.
It's similar to how some guilds, desiring those top spots, have more or less excluded certain classes from trials in the past. Some people thought this to be important. Others did not. ZOS has indicated what camp they inhabit.
(For reference, I fall into the "adult with a job" category, as well as the "I never find these great, possibly exploity grind spots" category. I'll be muddling along at one-point-something CP's per day)
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
^^This - We have all the things the OP is discussing now, just to a lesser degree. VR1 cannot stand against a VR14 in 1V1 or PVP, yet they still go, they find a way to play, and the world keeps turning. I have personally run pledges with VR5. It was harder, but it got done. He had no problem finding our group, and we had no problem taking him. Content is not going to depend on your CP. The group part is on the players. And I don't care what you request, you cannot change the mentality of people.Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
And this to me is wrong. So a game should penalize people who have more time to play? Cause that is what you are saying. Why not penalize people for not playing. Every 24 hours you go without logging in should mean that you have to get 1M XP for your next CP. It doubles everyday till you have 3 consecutive days, then it resets. - Stupid right? People calling for equality but punishing people to get it isn't really "equal" or "fair". You want more CP, log in more. Quests too slow for your taste, grind. PERIOD. And before you jump all over me, I have a family, and grandkids, and a job that requires at least 50+ hours. I am not a "hardcore", just a jealous wanna be. And I do not support this.
Here is the truth:
1) Will people be excluded from runs based on CP? Just as much as they are excluded based on VR level now.
2) Will lower level players be owned in PVP with the CP? Just as much as they do now with VR.
3) Will you be able to catch up playing casually? A bit longer, but no new content for 6-7 months (A guess on my part) and 3600 cap on CP means the grinders have to stop somewhere. They stop, you progress, you catch up.
4) Will there always be badasses better than you? Just as much now as with VR.
The point is, you cannot custom make the CP gain to suit one and exclude others. Yes, they need to fix the XP/CP gain so it is easier. But easier for all still doesn't solve the "gap". They also need to scale dungeons to account for different CP levels. They need to fix the LFG tool to make grouping easier. They should have soft capped CP to 500 (or less) and raised that cap with each DLC. They need to make more repeatable VR content so maxed players have something to do. And guess what, I bet this kind of thread will get you CP boost potions from the cash shop soon. All of that is a solution to the OP's problem.
But guess what? There will still be a gap. There are still going to be people better than you with better everything. It is a competitive game. Deal with it. Ruining the game more for "hardcore" players so you can feel badass too is not the right way. Want to be better, or have a better character? Play more. Want to not be excluded? Find people with similar situations and friend up. (Trust me, you do not have the only life style that limits game play) Need more time for gaming, get a sitter, send the wife/husband on a trip. Call in sick, use vacation time. This is not the game, or other gamers problems. Trying to get what they have without doing what they did is just dingy.
And this isn't at some person. It is at the discussion line the thread is going. YES - 100% agree ZOS needs to look at some things for XP/CP gaining, etc. But penalizing others cause they have more time for gaming than you and you are worried you won't catch up.....seriously?
...no matter how skilled he is anyone investing more time then him and are able to and willing to grind more cp a day
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
^^This - We have all the things the OP is discussing now, just to a lesser degree. VR1 cannot stand against a VR14 in 1V1 or PVP, yet they still go, they find a way to play, and the world keeps turning. I have personally run pledges with VR5. It was harder, but it got done. He had no problem finding our group, and we had no problem taking him. Content is not going to depend on your CP. The group part is on the players. And I don't care what you request, you cannot change the mentality of people.Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
And this to me is wrong. So a game should penalize people who have more time to play? Cause that is what you are saying. Why not penalize people for not playing. Every 24 hours you go without logging in should mean that you have to get 1M XP for your next CP. It doubles everyday till you have 3 consecutive days, then it resets. - Stupid right? People calling for equality but punishing people to get it isn't really "equal" or "fair". You want more CP, log in more. Quests too slow for your taste, grind. PERIOD. And before you jump all over me, I have a family, and grandkids, and a job that requires at least 50+ hours. I am not a "hardcore", just a jealous wanna be. And I do not support this.
