@Craven_Killmore , it's not about players getting stronger.Craven_Killmore wrote: »The people who put in the time get to be stronger, kinda like in every game ever made.
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.
And here I agree 100% - as I already stated. The system itself and the CP/XP conversion method sucks monkey ballllzzz. No argument there. What I don't agree with is the method proposed for fixing it. As this person said: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
So now, playing casually, it would be fine. Then what about on my day off, I have 12+ hours I can waste. This time I could be catching up. But wait, now my CP gain is hindered. WTF? That is what I am saying. ZOS should not have made the system the way it is...agreed. A soft cap would have fixed this quickly. Each DLC opens X more CP to gain. The reason grinding is so appealing is it is, under the current system, the fastest way to get there. This is due in large part to 3600 CP being available. 1CP a day, as a casual player, means almost 10 years before I hit cap. WTF? If I have a good day, 2 CP a day. Now maybe I get there in 5-7 years? Still WTF? But I am not faulting the guy grinding, with the extra time to do so, because he/she is getting it done faster. And that was my point.
You all have clearly identified the problem. And I 100% agree. It is the solutions that have been presented that I dislike. XP/CP gain needs to balance out. There should be a soft cap to allow everyone to enjoy content, without feeling the min/maxers have for maxing out. The gap stays small. Everyone can remain competitive. Simple. But if the ceiling is X, I shouldn't tie a weight to others angles cause they can get there faster. The focus of the game is maxing out the CP. Nothing else. Grinding accomplishes this the fastest. ZOS needs to address this. Not how fast someone else gets there, but instead the means and reasons for trying.
If your expectation is to be among the top-end of the player base, that is no longer compatible with any playstyle short of "obsessive."
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.
joshisanonymous wrote: »I think the big question is, what is the CP cap? Ok, so they gave everyone 3600 CP on the PTS, but they also said that this was in no way balanced. It implies to me that 3600 is possibly significantly higher than the amount of CP you can actually get. Having a reasonable cap, even if it would still take a hardcore player maybe a year to reach it (think AP cap), would go a long way towards avoiding a huge power gap between more casual players and those hardcore players. There will always be a cap, there basically has to be given that this is still an RPG at its core, but a reasonable cap means that it's not insurmountable.
The other big issue is that they made CPs account wide. This means that no matter how many characters a long time hardcore player has made, every single one of those characters will be perpetually way ahead of more casual players, even if those casual players focus on one character! (This is assuming the CP cap really is 3600.) If CPs were not account wide, then long time players who decide they want to try something different would effectively be slowing down their progress on any particular character enough that a casual player who focuses on one toon might be able to catch up. I honestly have no idea why they ever decided to make CPs account wide. I've been told it promotes making alts, which is good for keeping PvE content active at all levels, but the trade-off is huge and I have a hard time believing that anyone who would not normally make an alt would suddenly do so just because of the CP system, not to mention they would be able to skip a large amount of PvE if they've already gained plenty of CPs anyway, weakening the effect making alts has on PvE content.
...no matter how skilled he is anyone investing more time then him and are able to and willing to grind more cp a day
That's a core design principle in MMO's. Time = advancement. That's how they keep you logging in for a year. The difference is there, here, we can suddenly reach level one-thousand-something.
The gap will be ridiculously big. But that's the flipside of a system where even maxxed characters will always have something they can do to advance in power every single day, even solo. They've designed a system where you're never done. That has large positive and negative effects.
The class stuff was a reference to a longish discussion we had in PTS. I shouldn't have brought it up again - this topic stands on its own, and it's important.
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.
PvP isn't just about getting Emperor. There are many folks who just find it fun and don't ever plan to become Emp. How do you imagine PvP will be for casual players vs. CP grinders with hundreds more CPs than them?
That's a core design principle in MMO's. Time = advancement. That's how they keep you logging in for a year. The difference is there, here, we can suddenly reach level one-thousand-something.
Can't share it because I purposefully won't ask for it, I know for sure it happens tho since friends are doing it. I hate the playstyle myself, so I'm just not going to.
That is with enlightment of course. Both for me and them.
Can't share it because I purposefully won't ask for it, I know for sure it happens tho since friends are doing it. I hate the playstyle myself, so I'm just not going to.
That is with enlightment of course. Both for me and them.
Can't share it because I purposefully won't ask for it, I know for sure it happens tho since friends are doing it. I hate the playstyle myself, so I'm just not going to.
That is with enlightment of course. Both for me and them.
Uh, whatever dude. Try to stick to facts that you can prove. I for one do not believe that this Shangri La spot exists. If you throw around fantastical numbers like that it makes it appear that "anyone" can get a CP level in under 15mins. If it was that easy there would be no need for your thread.
Can't share it because I purposefully won't ask for it, I know for sure it happens tho since friends are doing it. I hate the playstyle myself, so I'm just not going to.
That is with enlightment of course. Both for me and them.
This sounds exactly like the launch of Craglorn, when some folks skyrocketed to VR10 through a variety of... let's just call them "unintended mechanics." Those methods were subsequently nerfed. Over time, the rest of us caught up.
I guess the difference is, there's no catching up this time. If there really are sustainable ways for people to knock out 55k exp/ minute, I hope ZOS takes a hard look at those, and quickly.
Craven_Killmore wrote: »The people who put in the time get to be stronger, kinda like in every game ever made.
Read HERE for a full list of CP gain per Hour which is inline with exactly what ZoS was told by many of us that tested it on PTS and they literally did nothing about it. Yes there is sharp DR in the Champion System. You get something like 50% of the value of a Star with only the first 30 or so points. Also nobody here is arguing about one Player having 1000 CP and another having 150, we're talking about how 1 playstyle in ESO trumps all and ZoS needs to fix that WITHOUT nerfing Grinding even more. Considering all the Feedback we gave ZoS during PTS it's obvious that either they don't care to fix it or they already have plans to put super high XP potions in the Crown Store as well as possibly being able to purchase CP outright, "as a convenience".Are there no diminishing returns of the CPs? What's the difference between, say, 150 CP and 1000 CP? Do we have any average numbers on the CP gain per hour?