jamesharv2005ub17_ESO wrote: »I dont think they will ever have 400 cp cost only 25k xp. Thats like 30 minutes of questing.
jamesharv2005ub17_ESO wrote: »I dont think they will ever have 400 cp cost only 25k xp. Thats like 30 minutes of questing.
halfbadger wrote: »No. Wrong.
halfbadger wrote: »No. Wrong.
I'm pretty sure when I'm sitting on 33,000 magicka unbuffed on my Nightblade when I have 3,600 CP I'm not going to have 49,500 magicka unbuffed.....
Champion System needs an ACTUAL Catch-Up Mechanic. Simply lowering XP required for X number of CPs or Capping CPs only provides temporary solutions.
- The benefit to lowering XP required for X number of CPs doesn't benefit those who have to earn the next CP after they earn whatever the amount of CPs are. At that point we will simply have the same problem we have now... it's just that most players will have gotten an easy handful of CPs.
- Capping CPs actively hinders players who like to grind so that players beneath them can catch up. It also doesn't address that in 2 years players will be running around with 2500 CPs and new players will be faced with the exact same problem we are trying to avoid.
I have this in a separate thread but everyone seems to have latched onto this thread to post ideas so... here it goes:There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about 15%. This would leave us with the following approximations:These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about 210%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
Thoughts?
Original Thread: http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1
your solution while well thought out and presented while not an active cap is more of a rolling softcap so has the same short coming ie people not making any noticeable cp gains are liable to feel unjustly nerfed to allow other ''less dedicated fans'' to get a hand up. So the forum qq would erupt and we would have people quitting etc. also it does not address the scaling issue how do you scale dungeons etc by average cp? as you and I know that this would again not be an even playing field for things like speed runs etc. what about new content where do they set the bar? with challenging content imagine the complaints and community bitterness when ppl are expected to prove cp level for that.
It is also same set of problems the devs are gonna have with their solution. If they increase the diminishing returns players will feel they aren't progressing if they dont op players skewing leader boards and owning pvp.
also their solution does not address scaling hence vet rank increases to at least keep itemisation and dungeon scaling semi controlled.
Champion System needs an ACTUAL Catch-Up Mechanic. Simply lowering XP required for X number of CPs or Capping CPs only provides temporary solutions.
- The benefit to lowering XP required for X number of CPs doesn't benefit those who have to earn the next CP after they earn whatever the amount of CPs are. At that point we will simply have the same problem we have now... it's just that most players will have gotten an easy handful of CPs.
- Capping CPs actively hinders players who like to grind so that players beneath them can catch up. It also doesn't address that in 2 years players will be running around with 2500 CPs and new players will be faced with the exact same problem we are trying to avoid.
I have this in a separate thread but everyone seems to have latched onto this thread to post ideas so... here it goes:There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about 15%. This would leave us with the following approximations:These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about 210%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
Thoughts?
Original Thread: http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1
your solution while well thought out and presented while not an active cap is more of a rolling softcap so has the same short coming ie people not making any noticeable cp gains are liable to feel unjustly nerfed to allow other ''less dedicated fans'' to get a hand up. So the forum qq would erupt and we would have people quitting etc. also it does not address the scaling issue how do you scale dungeons etc by average cp? as you and I know that this would again not be an even playing field for things like speed runs etc. what about new content where do they set the bar? with challenging content imagine the complaints and community bitterness when ppl are expected to prove cp level for that.
It is also same set of problems the devs are gonna have with their solution. If they increase the diminishing returns players will feel they aren't progressing if they dont op players skewing leader boards and owning pvp.
also their solution does not address scaling hence vet rank increases to at least keep itemisation and dungeon scaling semi controlled.
Thanks for your input @lathbury. I'm quoting you in this thread to not derail the other.
In my concept the current CP gains wouldn't change. Top CP earners would gain CPs as quickly as they are now. Are you saying that people would feel nerfed because they're not getting the CP bonuses? Remember, the closer a player gets to the max level of CP the slower they will gain CPs, all the way down to the current rate of CP gain. No nerfs. Only buffs. Now... if the complaint is that a catch-up mechanic exists at all... I don't know what to say there
I wasn't aware they were going to scale anything according to CPs. I don't think Anything should be scaled or leveled on CP. CP should be a 100% completely adjacent leveling scheme to VR ranks dungeons/gear/etc. needs to be scaled off of VR/Level.
