@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.
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:
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.
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.
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.
Please share this technique / location that I can go to and get 55K XP in 1.5mins ?
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.
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.
Please share this technique / location that I can go to and get 55K XP in 1.5mins ?
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?