Nazon_Katts wrote: »@Faugaun if people wouldn't just move to the next thing that offers fun and rewarding gameplay for hours on end, you might have a point. For short bursts of fun there's already the casual market, for 1h sessions the single player market and the MMO market's audience always was the reality fugitives, where even casuals put in longer than 1h sessions once in a while.
Besides, you save money by cutting costs, but you make money by spening money. But that's something apparently many have forgotten as well.
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
Pulling these out of another thread:[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.
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.
yea a system which gives passives and is linear and has no char individualization destroys the hole fairnes of the game and makes it to a 24/7 chinagrinder
the system runs on XP and not passively in the background
Sure, I was just saying what the system currently was, not that it isn't a problem.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
Then it's a problem for the reasons really well and carefully explained by @Mystikkal .
Stop nerfing all the decent experience locations and actually boost the experience in other parts of the game (notably dungeons and PvP - actual PvP, not quests in PvP... that's not what PvP'ers want to be doing in this game). You know, actually promoting grouping and large scale content in a MMO, crazy right?
Over the past two days, I think I got about 10% of a CP. It was ridiculously slow. Considering you need about 1k CP to reach diminishing returns, how about significantly boosting the CP gain until that point, then slowing it right down for higher points. This will also stop the big influx of new players you have hitting a brick wall where no one will want them in groups or PvP until they hit 1k CP.
Nazon_Katts wrote: »@Faugaun if people wouldn't just move to the next thing that offers fun and rewarding gameplay for hours on end, you might have a point. For short bursts of fun there's already the casual market, for 1h sessions the single player market and the MMO market's audience always was the reality fugitives, where even casuals put in longer than 1h sessions once in a while.
Besides, you save money by cutting costs, but you make money by spening money. But that's something apparently many have forgotten as well.
So I agree completely ....I'm talking a shift from 4+ hour daily sessions to 1-3 hour sessions...and spending money does not implicitely mean that you will make money...though often times initial sound investments can give good returns. I can think of at least one failed mmo that would have done much better if they had invested in additional staff and marketing and by releasing good quality content.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
Pulling these out of another thread:[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.
3 day cap is too short, next week I go on vacation (out of the country for a week and I feel bad because I will miss out on cp)....30 days is much more reasonable for banked enlightenment.
Nazon_Katts wrote: »@Faugaun if people wouldn't just move to the next thing that offers fun and rewarding gameplay for hours on end, you might have a point. For short bursts of fun there's already the casual market, for 1h sessions the single player market and the MMO market's audience always was the reality fugitives, where even casuals put in longer than 1h sessions once in a while.
Besides, you save money by cutting costs, but you make money by spening money. But that's something apparently many have forgotten as well.
So I agree completely ....I'm talking a shift from 4+ hour daily sessions to 1-3 hour sessions...and spending money does not implicitely mean that you will make money...though often times initial sound investments can give good returns. I can think of at least one failed mmo that would have done much better if they had invested in additional staff and marketing and by releasing good quality content.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
Pulling these out of another thread:[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.
3 day cap is too short, next week I go on vacation (out of the country for a week and I feel bad because I will miss out on cp)....30 days is much more reasonable for banked enlightenment.
Agree 3 days is too short; I'd say it saves for a week, maybe 2. You don't want a game to encourage ppl to never take a few days away for real life activities. But a month is too long; you should have to be pretty committed to the game on a routine basis.
P.s. the move from 4 levels of enlightment to 1 level of enlightment was a good change. If it was 4 levels; you would be encouraging every to gain 400K regular XP every day; that's a lot for the casual gamer.
Nazon_Katts wrote: »@Faugaun if people wouldn't just move to the next thing that offers fun and rewarding gameplay for hours on end, you might have a point. For short bursts of fun there's already the casual market, for 1h sessions the single player market and the MMO market's audience always was the reality fugitives, where even casuals put in longer than 1h sessions once in a while.
Besides, you save money by cutting costs, but you make money by spening money. But that's something apparently many have forgotten as well.
So I agree completely ....I'm talking a shift from 4+ hour daily sessions to 1-3 hour sessions...and spending money does not implicitely mean that you will make money...though often times initial sound investments can give good returns. I can think of at least one failed mmo that would have done much better if they had invested in additional staff and marketing and by releasing good quality content.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
Pulling these out of another thread:[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.
3 day cap is too short, next week I go on vacation (out of the country for a week and I feel bad because I will miss out on cp)....30 days is much more reasonable for banked enlightenment.
Agree 3 days is too short; I'd say it saves for a week, maybe 2. You don't want a game to encourage ppl to never take a few days away for real life activities. But a month is too long; you should have to be pretty committed to the game on a routine basis.
P.s. the move from 4 levels of enlightment to 1 level of enlightment was a good change. If it was 4 levels; you would be encouraging every to gain 400K regular XP every day; that's a lot for the casual gamer.