Champion System needs an ACTUAL Catch-Up Mechanic. Simply lowering XP required for X number of CPs or Capping CPs only provides temporary solutions.
- The benefit to lowering XP required for X number of CPs doesn't benefit those who have to earn the next CP after they earn whatever the amount of CPs are. At that point we will simply have the same problem we have now... it's just that most players will have gotten an easy handful of CPs.
- Capping CPs actively hinders players who like to grind so that players beneath them can catch up. It also doesn't address that in 2 years players will be running around with 2500 CPs and new players will be faced with the exact same problem we are trying to avoid.
I have this in a separate thread but everyone seems to have latched onto this thread to post ideas so... here it goes:There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about 15%. This would leave us with the following approximations:These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about 210%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
Thoughts?
Original Thread: http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1
your solution while well thought out and presented while not an active cap is more of a rolling softcap so has the same short coming ie people not making any noticeable cp gains are liable to feel unjustly nerfed to allow other ''less dedicated fans'' to get a hand up. So the forum qq would erupt and we would have people quitting etc. also it does not address the scaling issue how do you scale dungeons etc by average cp? as you and I know that this would again not be an even playing field for things like speed runs etc. what about new content where do they set the bar? with challenging content imagine the complaints and community bitterness when ppl are expected to prove cp level for that.
It is also same set of problems the devs are gonna have with their solution. If they increase the diminishing returns players will feel they aren't progressing if they dont op players skewing leader boards and owning pvp.
also their solution does not address scaling hence vet rank increases to at least keep itemisation and dungeon scaling semi controlled.
Thanks for your input @lathbury. I'm quoting you in this thread to not derail the other.
In my concept the current CP gains wouldn't change. Top CP earners would gain CPs as quickly as they are now. Are you saying that people would feel nerfed because they're not getting the CP bonuses? Remember, the closer a player gets to the max level of CP the slower they will gain CPs, all the way down to the current rate of CP gain. No nerfs. Only buffs. Now... if the complaint is that a catch-up mechanic exists at all... I don't know what to say there
I wasn't aware they were going to scale anything according to CPs. I don't think Anything should be scaled or leveled on CP. CP should be a 100% completely adjacent leveling scheme to VR ranks dungeons/gear/etc. needs to be scaled off of VR/Level.
yeah any catch up mechanic will have its detractors I'm afraid. but the scaling thing is surely a must for things that have achievements and leader boards to keep as level a playing field as possible but also to ensure the content is not to hard leading to ppl quitting and also not total face roll. I don't see how this is possible while cp's exist.
I really like the idea of taking an average of the top ten percentage of players so everyone isn't just based off of the ONE highest player. This would also create a kind of competition between the top earners to go "above and beyond". to be the best of the best!Attorneyatlawl wrote: »Take the champion levels of the top tenth or so of people playing the game who have logged in within the last month on the entire megaserver. Then, average them. This gives you a figure as to how many champion ranks the top XP earners in the game have right now.
jamesharv2005ub17_ESO wrote: »Im fine with the system as it stands. I want them to focus now on more content. New zones. Stuff like that. For the past year they have been dinking around with game systems and we have had content stagnation for 9 months now. Leave the CP system alone please ZOS and focus on what players really want which is stuff to do and new places to explore.
jamesharv2005ub17_ESO wrote: »If they dont hurry up and put out some new zones there wont be any problem with catching up. The PC servers will be a ghost town with noone to catch up to.
Tanaka_Khan wrote: »Why should those of us who have been playing since day one have to change to accommodate new players? If new players start in any other MMO (lets say WOW) do they have the right to argue that all the older players should have their characters reduced so they are all on even ground? I think not!
Should someone who has more free time be penalized because some one else can only play half as much and not earn as many CP's?
People should just accept the game as it is or go look for another.