jcasini222ub17_ESO wrote: »But they dont though. Quest grinders do not come anywhere close to mob grinders. This will finally be addressed in either IC or Orsinium. This long overdue xp rebalancing I feel will have a much bigger impact on closing the 'gap' than people are talking about. Right now quest grinders are getting dusted in xp gains.
winterbornb14_ESO wrote: »Have to admit as a casual gamer I will not even think of touching PvP in this game due to the obviously messed up mechanics. In fact we will be gone as soon as we have played all the content and no way in hell are we going to replay or grind it.
Clearly the game designers have no clue and have screwed the pooch by all the content band aids they are scrambling to apply.
eventide03b14a_ESO wrote: »How the hell did you become a community ambassador anyway?Attorneyatlawl wrote: »It is akin to going to a master chess tournament and demanding to god that you be as good as the master who has been playing for 20 years.
No. It is more like going to a chess tournament and having to play against someone that has changed all of their pieces for queens just because they have played 20,000 games against himself.
Nope. Personal skill comes with practice. All of the same tools in Chess are available to both players... just as they are here, in ESO.
Please stop trying to make excuses for them @Attorneyatlawl and let them know we hate it.
You become a community ambassador by agreeing with everything that zos does.
I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*eventide03b14a_ESO wrote: »How the hell did you become a community ambassador anyway?Attorneyatlawl wrote: »It is akin to going to a master chess tournament and demanding to god that you be as good as the master who has been playing for 20 years.
No. It is more like going to a chess tournament and having to play against someone that has changed all of their pieces for queens just because they have played 20,000 games against himself.
Nope. Personal skill comes with practice. All of the same tools in Chess are available to both players... just as they are here, in ESO.
You become a community ambassador by agreeing with everything that zos does.
I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*eventide03b14a_ESO wrote: »How the hell did you become a community ambassador anyway?Attorneyatlawl wrote: »It is akin to going to a master chess tournament and demanding to god that you be as good as the master who has been playing for 20 years.
No. It is more like going to a chess tournament and having to play against someone that has changed all of their pieces for queens just because they have played 20,000 games against himself.
Nope. Personal skill comes with practice. All of the same tools in Chess are available to both players... just as they are here, in ESO.
You become a community ambassador by agreeing with everything that zos does.
Games have to be enjoyable first and foremost. To survive and thrive, an MMO needs to be fun for existing players and accessible to new players. It isn't fun when time becomes more important than skill - unless hardcore grinders are your target audience, but I doubt this is what ZOS intended. It isn't accessible when a new player can't catch up in any reasonable amount of time. These are long-term problems ZOS needs to consider and prevent. It's good that we're talking about them.
eventide03b14a_ESO wrote: »eventide03b14a_ESO wrote: »How the hell did you become a community ambassador anyway?Attorneyatlawl wrote: »It is akin to going to a master chess tournament and demanding to god that you be as good as the master who has been playing for 20 years.
No. It is more like going to a chess tournament and having to play against someone that has changed all of their pieces for queens just because they have played 20,000 games against himself.
Nope. Personal skill comes with practice. All of the same tools in Chess are available to both players... just as they are here, in ESO.
You become a community ambassador by agreeing with everything that zos does.
I would think that a community ambassador would speak to ZOS on behalf of the community. The community hates the veteran ranks. We are telling you as much. Please stop trying to make excuses for them @Attorneyatlawl and let them know we hate it. And please use whatever resources are at your disposal to find out why they keep lying about it.
pmn100b16_ESO wrote: »All the people trying to pin the blame on the 'entitlement culture' are missing the point entirely. This is about encouraging new blood to the game now and in the future. Here's a scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll never catch up".
And they will NEVER catch up, if guilds like Hodor for example continue to grind CP everyday in the meantime. And even if Hodor stopped for a year, it'd still take the new guild a year of grinding CP to get close to Hodor's times on the leader boards. And people will bang on about skill>CP, well if CP has no impact, why would these high end PvE guilds be asking for a minimum CP amount to join them now? Of course they make a difference.