Here is the truth:
1) Will people be excluded from runs based on CP? Just as much as they are excluded based on VR level now.
2) Will lower level players be owned in PVP with the CP? Just as much as they do now with VR.
3) Will you be able to catch up playing casually? A bit longer, but no new content for 6-7 months (A guess on my part) and 3600 cap on CP means the grinders have to stop somewhere. They stop, you progress, you catch up.
4) Will there always be badasses better than you? Just as much now as with VR.
The point is, you cannot custom make the CP gain to suit one and exclude others. Yes, they need to fix the XP/CP gain so it is easier. But easier for all still doesn't solve the "gap". They also need to scale dungeons to account for different CP levels. They need to fix the LFG tool to make grouping easier. They should have soft capped CP to 500 (or less) and raised that cap with each DLC. They need to make more repeatable VR content so maxed players have something to do. And guess what, I bet this kind of thread will get you CP boost potions from the cash shop soon. All of that is a solution to the OP's problem.
But guess what? There will still be a gap. There are still going to be people better than you with better everything. It is a competitive game. Deal with it. Ruining the game more for "hardcore" players so you can feel badass too is not the right way. Want to be better, or have a better character? Play more. Want to not be excluded? Find people with similar situations and friend up. (Trust me, you do not have the only life style that limits game play) Need more time for gaming, get a sitter, send the wife/husband on a trip. Call in sick, use vacation time. This is not the game, or other gamers problems. Trying to get what they have without doing what they did is just dingy.
And this isn't at some person. It is at the discussion line the thread is going. YES - 100% agree ZOS needs to look at some things for XP/CP gaining, etc. But penalizing others cause they have more time for gaming than you and you are worried you won't catch up.....seriously?
In my opinion, this is an idiotic way of designing a game.. but we can disagree on that. The difference you don't seem to see is this is not like VR (which takes a few hours to catch up), this is MONTHS to catch up. That's the problem, the amount of commitment. It's a *** game.. but OK, if people want an unpaid job.. enjoy. I will not pay money for an unpaid job.
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
^^This - We have all the things the OP is discussing now, just to a lesser degree. VR1 cannot stand against a VR14 in 1V1 or PVP, yet they still go, they find a way to play, and the world keeps turning. I have personally run pledges with VR5. It was harder, but it got done. He had no problem finding our group, and we had no problem taking him. Content is not going to depend on your CP. The group part is on the players. And I don't care what you request, you cannot change the mentality of people.Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
And this to me is wrong. So a game should penalize people who have more time to play? Cause that is what you are saying. Why not penalize people for not playing. Every 24 hours you go without logging in should mean that you have to get 1M XP for your next CP. It doubles everyday till you have 3 consecutive days, then it resets. - Stupid right? People calling for equality but punishing people to get it isn't really "equal" or "fair". You want more CP, log in more. Quests too slow for your taste, grind. PERIOD. And before you jump all over me, I have a family, and grandkids, and a job that requires at least 50+ hours. I am not a "hardcore", just a jealous wanna be. And I do not support this.
Here is the truth:
1) Will people be excluded from runs based on CP? Just as much as they are excluded based on VR level now.
2) Will lower level players be owned in PVP with the CP? Just as much as they do now with VR.
3) Will you be able to catch up playing casually? A bit longer, but no new content for 6-7 months (A guess on my part) and 3600 cap on CP means the grinders have to stop somewhere. They stop, you progress, you catch up.
4) Will there always be badasses better than you? Just as much now as with VR.
The point is, you cannot custom make the CP gain to suit one and exclude others. Yes, they need to fix the XP/CP gain so it is easier. But easier for all still doesn't solve the "gap". They also need to scale dungeons to account for different CP levels. They need to fix the LFG tool to make grouping easier. They should have soft capped CP to 500 (or less) and raised that cap with each DLC. They need to make more repeatable VR content so maxed players have something to do. And guess what, I bet this kind of thread will get you CP boost potions from the cash shop soon. All of that is a solution to the OP's problem.
