timidobserver wrote: »~My suggestion~
-Add a generous XP bonus for killing every single enemy in a dungeon, delve, or trial.
-Increase XP for killing the final boss in a dungeon, delve, or trial.
-reduce the amount of XP required for a CP. 400k is just too much.
Well, if ZOS Devs make it this far into the thread and actually do read this, I guess I'll drop my humble opinion on the Champion System Progression. (Based on the assumption of VR removal in the near future, and current observations)
All in all, I like the new system. I am a little worried about the future differences in power with so many CP available, and not enough ways for a casual player to stay 'in the game'.
First off, I think Champion Points should be capped right now at 600, or some fraction of the total 3600 (figure out how many DLC you plan and divide). Please don't do daily or weekly CP caps, they won't help new players trying to catch up, and would only frustrate players who like to try and lead the pack. Next DLC or whenever you have the content to support much stronger players, go ahead and release another 600CP on us.
Doing so, you could speed up CP gains(excluding through grinding, which seems ok) without totally destroying balance. Between then and now, there should be equally viable ways for all endgame players(casuals, pvpers, grinders, dungeon maniacs, ect) to reach or get close to the max CP cap shortly before DLC release. After DLC, players with less than the first 600 could gain those CP at an accelerated rate to catch up. They could be close, if not on par with everyone else by the following DLC.
I love the idea of CP gains being tied in with pve/pvp dailies, achievements, as well xp/ap. I would like to see the system more rewarding for general gameplay and less XP centric.
Enlightenment should to do more for people that only play 8-12hrs a week vs those who play 8-12hrs a day. It should also stack up for those who take a break for weeks at a time, or those who are only on a handful of times during a month - So coming back to play catch-up isn't so daunting.
Pre-lvl 50 alts should NOT benefit from CP, mainly due to non-vet PVP, but it should also be reserved as 'endgame' progression. 1-50 leveling is already super easy, especially if you have a high lvl character for funding/crafting.
Pre-lvl 50 alts SHOULD help benefit Champion Progression of already max lvl characters. This could be done through the achievements of alts gaining CP, or XP being converted to some form of CP gain on max level characters.
Just my thoughts.
Good luck, and God speed.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
Whoever was the mastermind behind these nerfs, I think their punishment should be to level a character from v1 to v14 now. Enjoy, because we don't.
Whoever was the mastermind behind these nerfs, I think their punishment should be to level a character from v1 to v14 now. Enjoy, because we don't.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
What challenge? I may be missing something but I know of no "challenge" relating to the CS or VR10. I never said CS is supposed to be maxed out. Even if they cut the CP requirement in half and improved the CP gaining opportunities 3 fold it would take the very large majority of players a huge amount of time to get 3600 CP and most of them never would get there. I'm sure a handful of players might eventually max it out but that would be the extreme minority so who cares? That wouldn't affect anything in any measurable way. I would much rather have a super small minority actually reach the end at some point than have a system that is so punitive that it never feels like you are progressing. The whole idea of a progression system is to you know..make actual progress and the way it is now doesn't do that.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
What challenge? I may be missing something but I know of no "challenge" relating to the CS or VR10. I never said CS is supposed to be maxed out. Even if they cut the CP requirement in half and improved the CP gaining opportunities 3 fold it would take the very large majority of players a huge amount of time to get 3600 CP and most of them never would get there. I'm sure a handful of players might eventually max it out but that would be the extreme minority so who cares? That wouldn't affect anything in any measurable way. I would much rather have a super small minority actually reach the end at some point than have a system that is so punitive that it never feels like you are progressing. The whole idea of a progression system is to you know..make actual progress and the way it is now doesn't do that.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
What challenge? I may be missing something but I know of no "challenge" relating to the CS or VR10. I never said CS is supposed to be maxed out. Even if they cut the CP requirement in half and improved the CP gaining opportunities 3 fold it would take the very large majority of players a huge amount of time to get 3600 CP and most of them never would get there. I'm sure a handful of players might eventually max it out but that would be the extreme minority so who cares? That wouldn't affect anything in any measurable way. I would much rather have a super small minority actually reach the end at some point than have a system that is so punitive that it never feels like you are progressing. The whole idea of a progression system is to you know..make actual progress and the way it is now doesn't do that.
Don't think. FEEEEEEEEL! It's like a finger pointing away to the moon. Do not concentrate on the finger or you will miss all of the heavenly glory!
HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
ZOS_GinaBruno wrote: »Hi everyone,
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.
-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
What challenge? I may be missing something but I know of no "challenge" relating to the CS or VR10. I never said CS is supposed to be maxed out. Even if they cut the CP requirement in half and improved the CP gaining opportunities 3 fold it would take the very large majority of players a huge amount of time to get 3600 CP and most of them never would get there. I'm sure a handful of players might eventually max it out but that would be the extreme minority so who cares? That wouldn't affect anything in any measurable way. I would much rather have a super small minority actually reach the end at some point than have a system that is so punitive that it never feels like you are progressing. The whole idea of a progression system is to you know..make actual progress and the way it is now doesn't do that.-reduce the amount of XP required for a CP. 400k is just too much.
This I disagree with. The only thing that they did wrong was to put it out there as sort of a challenge- just like VR10 was when the game started.
The CS isn't supposed to be maxed out- it's supposed to be a customization mechanism. Just because people are taking it as something they didn't intend doesn't mean that they should just give into that inclination- but rather frame the conversation better.