Its totally understandable that if you don't play this game competitively, the CP system makes no impact to you. You might even enjoy seeing that vertical progression, even though it makes next to no difference to your game play. But for those that do play the game competitively, it makes a difference. Whether it be PvE or PvP, hence why this topic was started.
A simple solution would be to remove the parts of the CP system that affect combat effectiveness. Replace them with non essential perks that the less competitive gamer would appreciate more, unique emotes to unlock or something, I dunno. The competitive players will be be happy also cause they won't see themselves or others run away with an advantage based on how often you can afford to grind. Back to my original example, that WoW guild can now join ESO and give those leader boards a shot right after reaching endgame. Surely thats what ESO wants long term, more people playing the game.
But this is probably all falling on deaf ears because more likely then not, this CP gap has been carefully engineered to encourage xp pot purchases. Pretty simple business plan there.
michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »All the people trying to pin the blame on the 'entitlement culture' are missing the point entirely. This is about encouraging new blood to the game now and in the future. Here's a scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll never catch up".
And they will NEVER catch up, if guilds like Hodor for example continue to grind CP everyday in the meantime. And even if Hodor stopped for a year, it'd still take the new guild a year of grinding CP to get close to Hodor's times on the leader boards. And people will bang on about skill>CP, well if CP has no impact, why would these high end PvE guilds be asking for a minimum CP amount to join them now? Of course they make a difference.
Its totally understandable that if you don't play this game competitively, the CP system makes no impact to you. You might even enjoy seeing that vertical progression, even though it makes next to no difference to your game play. But for those that do play the game competitively, it makes a difference. Whether it be PvE or PvP, hence why this topic was started.
A simple solution would be to remove the parts of the CP system that affect combat effectiveness. Replace them with non essential perks that the less competitive gamer would appreciate more, unique emotes to unlock or something, I dunno. The competitive players will be be happy also cause they won't see themselves or others run away with an advantage based on how often you can afford to grind. Back to my original example, that WoW guild can now join ESO and give those leader boards a shot right after reaching endgame. Surely thats what ESO wants long term, more people playing the game.
But this is probably all falling on deaf ears because more likely then not, this CP gap has been carefully engineered to encourage xp pot purchases. Pretty simple business plan there.
One more time. There is MAX on CP. Your only issue is it takes a long time to get to...
JacksonCarter13 wrote: »I know this thread is going to keep going. But I guess I'm part of the problem because I'm a hardcore. I'm still outnumbered drastically by people grinding CP. I really really likes the idea in here about champion point seasons. Something like 250 per season every three months 250 more are then available. Loved this idea the most imo
jcasini222ub17_ESO wrote: »@Enraged_Tiki_Torch when quest grinding what quest takes 20 minutes? honest quesion. Mostly recently I did the first 30 quests in vr stormhaven at 5:03 minute breakdown, I've never run into an actual 20 minute quest when quest grinding. (still trying for the 4:30 mark that was said way back in the day by ZoS). All enlightened plus xp scroll and in 2 hours 6 cp's killing some mobs along the way. If this bumps up to 12 it'll make a difference.
Does further xp balancing need to happen sure.
pmn100b16_ESO wrote: »
You obviously haven't been paying attention.danielpatrickkeaneub17_ESO wrote: »eventide03b14a_ESO wrote: »eventide03b14a_ESO wrote: »How the hell did you become a community ambassador anyway?Attorneyatlawl wrote: »It is akin to going to a master chess tournament and demanding to god that you be as good as the master who has been playing for 20 years.
No. It is more like going to a chess tournament and having to play against someone that has changed all of their pieces for queens just because they have played 20,000 games against himself.
Nope. Personal skill comes with practice. All of the same tools in Chess are available to both players... just as they are here, in ESO.
