KaneK899ub17_ESO wrote: »Crux of the issue is not exp gain rates, it's the power disparity. Ask yourself why it matters if someone has more CP: the answer is because they become significantly stronger than people with less CP. Why is this an issue? It rewards grinding and exploiting more than playing content and skill. Capping it only mitigates the issue in the short-term. Linking it to achievements only gives a new flavor to the same problem.
The solution? Re-work Champ system into a horizontal progression instead of vertical. All the woes go away.
You can be quite creative with the system, too. Have champ skills that change aesthetics, or use it to open up new build possibilities. One simple example of the latter is having a skill that grants the same HP/Stam regen buffs as Green Dragon Blood when a Draconic Power skill is used. You can grab this on a regen build and drop GDB to open up a new slot. You sacrifice the on-demand heal for a skill slot while keeping the buff up-time. Simple, adds flexibility to build styles, doesn't offer an inherent power advantage.
A different option would be to make the first, say 800 CP easier to obtain and scale it up as you gain more CP. This offers the opportunity for new players/casuals to gain power and even the odds relatively quickly, maintains a slight edge for veteran players and minimal changes have to be made. It can easily be scaled to take the same amount of time to gain all 3600 CP as it does now, but with the first third of it or whatever coming much faster and the final third coming much slower.
f047ys3v3n wrote: »A brief history of XP and grind nerfing ...
ZOS_GinaBruno wrote: »Hi everyone,
We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.
We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points.
Thanks!
DanielMaxwell wrote: »reduce the amount of XP required for each champion point from 400,000 to the 200,000 used for the conversion of pre 1.6 veteran rank characters to post 1.6 characters under the new champion system . No players XP earned should be worth half of another players xp earned regardless of when they earned it .
Take various locations where there are few post level 50 quests , and increase the respawn rate of the mobs there while ensuring those mobs also provide level appropriate XP . Some players would prefer to grind mobs over quests and they should have places to goto for that .
Increase the XP earned from doing instanced dungeons (group and solo) .
Increase the XP awarded in PvP for killing another player or any other activity that is related directly to PvP(edit to include other PvP related actions) . Basically I do not want to see PvPers forced to grind PVE so they can be competitive in PvP .
roll back the gains of those who abused the enlightenment bug . Cheaters should not be rewarded .
kelly.medleyb14_ESO wrote: »KaneK899ub17_ESO wrote: »Crux of the issue is not exp gain rates, it's the power disparity. Ask yourself why it matters if someone has more CP: the answer is because they become significantly stronger than people with less CP. Why is this an issue? It rewards grinding and exploiting more than playing content and skill. Capping it only mitigates the issue in the short-term. Linking it to achievements only gives a new flavor to the same problem.
The solution? Re-work Champ system into a horizontal progression instead of vertical. All the woes go away.
You can be quite creative with the system, too. Have champ skills that change aesthetics, or use it to open up new build possibilities. One simple example of the latter is having a skill that grants the same HP/Stam regen buffs as Green Dragon Blood when a Draconic Power skill is used. You can grab this on a regen build and drop GDB to open up a new slot. You sacrifice the on-demand heal for a skill slot while keeping the buff up-time. Simple, adds flexibility to build styles, doesn't offer an inherent power advantage.
A different option would be to make the first, say 800 CP easier to obtain and scale it up as you gain more CP. This offers the opportunity for new players/casuals to gain power and even the odds relatively quickly, maintains a slight edge for veteran players and minimal changes have to be made. It can easily be scaled to take the same amount of time to gain all 3600 CP as it does now, but with the first third of it or whatever coming much faster and the final third coming much slower.
It's not the "crux of the issue" it's not even an issue. It's the way <Some> MMORPGS work. If you want everyone to be equal all the time play an FPS not an MMORPG.
Also, make skill points account wide. <snip>, make level account wide. Give everyone automatic vr14 characters everytime they roll a new one.
I'm sorry, but there's only so many times someone can play the same <snip> content!
I have a second suggestion on the matter
Everyone can earn 4 cp per day maximum, after that you get no more cp.
There is a maximum cap of CP one can have every day, this is to make sure that those who abused the previous system and got 100ths of points can't progress till they are on par with the rest.
The 4 points that can be gained should be relatively easy to gain without enlightment, for casual players there is enlightment to keep up.
ZOS_GinaBruno wrote: »Hi everyone,
We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.
onlinegamer1 wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.
Gina,
1. Monster XP is too low post-VR10
a regular, single VR1-VR10 monster kill is worth 414 xp at level. That is 0.04% of 1,000,000 (what it takes to gain a VR level).
