There is a very simple solution. They can reward the 13 skill points and attribute bumps as a reward for reaching level 50. That would make it completely fair and provide a nice bit of motivation to reach max level.
If you want to make it a bit less drastic, you can award these for quests, such as 3 for killing Molag Bal, and another 5 for finishing Cadwell's Silver and Gold respectively. You could even split it up and award one for each zone. That way everyone could get it.
There is also the option to handle skill points and attribute bumps differently, by awarding the skill points (such as mentioned above) so that people don't have to create an alt just to fit in that crafting skill line, but to take away the attribute points. It will be a fair solution. It won't matter in PVP, since it is the same for all players. And in PVE, you'd have to change an enchantment or two, or do an attribute respec (which will be available for free) to keep your char above that magic 18k mark. The loss in dps you'd get from lowering mag/stam will be the same for everyone, so it will be fair.
All in all: Not a problem.
While this will be true for PvP it will make a big difference in PvE since most of the end game bosses have an attack that do a lot of damage. That's why most end game groups want people to have at least 20k in health. So unless they rework the amount of health, magicka, stamina you get per point so that there is no effective change this will not work for both types of gameplay.
This is a pretty good idea. I still like my idea of converting them to levels and adding levels every month because we get extra CP and continued progression. If I'm going to be making XP, I like to have a bar to fill up besides the CP bar.... It think THAT is going to get really old... really fast.
But if converting VR to levels is out of the question I think what you have proposed is a very reasonable way to handle this. The Skill Point rewarded by zone then a little bonus for finishing Silver and Gold really seems like a great idea.
What about gear though? just bring everything down to level 50?
A solution, no the best, but it work.
1) you will get 1 Skillpoint an Attribut Point each 10 CPs to 130 = 13 Skill/Attribut.
2) You will get 13 Skill/Attribut with the Achivment when you hit lvl 50
I think the gear matter worries the developers. If all veteran gear is leveled to 50, it will result in quite a bit of an outrage from all the players who have spent countless hours and millions of gold to get the best set pieces in gold v14. But I doubt the outrage will be bigger than over those lost hours of leveling/grinding from v1 to v14 in the first place. So alas. If they are going to remove the veteran ranks, there will be tears, one way or the other. And I believe in the end everyone will be happy that it will take them less time to pull up future alts to max level.
In terms of pve endgame not so much will change. You don't buy expensive gear, upgrade items to gold or cash in your gold keys until v14 anyway. The biggest change will probably be that there is less difference between dsa and vdsa, as they can't hand out v13 items anymore. But they can hand out purple master weapons (with purple enchantments), so that there is still motivation to complete the higher tier for the best enchantment. But better players prefer vdsa for the challenge anyway.
This whole topic of removing vet ranks and player motivation really leads to a more abstract and fundamental discussion about player motivation and video game design.
In an MMO, two completely different games are brought together and merged into one. On the one hand there is the traditional RPG, where character progression is part of the experience and it helps to engage players and draw them in if you make them stronger without them actually getting any better. On the other hand you have the sports element, where you create a platform for players to compete. These games don't necessarily need progression. Look at Counter Strike. It is hugely popular to this day, and there is almost zero progression. You start the same way, every session. And players get better by improving their own skills, rather than their gear, characters or whatever.
How do you meld these completely different paradigms together? Looking at it from a bit of a distance, WoWs solution of just slapping on more progression with each new expansion, seems a bit blunt and not terribly creative. Granted, it was successful enough, but every single WoW player I ever talked to admitted that s/he despises this treadmill, and many stopped playing because they got tired of it. It is my personal opinion that the times of treadmills are over. @Gidorick, I am not a big fan of your idea to turn vet ranks into levels and god forbid to add more each month.
I think there is a solution, though. It's clear that you need a level playing field for any competitive environment. Nobody would back away from a shootout with Lionel Messi. One would consider it an honor, and if he beats you, that is because he is better than you. But nobody would agree to play against someone else if your goal was bigger and theirs smaller. And that is precisely what levels mean. For no reason, other than spending time, one player is more powerful than another. Levels are poison for any competitive sport. Just imagine that for every year you played football your goal would be a foot smaller than your opponent's. Nobody would play that sport. On the other hand, we know that players grind out hours of content just to get that piece that is 1% better than the one they already have. So we know from experience that minuscule differences in quality are enough to keep players motivated. Thus you need a progression system that slows down exponentially and approaches an asymptote, that looks a bit like a flattened log curve. EA Sports' Fifa does that really well. If you put in a week of playtime and no money, you can build a team (read character) that can beat any other team. Every improvement beyond that takes progressively longer to achieve and is ultimately not necessary, as you can compensate with the right playing skill. People still spend massive amounts of money on it, mainly for vanity reasons, but they can't buy anything you can't get from improving your skills.
So from that perspective I would argue for taking away levels, rather than adding more. I'd prefer it if level 20 was the max level, and after reaching that you only get skill points but no power increases. That way you could jump into the game, play for a week and be ready to compete with experienced players. From that point on you'd have an asymptotic progression system (the CS) and you'd have a horizontal progression system (the skills). Getting more skill points will make you more variable, and allow for more ways to adapt and focus your build, rather than making it bluntly stronger. (I am a huge fan of horizontal progression, I think it is far superior to vertical progression.)