You become a community ambassador by agreeing with everything that zos does.
I would think that a community ambassador would speak to ZOS on behalf of the community. The community hates the veteran ranks. We are telling you as much. Please stop trying to make excuses for them @Attorneyatlawl and let them know we hate it. And please use whatever resources are at your disposal to find out why they keep lying about it.
I'm in the community. I don't hate veteran ranks. My 5 friends I play with don't hate them. I've never heard anyone in my 150+ person PVP guild complain about them. What I have heard are 2 dozen angry people I've never met try and speak for me on a message board that encompasses only about 1 tenth of 1 percent of the game's audience. If anything the "attorneyatlaw" has been completely on point with my views and the views of my peers.
pmn100b16_ESO wrote: »michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »All the people trying to pin the blame on the 'entitlement culture' are missing the point entirely. This is about encouraging new blood to the game now and in the future. Here's a scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll never catch up".
And they will NEVER catch up, if guilds like Hodor for example continue to grind CP everyday in the meantime. And even if Hodor stopped for a year, it'd still take the new guild a year of grinding CP to get close to Hodor's times on the leader boards. And people will bang on about skill>CP, well if CP has no impact, why would these high end PvE guilds be asking for a minimum CP amount to join them now? Of course they make a difference.
Its totally understandable that if you don't play this game competitively, the CP system makes no impact to you. You might even enjoy seeing that vertical progression, even though it makes next to no difference to your game play. But for those that do play the game competitively, it makes a difference. Whether it be PvE or PvP, hence why this topic was started.
A simple solution would be to remove the parts of the CP system that affect combat effectiveness. Replace them with non essential perks that the less competitive gamer would appreciate more, unique emotes to unlock or something, I dunno. The competitive players will be be happy also cause they won't see themselves or others run away with an advantage based on how often you can afford to grind. Back to my original example, that WoW guild can now join ESO and give those leader boards a shot right after reaching endgame. Surely thats what ESO wants long term, more people playing the game.
But this is probably all falling on deaf ears because more likely then not, this CP gap has been carefully engineered to encourage xp pot purchases. Pretty simple business plan there.
One more time. There is MAX on CP. Your only issue is it takes a long time to get to...
Okay, I'll edit my scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll take 5 years to catch up".
Better? That'll sure offer them encouragement to join.
jcasini222ub17_ESO wrote: »@Enraged_Tiki_Torch when quest grinding what quest takes 20 minutes? honest quesion. Mostly recently I did the first 30 quests in vr stormhaven at 5:03 minute breakdown, I've never run into an actual 20 minute quest when quest grinding. (still trying for the 4:30 mark that was said way back in the day by ZoS). All enlightened plus xp scroll and in 2 hours 6 cp's killing some mobs along the way. If this bumps up to 12 it'll make a difference.
Does further xp balancing need to happen sure.
I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*
Games have to be enjoyable first and foremost. To survive and thrive, an MMO needs to be fun for existing players and accessible to new players. It isn't fun when time becomes more important than skill - unless hardcore grinders are your target audience, but I doubt this is what ZOS intended. It isn't accessible when a new player can't catch up in any reasonable amount of time. These are long-term problems ZOS needs to consider and prevent. It's good that we're talking about them.
Attorneyatlawl wrote:Wow has lockout timers. ESO has RNG (random drop chances). Both result in the same statistical loot distribution, over time, and are different ways of doing the same thing but with less player annoyance by being strictly forbidden to play that content during a lockout.
Wow has new gear that immediately makes everything else you've ever done in the game or obtained for equipment obsolete and essentially worthless. ESO has beyond-extremely minor power increases on gear, with the changes providing more horizontal (different, but not numerically stronger) progression availability through new set bonus types, skills, and other facets.