But guess what? There will still be a gap. There are still going to be people better than you with better everything. It is a competitive game. Deal with it. Ruining the game more for "hardcore" players so you can feel badass too is not the right way. Want to be better, or have a better character? Play more. Want to not be excluded? Find people with similar situations and friend up. (Trust me, you do not have the only life style that limits game play) Need more time for gaming, get a sitter, send the wife/husband on a trip. Call in sick, use vacation time. This is not the game, or other gamers problems. Trying to get what they have without doing what they did is just dingy.
And this isn't at some person. It is at the discussion line the thread is going. YES - 100% agree ZOS needs to look at some things for XP/CP gaining, etc. But penalizing others cause they have more time for gaming than you and you are worried you won't catch up.....seriously?
In my opinion, this is an idiotic way of designing a game.. but we can disagree on that. The difference you don't seem to see is this is not like VR (which takes a few hours to catch up), this is MONTHS to catch up. That's the problem, the amount of commitment. It's a *** game.. but OK, if people want an unpaid job.. enjoy. I will not pay money for an unpaid job.
Design indeed. But then you have to take into account the premise on which the design is based to really get what the goal was anyway.
When you have the very creative director of the game saying things like "the reality is that most players don’t really care too much" when it comes to their stats, or that 99% of the players in the game, actually make it that in fact he knows 80% of the players are not as skilled as the "the 1%, the elite of the game" who were at the guild summit for example, it gets pretty clear, pretty fast that what the real view of the community playing actually is and that the driving force behind the design of the game was built around the premise that most players are all basically just sheep and don't really care about competitive builds anyway. Given some of the responses to this issue, I'd say now he is likely right. So ZoS gave them a little treadmill to run on so they think they are getting better and they will be happy.
Some things just never change....
To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
^^This - We have all the things the OP is discussing now, just to a lesser degree. VR1 cannot stand against a VR14 in 1V1 or PVP, yet they still go, they find a way to play, and the world keeps turning. I have personally run pledges with VR5. It was harder, but it got done. He had no problem finding our group, and we had no problem taking him. Content is not going to depend on your CP. The group part is on the players. And I don't care what you request, you cannot change the mentality of people.Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
And this to me is wrong. So a game should penalize people who have more time to play? Cause that is what you are saying. Why not penalize people for not playing. Every 24 hours you go without logging in should mean that you have to get 1M XP for your next CP. It doubles everyday till you have 3 consecutive days, then it resets. - Stupid right? People calling for equality but punishing people to get it isn't really "equal" or "fair". You want more CP, log in more. Quests too slow for your taste, grind. PERIOD. And before you jump all over me, I have a family, and grandkids, and a job that requires at least 50+ hours. I am not a "hardcore", just a jealous wanna be. And I do not support this.
Here is the truth:
1) Will people be excluded from runs based on CP? Just as much as they are excluded based on VR level now.
2) Will lower level players be owned in PVP with the CP? Just as much as they do now with VR.
3) Will you be able to catch up playing casually? A bit longer, but no new content for 6-7 months (A guess on my part) and 3600 cap on CP means the grinders have to stop somewhere. They stop, you progress, you catch up.
4) Will there always be badasses better than you? Just as much now as with VR.
The point is, you cannot custom make the CP gain to suit one and exclude others. Yes, they need to fix the XP/CP gain so it is easier. But easier for all still doesn't solve the "gap". They also need to scale dungeons to account for different CP levels. They need to fix the LFG tool to make grouping easier. They should have soft capped CP to 500 (or less) and raised that cap with each DLC. They need to make more repeatable VR content so maxed players have something to do. And guess what, I bet this kind of thread will get you CP boost potions from the cash shop soon. All of that is a solution to the OP's problem.
But guess what? There will still be a gap. There are still going to be people better than you with better everything. It is a competitive game. Deal with it. Ruining the game more for "hardcore" players so you can feel badass too is not the right way. Want to be better, or have a better character? Play more. Want to not be excluded? Find people with similar situations and friend up. (Trust me, you do not have the only life style that limits game play) Need more time for gaming, get a sitter, send the wife/husband on a trip. Call in sick, use vacation time. This is not the game, or other gamers problems. Trying to get what they have without doing what they did is just dingy.
And this isn't at some person. It is at the discussion line the thread is going. YES - 100% agree ZOS needs to look at some things for XP/CP gaining, etc. But penalizing others cause they have more time for gaming than you and you are worried you won't catch up.....seriously?