What about the people who are there for the RPG? Give them a great story! Nobody watches Game of Thrones because it makes their TV bigger, they watch it because the story captivates them. I want the same in an MMO. I want to reach max level quickly and a story that is so good that I play it simply because I want to see how it pans out.
Taking it a step further, I am not sure there is a fundamental need for even an asymptotic progression system. In the end there are only few fundamental mechanisms that ultimately engage players. The most prominent are (a) fame, (b) getting better and (c) story/knowledge.
A great MMO will provideThat's the recipe for success.
- a level playing field for players to compete evenly (early endgame)
- a complex combat/sport system, so players can actually learn it and improve --> (b) through practice
- a complex horizontal progression system --> (b)
- a complex and layered recognition system (leaderboards, titles, nameplates, etc.) so that everyone can carve out a bit of fame --> (a)
- a great story that you want to consume as entertainment, regardless of progression or reward --> (c)
Sadly, ESO does not do brilliantly in all of these categories.
- It takes stupidly long to reach v14, unless you grind like a madman. Grade F.
- The fighting system (dps, tank, healer, pvp) and meta (dungeon tactics, pvp tactics) are great as they are easy to learn and hard to master. I think this is ESOs strongest suit. Grade A.
- The horizontal progression system is a bit simple. There are only few viable sets and skill rotations to choose from. Grade C.
- Too little here. The titles are great, but there is so much to be done. Grade D.
- The story is good, but by forcing players to do it, they are turning many players against the story. Many players rush through it to get to max level and are then too bored to revisit it. IMHO it would be a better solution to completely decouple it from the progression system, and give it as a bonus to players, to indulge in after a few hours of dungeons or pvp. Grade B.
All in all I think ESO could have been/could be a much better game had/if they designed it in more modern way. Thank god they have good combat and a great story/art/atmosphere to carry it.
ZOS_MariaAliprando wrote: »Greetings! I am Maria Aliprando, Gameplay Designer on the Champion System.
We are hard at work on it and I’m here to answer a few of your questions. Most of these questions were also asked during our Guild Round Table in the last two days.
What happens to the Skill Points from VR1-12? Are they carried over to the CS instead?
The Skill Points we reward will not be removed from you! You will continue to have the same amount of Skill Points you do now. The Champion System does not reward any Skill Points, only gaining Veteran Ranks does. When we take out Veteran Ranks we will make sure that anyone that didn't make it max Veteran Rank will still rewarded with those Skill Points.
felinith66 wrote: »
Unfortunately that quote is over a year old - before VR went from 12 to 14!
It seems to me that the only options presented here are either based on "something for nothing" (get 13 skill points for beating Moley) or "base it on CP". And "base it on CP" is really just basing it on XP. Which is precisely what we have now with VR...
As VR progression is something that just happens to you as you gather CP, why bother removing it? With the CP system in place it is essentially another line of passives that trigger when you get CP (XP). And as such it forms an adequate system for progression in terms of gear, crafting, food, potions...
And it will also provide a way to level new content - ZoS have said (I know...) that DLC will level to your character. How can they level it unless they take CP into account? We all know a level 50 with no CP will be far, far weaker than a level 50 with 200CP - do ZoS level against CP, or against VR?
Apart from people who want to have alts at VR14 without the grind and people who want to be "competitive" as soon as they reach level 50, Veteran Ranks are a red herring. They are just passives you attain while grinding CP...
byrom101b16_ESO wrote: »This isn't hard really.
They give 2 Skill Points per level from 40th = +10 SP, and then 1 SP per 50 CP's.
If they introduce it late enough, everyone should have at the very least 200 CPs - and those that don't can always be boosted to 200 CPs to balance it.
What about simply crediting the extra SP and AP when a char transitions to L50? As in, 49->50 and you're done, now you have 13 skill points and 13 attributes for distribution.
(Assuming they remove the vet levels at all, which I'm still not convinced they'll ever do)
I think this is the most likely to happen. But what does this 'solve'? People will still want progression and I think the champion point grind will wear thin really fast.
I agree that removing Vet Levels at this point will solve nothing and add unneeded strife. People will still want a measuring stick to see if potential group members, that they have never worked with before, should be able to do the job they are grouping up for. The fear of losing valuable time to a PuG is very strong and not unjustified. So instead of, "What level are you?" it will be, "How many Champion points do you have?" Or even worse, "How many Champion Points do you have, and where did you spend them?"
I mean I've been in PuGs that on paper should have been able to face roll a dungeon and we have failed. Mostly due to players not using the correct fight mechanics. But lack of proper gear and/or bad choices made with someone's rotation might have also helped. I've also been in groups that should have been instafails and we just steamrolled through the mobs and bosses. Because the people involved knew the fights, had good gear for their level, and knew the optimal rotation for their style of play. That being said I would not try to take a Vet 1 through Veteran City of Ash. Now proponents of the get rid of vet levels will say "See, if we are all level 50 we will be even and can run it." I counter with not necessarily.