Wow immediately sets everyone back to square one. It then requires everyone to start back up from scratch, repeating the same thing as the prior time period where top-end progression players speed through and gain their old power gap back in short order, while less competitive players are left in the dust and unable to in any way, shape, or form, including even being carried and playing a ludicrous amount of time per day, catch up if they didn't do it from the start. ESO provides such a small amount of extra raw power on the equipment that it could be considered zero statistically (see the math below).
The champion system is a big can of worms. Suffice to say, the first 300-400 points are important. The next couple of hundred will continue to gain moderately for many builds. Beyond that, you see a significant nosedive in how much they amplify your actual performance, both due to inherent relative diminishment and what parts of your combat they affect. I'll be doing a detailed post regarding this soon, but by and large, a simple "The first X number of champion points require less XP" that is raised every so often with patches over time should suffice.
For now we could have them say, "The first 120 champion points take less XP to earn" and then six months from now, "The first 225 champion points take less XP to earn" and so on, which would basically take care of the issue of power gaps when combined with the current enlightenment system that penalizes you after earning your first champion point in any given 24-hour period. Yes, the numbers are shiny and big. No, they don't make as giant a gap as it intuitively looks, when you boil it down to the facts after a moderate initial champion rank as described above. Wow's system is by far worse if you are not a hardcore player, for allowing you to even attempt to "keep up with the Joneses". Doing this, quicker players get to stay ahead for their efforts, but it curbs how extreme the differences in raw character power can ever reach.
michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »All the people trying to pin the blame on the 'entitlement culture' are missing the point entirely. This is about encouraging new blood to the game now and in the future. Here's a scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll never catch up".
And they will NEVER catch up, if guilds like Hodor for example continue to grind CP everyday in the meantime. And even if Hodor stopped for a year, it'd still take the new guild a year of grinding CP to get close to Hodor's times on the leader boards. And people will bang on about skill>CP, well if CP has no impact, why would these high end PvE guilds be asking for a minimum CP amount to join them now? Of course they make a difference.
Its totally understandable that if you don't play this game competitively, the CP system makes no impact to you. You might even enjoy seeing that vertical progression, even though it makes next to no difference to your game play. But for those that do play the game competitively, it makes a difference. Whether it be PvE or PvP, hence why this topic was started.
A simple solution would be to remove the parts of the CP system that affect combat effectiveness. Replace them with non essential perks that the less competitive gamer would appreciate more, unique emotes to unlock or something, I dunno. The competitive players will be be happy also cause they won't see themselves or others run away with an advantage based on how often you can afford to grind. Back to my original example, that WoW guild can now join ESO and give those leader boards a shot right after reaching endgame. Surely thats what ESO wants long term, more people playing the game.
But this is probably all falling on deaf ears because more likely then not, this CP gap has been carefully engineered to encourage xp pot purchases. Pretty simple business plan there.
One more time. There is MAX on CP. Your only issue is it takes a long time to get to...
Okay, I'll edit my scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll take 5 years to catch up".
Better? That'll sure offer them encouragement to join.
YES! Because the solutions are totally different. The goal then is to SHORTTEN that grossly overexaggerated "5 years".
Add even more and fun ways to gain exp
Give MORE exp --- which is confirmed coming.
Add exp granting content....
The problem is those railing against the CP system are focusing on the destination, NOT the journey... which is where the problem is.
There is no "fundamental" design problem with the CP system. In fact there is nothing wrong with the "system" at all. It's quite ordinary. So stop the hyperbole, and start asking the right questions.
danielpatrickkeaneub17_ESO wrote: »I'm in the community. I don't hate veteran ranks. My 5 friends I play with don't hate them. I've never heard anyone in my 150+ person PVP guild complain about them. What I have heard are 2 dozen angry people I've never met try and speak for me on a message board that encompasses only about 1 tenth of 1 percent of the game's audience. If anything the "attorneyatlaw" has been completely on point with my views and the views of my peers.
danielpatrickkeaneub17_ESO wrote: »If 5 years is too long then what isn't too long? Is 1 year enough for your mythical WOW guild? I've been on XBox for a month. Is that too long? But what about people that get it at Christmas? How will they ever compete?