In my opinion, this is an idiotic way of designing a game.. but we can disagree on that. The difference you don't seem to see is this is not like VR (which takes a few hours to catch up), this is MONTHS to catch up. That's the problem, the amount of commitment. It's a *** game.. but OK, if people want an unpaid job.. enjoy. I will not pay money for an unpaid job.
Design indeed. But then you have to take into account the premise on which the design is based to really get what the goal was anyway.
When you have the very creative director of the game saying things like "the reality is that most players don’t really care too much" when it comes to their stats, or that 99% of the players in the game, actually make it that in fact he knows 80% of the players are not as skilled as the "the 1%, the elite of the game" who were at the guild summit for example, it gets pretty clear, pretty fast that what the real view of the community playing actually is and that the driving force behind the design of the game was built around the premise that most players are all basically just sheep and don't really care about competitive builds anyway. Given some of the responses to this issue, I'd say now he is likely right. So ZoS gave them a little treadmill to run on so they think they are getting better and they will be happy.
Some things just never change....
Yep. I'm also surprised how many people are actually jumping on this treadmill. I mean I'll just play around with the justice system for now, if they change this I'll stay and otherwise I'll simply find something else to play.. it isn't that big of a deal. I'm sure as hell not going to give up my life for a game.
But apparently, half my guilds are currently out grinding, so it's clearly working for some. I wonder how long it will take until people start quitting because all they do is grind.
traigusb14_ESO2 wrote: »To be honest, I don't really get your point. Were things any different before the Chamption System? Take PvP for example: By far most of the players don't have any chance to ever become emperor. A guildmate had two weeks of spare time and said, he was going for the title in the newly started campaign. He was able to defend his place among the top ten PvP toons for quite a while until, tough luck, he had to take a sleep.
Don't we know this gap you're talking of from any other MMO? There are casual players, regular players and harcore players. The content they can complete and the level of competition always depends on the amount of time you're willing to spend online.
^^This - We have all the things the OP is discussing now, just to a lesser degree. VR1 cannot stand against a VR14 in 1V1 or PVP, yet they still go, they find a way to play, and the world keeps turning. I have personally run pledges with VR5. It was harder, but it got done. He had no problem finding our group, and we had no problem taking him. Content is not going to depend on your CP. The group part is on the players. And I don't care what you request, you cannot change the mentality of people.Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc
After 24 hours, XP gains go back to normal, start process again.
Simply put, if folks want to grind points all day, not go outside, not get a job, etc, let them, just make an increasingly difficult climbing scale in order to do so. In essence one would have to play 22 straight hours to get even 2 Champion points per day. Enlightenment only works for the 1st CP and thats it, and can only be enlightened once every 24 hours.
Problem solved, You can't have a system that gives someone an advantage simply because they play more. Gear is one thing, im ok with someone getting better gear, but does a Casino give "Special favors" to the Blackjack player who plays everyday over the vacationing tourist that pops in once a year? of course not, and ESO shouldn't be any different.
This also solves the PVP CP issues as well killing two birds with one stone, as PVE grinders won;'t be able to pass PVPers, and PVPers won't be forced to spend hours a day doing PVE content they don;t want to do.
Why an increasing sliding scale wasn't introduce in this game to begin with is beyond me..CP are too easy to get...Mob XP needs to be lowered across the board(in terms of counting towards CP not Vet ranks), and the costs of CP need to go up at least 50% for each CP earned per day, and XP gains need to decrease with each CP gain per day in a sliding scale to prevent the system from being abused.
As of right now, as mainly a PVP player I am FORCED to grind X amount of time in PVE a day just to get enough CP to remain competitive because its impossible to get any kind of good CP gain in Cyrodiil as the XP gains in PVP are atrocious.
And this to me is wrong. So a game should penalize people who have more time to play? Cause that is what you are saying. Why not penalize people for not playing. Every 24 hours you go without logging in should mean that you have to get 1M XP for your next CP. It doubles everyday till you have 3 consecutive days, then it resets. - Stupid right? People calling for equality but punishing people to get it isn't really "equal" or "fair". You want more CP, log in more. Quests too slow for your taste, grind. PERIOD. And before you jump all over me, I have a family, and grandkids, and a job that requires at least 50+ hours. I am not a "hardcore", just a jealous wanna be. And I do not support this.