Someone who got the game 2 weeks ago and just turned level 50 or Vet 1 are at a major disadvantage to me. I'm been playing the game since Beta I currently, as of 6/9/15, have 204 Champion points. I'm only so/so far along compare to some people I know but, leaps and bounds along when compared to my friend who just turned Vet 14 yesterday. Even if they nerf us all to a maxed level of 50 I will still have a greater potential than the newer players and unless I just stop playing I will ALWAYS have it. Because they will never be able to catch up that is what happens in every single MMO it's a concept called Power Creep. There isn't a really good way to stop this, but I think that ESO does a good job of mitigating it. Also I am guessing that a lot of people who want level 50 to be max really don't know what the champion system is really about. The passive are cool but the don't make a huge amount of difference. They also very quickly start generating a diminishing return on investment. I assigned a point last night and gained around 1/10 of a percent to my magicka regen, be still my beating heart.
I also think players who don't have a level 50 toon fully understand just how much of a grind the Champion point system really is. Let me tell you it's more of a grind than leveling EVER was. So there is a maximum amount of 3600 CPs to get. You would need to get 1,440,000,000 exp points to get them all, 1.44 Trillion, that's Trillion with a T. Next to a number like that the mere 13,000,000 exp points, that's 13 Million with a M, needed to become Vet 14 it seems, well minuscule. Exp earned leveling up also counts towards you gaining CPs. Meaning if you get 10k exp from killing a bunch of mob you get 10k towards your next level and 10k towards your next CP. So that leveling up grind starts to look a little less crappy. Because not only are you getting your base stats up and gaining new skills you are earning CPs.
As far as how the CP system actually works here is a quick tutorial.
There are three types of points Warrior, Thief and Mage, you earn one at a time in that sequence. There is 9 constellations to spend your points on their are what I call minor passives and major passives. The minor passive affect the basic power of your toon. A percentage bouns to damage with a particular type of weapon or some reduction of damage taken by a particular type of attack. The Major passives give a big buff to your style of play be it a free damage shield of extra stuff from a chest to name a few right off the top of my head. The first major passives don't activate until you get 10 points in a particular constellation. So a player need to grind up 15,200,000 Exp for their first 10 point passive in just 1 of their constellations. Please note this is 2.2 Million more than what is needed to reach Vet 14 from Vet 1. You'll need another 800,000 exp to have the first major passives opened in all three constellation. BTW the first major passive are kind of lackluster. They don't start getting good until the 30 point level another 24,000,000 exp points away for all three. There are other major passive activation points at 75 and 120. There is something called Enlightenment which you get every 24 hours. It acts like a rested bonus that quadruples the exp gained but has a finite amount of boost, 400,000 exp or one CPs worth. It should be noted that you can only use enlightenment with Vet leveled toons and the total daily amount is account wide. So if you have two Vet level toons and one uses 200k worth of enlightenment there is only 200k worth available to all your other Vet level toons. After you use it up for the day's allotment it's back to the same ole' grind. Now you can bank it up by not playing your Vet level toons but even then you can only hold 12 points worth at any given time.
To me the CP system just SCREAMS grinding and ZoS has been going out of their way to nerf places people go to grind. Making the CP grind way worse than the level grind ever is. It just doesn't feel as bad because you get 2.2 CPs per Vet level as you are getting them. That is until you stop leveling and all you are left with is the grind.
(Sorry, haven't read the whole thread)
This whole issue would never have existed if they hadn't introduced the Skill and Attribute points to VRs. At launch, gaining a new VR didn't give you Skill and Attribute points. If that had stayed as it was, removing VRs wouldn't create this issue. But since it didn't stay as it was, they certainly won't remove the Skill and Attribute points they specifically added after launch.
There are two things that I think are "most likely":
- Everyone gets 14 Skill and Attribute points as soon as they hit Level 50.
- The points are distributed based on number of CPs, up to 14. For example, you get 1 Skill and Attribute point at 50, and 1 more for every third CP up to the 39th CP.
I don't know a single person who still grinds CP. Some people still grind out their enlightenment, but apart from that it seems like it has finally sunk in that the CS is not meant to be grinded. Even the most old-fashioned MMO players have finally understood that endgame can be about having fun rather than about progression.
I have written two long posts in this thread to explain this in detail. Please scroll up if you feel like following my thoughts.
As to the power differences the CS provides, you have to look at the full picture. Yes, there is a power difference, especially in DPS. But good PVE DPS varies anywhere between 10k and 25k, if you manage to get everything right, have your skills and your gear optimized for the boss and don't miss a single beat in your execution. But 10k -12k is enough to comfortably beat any trial. When you look at tanking and PVP tactics and playing skill are much, much more important than your numbers. There is currently no content in the game that a good player who just hit v14 yesterday can't beat.
I am thinking that while they are going to remove VET levels, they are not actually going to really disappear, but will instead be converted and called something else instead. Otherwise, they have a crapload of work ahead of them to convert every single piece of armor and weapon in this game, let alone balancing out our levels and what not.