Waaaaaaaaaaaaaa.
Attorneyatlawl wrote: »jcasini222ub17_ESO wrote: »@Enraged_Tiki_Torch when quest grinding what quest takes 20 minutes? honest quesion. Mostly recently I did the first 30 quests in vr stormhaven at 5:03 minute breakdown, I've never run into an actual 20 minute quest when quest grinding. (still trying for the 4:30 mark that was said way back in the day by ZoS). All enlightened plus xp scroll and in 2 hours 6 cp's killing some mobs along the way. If this bumps up to 12 it'll make a difference.
Does further xp balancing need to happen sure.
I have to agree. Another important point that is typically overlooked is that you should, and will be, killing a lot of mobs as you move through questing areas completing those quests. I can't think of any single quest that would normally take 20 minutes as you plow through the zones if trying to quest grind. Simply calling out the XP you earn on a turn-in sidesteps the issue of XP/hour, which is the right yardstick for that discussion, as you mentioned.
Beefing up the base quest XP (that then gets raised by XP potions, the subscription bonus (if subscribed), etc.) adds a decent raise in your XP/hour. Most games, however, don't reach the best XP when questing by dodging agro and killing the minimum amount of mobs in your path; generally, you're best off killing as many as humanly possible while minimizing the extra travel distance and speed impact on your route as a whole.
For example, stopping entirely to go hunt one tiger hiding under a tree 20 feet away... not smart. Nuking a tiger 5 feet ahead of you as you approach, without even needing to turn off the way you were going and not even stopping other than to quickly grab the loot off of it... is smart. .I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*
Games have to be enjoyable first and foremost. To survive and thrive, an MMO needs to be fun for existing players and accessible to new players. It isn't fun when time becomes more important than skill - unless hardcore grinders are your target audience, but I doubt this is what ZOS intended. It isn't accessible when a new player can't catch up in any reasonable amount of time. These are long-term problems ZOS needs to consider and prevent. It's good that we're talking about them.
Thank you, and especially moreso for understanding that just because people don't have the same point of view, their thoughts aren't automatically invalidated. Even when I don't agree with what someone's saying... I put forth an effort to try to at least get where they're coming from. Regardless if I still completely disagree at that point, I've learned something in doing so.
Now, I do absolutely, however, agree with you on the accessibility front. I hate doing this, but it would basically just be paraphrasing myself, not to just quote it. This isn't a difficult problem to address, in my opinion, and is being extremely overcomplicated in most of the discussions I've been reading on the forums here, and elsewhere. Here's how I think it breaks down, and how they can fairly keep it in check... numbers, of course, can always be tweaked .Attorneyatlawl wrote:Wow has lockout timers. ESO has RNG (random drop chances). Both result in the same statistical loot distribution, over time, and are different ways of doing the same thing but with less player annoyance by being strictly forbidden to play that content during a lockout.
Wow has new gear that immediately makes everything else you've ever done in the game or obtained for equipment obsolete and essentially worthless. ESO has beyond-extremely minor power increases on gear, with the changes providing more horizontal (different, but not numerically stronger) progression availability through new set bonus types, skills, and other facets.
Wow immediately sets everyone back to square one. It then requires everyone to start back up from scratch, repeating the same thing as the prior time period where top-end progression players speed through and gain their old power gap back in short order, while less competitive players are left in the dust and unable to in any way, shape, or form, including even being carried and playing a ludicrous amount of time per day, catch up if they didn't do it from the start. ESO provides such a small amount of extra raw power on the equipment that it could be considered zero statistically (see the math below).