What challenge? I may be missing something but I know of no "challenge" relating to the CS or VR10. I never said CS is supposed to be maxed out. Even if they cut the CP requirement in half and improved the CP gaining opportunities 3 fold it would take the very large majority of players a huge amount of time to get 3600 CP and most of them never would get there. I'm sure a handful of players might eventually max it out but that would be the extreme minority so who cares? That wouldn't affect anything in any measurable way. I would much rather have a super small minority actually reach the end at some point than have a system that is so punitive that it never feels like you are progressing. The whole idea of a progression system is to you know..make actual progress and the way it is now doesn't do that.
At the beginning, Matt Firor said that the leveling in ESO would take a long time to get through, so they weren't concerned with falling behind in content. People took it as a challenge, and finished in 7 days.
Now, they've said that the progression will not be conquered for years. People are proving that wrong by the rate that they're grinding through CPs.Don't think. FEEEEEEEEL! It's like a finger pointing away to the moon. Do not concentrate on the finger or you will miss all of the heavenly glory!
Too many people are missing out on the game in favor of paying attention to the grind. That's why I think that it's being made more of an issue than it really is. With diminishing returns, even now, there's not that much difference between 0 CPs and the max CPs in the game currently. That's not real progression. And at a later time, sure some people will be ahead of others because of play. And there's no way to change that unless you take away the reason for progress, i.e. you stop it. I think the way that they will continue the real feeling of advancement on a more visceral level is to continue to add skill lines. When you get an incremental point? That doesn't really satisfy that craving as much as getting a new ability does.
HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
The issue here again seems to be based on Craglorn being designed for groups. They had to reduce the XP per mob because there are more mobs per square mile, and there are more mobs per square mile because you are supposed to tackle them in groups of four. A simple-ish solution here would be to reduce mob density and increase mob XP so that overland Craglorn is considered solo content, and only the dungeons and delves are considered group content.HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
The issue here again seems to be based on Craglorn being designed for groups. They had to reduce the XP per mob because there are more mobs per square mile, and there are more mobs per square mile because you are supposed to tackle them in groups of four. A simple-ish solution here would be to reduce mob density and increase mob XP so that overland Craglorn is considered solo content, and only the dungeons and delves are considered group content.HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
My reasoning is that they give less XP per kill because a single player may try to farm the mobs meant for four by themself, therefore earning 4x the XP that they "should" earn if they were "correctly" tackling them as part of a group.The issue here again seems to be based on Craglorn being designed for groups. They had to reduce the XP per mob because there are more mobs per square mile, and there are more mobs per square mile because you are supposed to tackle them in groups of four. A simple-ish solution here would be to reduce mob density and increase mob XP so that overland Craglorn is considered solo content, and only the dungeons and delves are considered group content.HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
That doesn't even make sense. If Craglorn (and public dungeons) are supposed to be group content you would assume they would give more XP per kill because they are harder but they give less per kill. Instead, you get 4 times the XP on easier mobs in the V10 zone. Yes, the mobs are more spread out in most cases but you still earn a lot more XP including the extra travel time because there is no downtime and you can pull groups together with little fear of death.
HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
That's not proof of what you've said. The already nerfed the mobs in the public dungeon because of bots a long time ago. They also nerfed the mobs in craglorn because of the grind. That's a totally different animal.
What I meant by disparate xp- if a VR10 was going against VR10 mobs and not getting the same thing as a VR4 against VR4 mobs... that would be disparate, especially since the leveling was smoothed out.
My reasoning is that they give less XP per kill because a single player may try to farm the mobs meant for four by themself, therefore earning 4x the XP that they "should" earn if they were "correctly" tackling them as part of a group.The issue here again seems to be based on Craglorn being designed for groups. They had to reduce the XP per mob because there are more mobs per square mile, and there are more mobs per square mile because you are supposed to tackle them in groups of four. A simple-ish solution here would be to reduce mob density and increase mob XP so that overland Craglorn is considered solo content, and only the dungeons and delves are considered group content.HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
That doesn't even make sense. If Craglorn (and public dungeons) are supposed to be group content you would assume they would give more XP per kill because they are harder but they give less per kill. Instead, you get 4 times the XP on easier mobs in the V10 zone. Yes, the mobs are more spread out in most cases but you still earn a lot more XP including the extra travel time because there is no downtime and you can pull groups together with little fear of death.
HyperToxic wrote: »Things I have noticed regarding XP that I'm not happy about:
- lower level Veteran rank characters gain more XP and hence CP per mob than veteran V14 characters. (this is likely due to killing mobs at level).
Well, yes. If you're killing things that are lower level than you (1) you should be able to mow through them faster, and (2) they're lower level than you. That's why I'd play above my level in a lot of cases- to get more XP. Need to kill things that are your vet level to get comparable XP. And there's nothing wrong with that.
Now if comparable level mobs were giving disparate XP- that would be a different case. But they aren't as far as I've seen.
Actually that is the case. If you are V14 the only level comparable mobs are in Craglorn and those mobs give puny XP per kill. Like 240xp each. If you go to the V10 zone and kill V10 mobs they give 1250-1850xp per kill for mobs 4 levels below your level. Then head into the public dungeon of the V10 zone which has much harder mobs and each mob kill nets about 240xp and a boss with 250k hp gives 400xp. Their entire scale is completely out of whack.
That's not proof of what you've said. The already nerfed the mobs in the public dungeon because of bots a long time ago. They also nerfed the mobs in craglorn because of the grind. That's a totally different animal.
What I meant by disparate xp- if a VR10 was going against VR10 mobs and not getting the same thing as a VR4 against VR4 mobs... that would be disparate, especially since the leveling was smoothed out.
I know what you said but my point is that a V14 has no level appropriate mobs because they have been nerfed. The leveling doesn't stop at V10. So by design there is disperate XP gain depending on what level you are.