Here is the truth:
1) Will people be excluded from runs based on CP? Just as much as they are excluded based on VR level now.
2) Will lower level players be owned in PVP with the CP? Just as much as they do now with VR.
3) Will you be able to catch up playing casually? A bit longer, but no new content for 6-7 months (A guess on my part) and 3600 cap on CP means the grinders have to stop somewhere. They stop, you progress, you catch up.
4) Will there always be badasses better than you? Just as much now as with VR.
The point is, you cannot custom make the CP gain to suit one and exclude others. Yes, they need to fix the XP/CP gain so it is easier. But easier for all still doesn't solve the "gap". They also need to scale dungeons to account for different CP levels. They need to fix the LFG tool to make grouping easier. They should have soft capped CP to 500 (or less) and raised that cap with each DLC. They need to make more repeatable VR content so maxed players have something to do. And guess what, I bet this kind of thread will get you CP boost potions from the cash shop soon. All of that is a solution to the OP's problem.
But guess what? There will still be a gap. There are still going to be people better than you with better everything. It is a competitive game. Deal with it. Ruining the game more for "hardcore" players so you can feel badass too is not the right way. Want to be better, or have a better character? Play more. Want to not be excluded? Find people with similar situations and friend up. (Trust me, you do not have the only life style that limits game play) Need more time for gaming, get a sitter, send the wife/husband on a trip. Call in sick, use vacation time. This is not the game, or other gamers problems. Trying to get what they have without doing what they did is just dingy.
And this isn't at some person. It is at the discussion line the thread is going. YES - 100% agree ZOS needs to look at some things for XP/CP gaining, etc. But penalizing others cause they have more time for gaming than you and you are worried you won't catch up.....seriously?
In my opinion, this is an idiotic way of designing a game.. but we can disagree on that. The difference you don't seem to see is this is not like VR (which takes a few hours to catch up), this is MONTHS to catch up. That's the problem, the amount of commitment. It's a *** game.. but OK, if people want an unpaid job.. enjoy. I will not pay money for an unpaid job.
Design indeed. But then you have to take into account the premise on which the design is based to really get what the goal was anyway.
When you have the very creative director of the game saying things like "the reality is that most players don’t really care too much" when it comes to their stats, or that 99% of the players in the game, actually make it that in fact he knows 80% of the players are not as skilled as the "the 1%, the elite of the game" who were at the guild summit for example, it gets pretty clear, pretty fast that what the real view of the community playing actually is and that the driving force behind the design of the game was built around the premise that most players are all basically just sheep and don't really care about competitive builds anyway. Given some of the responses to this issue, I'd say now he is likely right. So ZoS gave them a little treadmill to run on so they think they are getting better and they will be happy.
Some things just never change....
Yep. I'm also surprised how many people are actually jumping on this treadmill. I mean I'll just play around with the justice system for now, if they change this I'll stay and otherwise I'll simply find something else to play.. it isn't that big of a deal. I'm sure as hell not going to give up my life for a game.
But apparently, half my guilds are currently out grinding, so it's clearly working for some. I wonder how long it will take until people start quitting because all they do is grind.
Yeah, I'm not grinding. I'm playing a VR2 through gold and silver. My VR 14 gets the CPs too, and I take him out for dailies , riding upgrade, writs and a little dwemer motif farming... or if someone needs help with something. he doesn't have anything much to do until new content is out anyway
Never been a fan of grinding.
Its simple ZOS should have put "soft cap" on the amount of CP one can get per day. How to do this? simple:
1. First Champ point costs 400,000 XP
2. Second Champ point cost 800,000 (But all mobs now give 25% less XP)
3. 3rd Champion Point costs 1,600,000 XP (All mobs now give 35% less XP)
4. 4th Champion Point costs 2,000,000 XP (All mobs give 50% less XP)
5. 5th Champion Point costs 3,000,000 XP (All mobs give 70% less XP)
6. 6th Champion Point costs 4,000,000 XP(70% XP gain reduction)
7. etc