The champion system is a big can of worms. Suffice to say, the first 300-400 points are important. The next couple of hundred will continue to gain moderately for many builds. Beyond that, you see a significant nosedive in how much they amplify your actual performance, both due to inherent relative diminishment and what parts of your combat they affect. I'll be doing a detailed post regarding this soon, but by and large, a simple "The first X number of champion points require less XP" that is raised every so often with patches over time.
For now we could have them say, "The first 120 champion points take less XP to earn" and then six months from now, "The first 225 champion points take less XP to earn" and so on, which would basically take care of the issue of power gaps when combined with the current enlightenment system that penalizes you after earning your first champion point in any given 24-hour period. Yes, the numbers are shiny and big. No, they don't make as giant a gap as it intuitively looks, when you boil it down to the facts after a moderate initial champion rank as described above. Wow's system is by far worse if you are not a hardcore player, for allowing you to even attempt to "keep up with the Joneses". Doing this, quicker players get to stay ahead for their efforts, but it curbs how extreme the differences in raw character power can ever reach.
eventide03b14a_ESO wrote: »Attorneyatlawl wrote: »jcasini222ub17_ESO wrote: »@Enraged_Tiki_Torch when quest grinding what quest takes 20 minutes? honest quesion. Mostly recently I did the first 30 quests in vr stormhaven at 5:03 minute breakdown, I've never run into an actual 20 minute quest when quest grinding. (still trying for the 4:30 mark that was said way back in the day by ZoS). All enlightened plus xp scroll and in 2 hours 6 cp's killing some mobs along the way. If this bumps up to 12 it'll make a difference.
Does further xp balancing need to happen sure.
I have to agree. Another important point that is typically overlooked is that you should, and will be, killing a lot of mobs as you move through questing areas completing those quests. I can't think of any single quest that would normally take 20 minutes as you plow through the zones if trying to quest grind. Simply calling out the XP you earn on a turn-in sidesteps the issue of XP/hour, which is the right yardstick for that discussion, as you mentioned.
Beefing up the base quest XP (that then gets raised by XP potions, the subscription bonus (if subscribed), etc.) adds a decent raise in your XP/hour. Most games, however, don't reach the best XP when questing by dodging agro and killing the minimum amount of mobs in your path; generally, you're best off killing as many as humanly possible while minimizing the extra travel distance and speed impact on your route as a whole.
For example, stopping entirely to go hunt one tiger hiding under a tree 20 feet away... not smart. Nuking a tiger 5 feet ahead of you as you approach, without even needing to turn off the way you were going and not even stopping other than to quickly grab the loot off of it... is smart. .I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*
Games have to be enjoyable first and foremost. To survive and thrive, an MMO needs to be fun for existing players and accessible to new players. It isn't fun when time becomes more important than skill - unless hardcore grinders are your target audience, but I doubt this is what ZOS intended. It isn't accessible when a new player can't catch up in any reasonable amount of time. These are long-term problems ZOS needs to consider and prevent. It's good that we're talking about them.
Thank you, and especially moreso for understanding that just because people don't have the same point of view, their thoughts aren't automatically invalidated. Even when I don't agree with what someone's saying... I put forth an effort to try to at least get where they're coming from. Regardless if I still completely disagree at that point, I've learned something in doing so.
Now, I do absolutely, however, agree with you on the accessibility front. I hate doing this, but it would basically just be paraphrasing myself, not to just quote it. This isn't a difficult problem to address, in my opinion, and is being extremely overcomplicated in most of the discussions I've been reading on the forums here, and elsewhere. Here's how I think it breaks down, and how they can fairly keep it in check... numbers, of course, can always be tweaked .Attorneyatlawl wrote:Wow has lockout timers. ESO has RNG (random drop chances). Both result in the same statistical loot distribution, over time, and are different ways of doing the same thing but with less player annoyance by being strictly forbidden to play that content during a lockout.
Wow has new gear that immediately makes everything else you've ever done in the game or obtained for equipment obsolete and essentially worthless. ESO has beyond-extremely minor power increases on gear, with the changes providing more horizontal (different, but not numerically stronger) progression availability through new set bonus types, skills, and other facets.