Once you hit VR10 (finish Cadwells Gold) and move on to Craglorn, regular, single VR11-VR14 monster kills only grant 156 xp, or 0.015% of a VR level.
While I understand that you (for some reason) don't "like" grinding, monster kills should not be any lower in Craglorn than in the rest of the game from VR1-10, because Craglorn is the ONLY ZONE CURRENTLY IN GAME with VR11-14 content.
You need to restore the monster XP in Craglorn to the standard amount.
2. Quest XP
Most quests from VR1 to VR10 give 4990 XP or more depending on length. As a side note, why "4990" and not "5000"? Are you trying to sell us a used car? Anyway, that is 0.5% (half of 1%) of a VR level, meaning there would have to be 200 quests in order to gain a VR level solely by questing and not other means. This is not enough XP, so therefore we must grind monsters, as other sources of XP are insignificant: Chest XP, Exploration XP, World Boss XP, Delve XP are all too low to matter at all towards leveling up.
You need to increase quest XP by at least 15-20% (5750-6000 XP as a base before increasing for duration).
3. New sources of XP
Completing a Dolmen the first time does not grant any additional "1-time" XP. It should. Getting each Crafting Skill to rank 50 should grant a 1-time XP reward. Some Achievements grant 1-time XP - expand this to more, even if the amounts are low. Increase the XP for Player Kills in PvP to twice as much as a regular monster (828 XP at a minimum, twice 414). Increase Exploration XP by 50% (its insignificant as it is).
Add more sources of XP Gain.
DanielMaxwell wrote: »reduce the amount of XP required for each champion point from 400,000 to the 200,000 used for the conversion of pre 1.6 veteran rank characters to post 1.6 characters under the new champion system . No players XP earned should be worth half of another players xp earned regardless of when they earned it .
Take various locations where there are few post level 50 quests , and increase the respawn rate of the mobs there while ensuring those mobs also provide level appropriate XP . Some players would prefer to grind mobs over quests and they should have places to goto for that .
Increase the XP earned from doing instanced dungeons (group and solo) .
Increase the XP awarded in PvP for killing another player or any other activity that is related directly to PvP(edit to include other PvP related actions) . Basically I do not want to see PvPers forced to grind PVE so they can be competitive in PvP .
roll back the gains of those who abused the enlightenment bug . Cheaters should not be rewarded .
I agree with all but the 1st part, i dont understand what you are getting at with that one.
It does currently, but only up to a cap of 3 days' worth.
- Cumulative enlightenment: I don't know if this is already in place, otherwise it should be implemented; not used Enlightenment (because offline or whatever reason) should stack so players are able to catch up more easily; this kind of experience cumulative bonus when offline is in place in many other MMORPGs
[Paraphrased:] Disable all Champion Passives in Cyrodiil.
AlienDiplomat wrote: »PVP should be about skilled competition, may the best man (or woman) win, not "I cheat/grind the same mobs until I run out of energy drinks to stroke an unfair advantage like it was the same as skill."
ZOS, make it so.
It would be nice if players had some clarity about the Enlightenment concept.ZOS_GinaBruno wrote: »We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things.
derpsticks wrote: »I've posted this before but figured I'd copy it here:
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 10 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 10 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 30 champion points if they missed a few days or didn't finish an objective from the day before, but no more than 30 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.
While I understand where others are coming from end game content need to provide good xp. It does not right now (maybe with the exception of dsa) . People want quest and achievements to give more cp, but what about those who completed this content long ago. I want to log into my character do some dungeons, dsa, trials,etc and feel like I made progress. Lowering the cp on these would actually create more grinding. I honestly think that endgame content does not give enough cp. although I do agree that everything needs to give more.
It does currently, but only up to a cap of 3 days' worth.
- Cumulative enlightenment: I don't know if this is already in place, otherwise it should be implemented; not used Enlightenment (because offline or whatever reason) should stack so players are able to catch up more easily; this kind of experience cumulative bonus when offline is in place in many other MMORPGs
Mountainrunnin3 wrote: »Another thing I have noticed is there has been an increased amount of people in pve. I guess that is not a bad thing, except for dungeons it is rather annoying when you're trying to get XP when the whole dungeon is cleared out, and all of the chests are taken.
AbraXuSeXile wrote: »Make the system finishable within a reasonable time or you alienate your current and future playerbase.
It's not a system that's intended to be finished. How this is such a difficult concept to understand for so many people baffles me.
its a system for 24/7 farmers it feels like work
all things which does not give max xp now feel worthless
a game should be there to play not to worry about stats the hole time
No it's a system that passively progresses as you play the game as you otherwise would. If you or anyone else treats it like a race to some sort of end goal you're doing it wrong, simple as that. I haven't gained one single CP since update 6 launched and I'm content.