I mean I've gone on 20 day vacations....I'm sure others have gone longer than me...so at a minimum 3 weeks but I really still think a month is reasonable. I assure you I've not got a lack of commitment but its impractical to take a computer on international travels (different power sources, thefts from hotel rooms, damage in transit because the baggage people mishandled your $3,000 machine....plus actually enjoying your travels and taking a break from the daily things....there are legitimate compelling reasons to allow players to leave for a reasonable leave of absence without feeling punished).
In any case 3 days is too short...IMHO a week or two (while much better than 3 days) is still too short. Just my $0.02
IMO, the champion system needs to have more diminishing returns. I charted the % of total bonuses compared to % of total passive achieved and the growth rate appears to be very linear (specially for passives that go to 25%), The exception being the attributes you get in the constellations. Quick example: For attributes,
the first 10 % invested into the thieves constellations net 30 % of the total gain,
50 % (600 total points spent in thieves constellations) net a total of 75 % of the total gain you can get,
70 % nets ~ 89 % of your total gain.
90 % actually nets 100 % total gain, I believe this should be 98 % (~ 49 % increase to the attribute), and have 100 % invested give players a 50 % increase to stats.
If we look at passives that go up to 25 % using the same markers we have:
10% invested = 20% of the total gain,
50 % invested = 61% total gain
70 % invested = 78% total gain
90 % invested = 92.8 % of total gain.
This has a lot more linear look to it after the first 10 points. This makes it harder to feel like we are catching up, when after the first 10 points their is minimal differences between the 10-50% marks and the 50-90% marks.
13 % passives look slightly better, (going in order using the same % invested as before) having total gains as, 27.7%, then 67.7 %, then 82.3% then 94.6 %. But I still think it should follow the curve that is set by the attributes. Basically 50% invested should get you to 75 % of the total gains.
As many have said, exp rates need to be equivalent, right now the emphasis is on grinding mobs. Delindsay I think had a good post http://forums.elderscrollsonline.com/en/discussion/155318/xp-disparity-and-how-zos-can-address-it#latest that addresses and gives a suggestion (I differ in the opinion about 15 minutes for grinding mobs is ok, I think the average players should make equivalent exp, and the "good players" should make equivalent exp no matter what content they play, obviously crafting should just be a flat rate).
The other concern is with the bugs that happened it already put players apart, and while not as important in the long run is having consequences in the short run. I think having a cap for the time being basically letting players "catch up" would be a fair way to compromise without doing a roll back of anyones CP.
edit: numbers based on PTS, I haven't seen a difference based on how I have leveled yet but their might be.
TheFalcon19 wrote: »My suggestion:
-Keep the 3600 point system.
-Keep the 400k xp bar.
BUT
-Add a second time based champion xp bar that awards a champion point every 90 minutes of play time. This flat increase would remove a lot of pressure.
-Every time based champion point earned would increase the multiplier of the xp based bar (up to 4x) until an xp based champion point is earned then it drops back to 1x.
-In pvp, while a player has the Continous Attack buff (both lv1 and lv2 would have this), the timer counts 50% faster, so if they keep doing stuff they could get a champion point every 60 minutes.
f047ys3v3n wrote: »
Lets talk about the unintended consequences to those "legitimately playing" the game of all these nerfs. When questing almost all the XP was mobs. All of the mobs in delves now have the reduced delve XP. Any delve and world boss you encounter has the reduced boss XP. Overland mob areas are generally more crowded as little else gives much XP so your unlikely to find many of those to kill. Than you get your lousy turn in XP which may be the entire problem with the whole system. If you go to do your leveled 4 man dungeon or public dungeon you will be hit with the mob and boss nerfs. Do a trial and you get the trials mob nerfs. The bottom line is that all the nerfs that destroyed all those grinds had the unintended effect of equally reducing XP for those "legitimately playing" and it is now quite impossible to get that targeted 1 CP per hour while doing so.
You see, because no significant portion of the XP in the game ever came from quest turn ins and almost all of it came from mobs and bosses the XP was always very easy to get without doing the quests. The flip side of this was that when people were prevented from doing this by nerfing boss and mob xp they were also prevented from getting any xp from questing since the quest itself was never significant and those questing kill the same mobs and bosses.
So, what is the conclusion of all of this. I would say you need to hire an economist with some gaming experience to analyze your incentive structure and fix it as the activities you want people to do have never been extrinsically rewarding. You need to fire most of you leadership because they failed to see this and woefully misplaced priorities. You should promote the armor dying team as that was a perfect synergy of incentives for hardcore people, fun for casuals, and even clean execution. Truly it is a bright spot in a long history of terrible failures of which the Champion system I think will be the greatest because, not does adding an endless grind leveling progression system not count as new content, but MMO's have level caps for a reason.