Wow immediately sets everyone back to square one. It then requires everyone to start back up from scratch, repeating the same thing as the prior time period where top-end progression players speed through and gain their old power gap back in short order, while less competitive players are left in the dust and unable to in any way, shape, or form, including even being carried and playing a ludicrous amount of time per day, catch up if they didn't do it from the start. ESO provides such a small amount of extra raw power on the equipment that it could be considered zero statistically (see the math below).
The champion system is a big can of worms. Suffice to say, the first 300-400 points are important. The next couple of hundred will continue to gain moderately for many builds. Beyond that, you see a significant nosedive in how much they amplify your actual performance, both due to inherent relative diminishment and what parts of your combat they affect. I'll be doing a detailed post regarding this soon, but by and large, a simple "The first X number of champion points require less XP" that is raised every so often with patches over time.
For now we could have them say, "The first 120 champion points take less XP to earn" and then six months from now, "The first 225 champion points take less XP to earn" and so on, which would basically take care of the issue of power gaps when combined with the current enlightenment system that penalizes you after earning your first champion point in any given 24-hour period. Yes, the numbers are shiny and big. No, they don't make as giant a gap as it intuitively looks, when you boil it down to the facts after a moderate initial champion rank as described above. Wow's system is by far worse if you are not a hardcore player, for allowing you to even attempt to "keep up with the Joneses". Doing this, quicker players get to stay ahead for their efforts, but it curbs how extreme the differences in raw character power can ever reach.
Look I just want to know if you actually have some sort of insight or access that we don't. I thought that was the whole point. Your opinion is meaningless to me. I want answers from the devs.
Attorneyatlawl wrote: »danielpatrickkeaneub17_ESO wrote: »I'm in the community. I don't hate veteran ranks. My 5 friends I play with don't hate them. I've never heard anyone in my 150+ person PVP guild complain about them. What I have heard are 2 dozen angry people I've never met try and speak for me on a message board that encompasses only about 1 tenth of 1 percent of the game's audience. If anything the "attorneyatlaw" has been completely on point with my views and the views of my peers.
The forums do represent people's views... but as you pointed out, they aren't representative of everyone's views. Reddit isn't. Nor are in-game guild chats. Zone chats alone, don't either. Even focused feedback meetings held, fail to encompass everything. You can't make a game by democracy. Heck, even real-world nations like the USA (my home, and birthplace of course) are technically republics. As a decision-maker, which is what ZOS is for their game here, all the feedback you can get has to be taken into account, as well as weighed both by its factual accuracy when statements are made and any opinion-oriented bias (generally not purposeful, even, but because someone says what they really think, but it is slanted by their perspective and/or experience). Then you think about it from their point of view, and weigh your options, while taking others' feedback in the same way and then ultimately deciding on your own merits and opinion as the people with the final say.
A quick example... let's say someone posts saying they're frustrated by "how slow it is to level in this game." They make a thread, saying "It takes 300 hours to get to veteran rank 1!". This isn't true for more than a tiny fraction of a percent of the playerbase. It isn't a lie, either, though. It probably indeed took them around that timespan (Why would they exaggerate? Even if they did, their opinion is genuine that they felt it took too long).
However, you would need to take any balance requests made in that kind of post by weighing the likeliest level of depth a poster stating this might have, and what they would have the most experience playing with in the game (statistically, it's likeliest that they would be a slower-going person that enjoys more exploration, socialization, and taking everything in, rather than theorycrafting with an Excel spreadsheet windowed alongside an R-serve and an automated data logger below, crunching the numbers of every last little detail).
Cliche as it is... "it's not that simple." You can't make a game by commitee, for the same reason the saying "too many cooks spoil the broth" is an enduring truism. "The community thinks" is an ambiguous thing to relate from any one source.
eventide03b14a_ESO wrote: »Attorneyatlawl wrote: »jcasini222ub17_ESO wrote: »@Enraged_Tiki_Torch when quest grinding what quest takes 20 minutes? honest quesion. Mostly recently I did the first 30 quests in vr stormhaven at 5:03 minute breakdown, I've never run into an actual 20 minute quest when quest grinding. (still trying for the 4:30 mark that was said way back in the day by ZoS). All enlightened plus xp scroll and in 2 hours 6 cp's killing some mobs along the way. If this bumps up to 12 it'll make a difference.
Does further xp balancing need to happen sure.
I have to agree. Another important point that is typically overlooked is that you should, and will be, killing a lot of mobs as you move through questing areas completing those quests. I can't think of any single quest that would normally take 20 minutes as you plow through the zones if trying to quest grind. Simply calling out the XP you earn on a turn-in sidesteps the issue of XP/hour, which is the right yardstick for that discussion, as you mentioned.
Beefing up the base quest XP (that then gets raised by XP potions, the subscription bonus (if subscribed), etc.) adds a decent raise in your XP/hour. Most games, however, don't reach the best XP when questing by dodging agro and killing the minimum amount of mobs in your path; generally, you're best off killing as many as humanly possible while minimizing the extra travel distance and speed impact on your route as a whole.
For example, stopping entirely to go hunt one tiger hiding under a tree 20 feet away... not smart. Nuking a tiger 5 feet ahead of you as you approach, without even needing to turn off the way you were going and not even stopping other than to quickly grab the loot off of it... is smart. .I voted for him. I don't need to agree with everything he says to recognize his contributions to the community. *shrugs*
Games have to be enjoyable first and foremost. To survive and thrive, an MMO needs to be fun for existing players and accessible to new players. It isn't fun when time becomes more important than skill - unless hardcore grinders are your target audience, but I doubt this is what ZOS intended. It isn't accessible when a new player can't catch up in any reasonable amount of time. These are long-term problems ZOS needs to consider and prevent. It's good that we're talking about them.
Thank you, and especially moreso for understanding that just because people don't have the same point of view, their thoughts aren't automatically invalidated. Even when I don't agree with what someone's saying... I put forth an effort to try to at least get where they're coming from. Regardless if I still completely disagree at that point, I've learned something in doing so.
Now, I do absolutely, however, agree with you on the accessibility front. I hate doing this, but it would basically just be paraphrasing myself, not to just quote it. This isn't a difficult problem to address, in my opinion, and is being extremely overcomplicated in most of the discussions I've been reading on the forums here, and elsewhere. Here's how I think it breaks down, and how they can fairly keep it in check... numbers, of course, can always be tweaked .Attorneyatlawl wrote:Wow has lockout timers. ESO has RNG (random drop chances). Both result in the same statistical loot distribution, over time, and are different ways of doing the same thing but with less player annoyance by being strictly forbidden to play that content during a lockout.
Wow has new gear that immediately makes everything else you've ever done in the game or obtained for equipment obsolete and essentially worthless. ESO has beyond-extremely minor power increases on gear, with the changes providing more horizontal (different, but not numerically stronger) progression availability through new set bonus types, skills, and other facets.
Wow immediately sets everyone back to square one. It then requires everyone to start back up from scratch, repeating the same thing as the prior time period where top-end progression players speed through and gain their old power gap back in short order, while less competitive players are left in the dust and unable to in any way, shape, or form, including even being carried and playing a ludicrous amount of time per day, catch up if they didn't do it from the start. ESO provides such a small amount of extra raw power on the equipment that it could be considered zero statistically (see the math below).
The champion system is a big can of worms. Suffice to say, the first 300-400 points are important. The next couple of hundred will continue to gain moderately for many builds. Beyond that, you see a significant nosedive in how much they amplify your actual performance, both due to inherent relative diminishment and what parts of your combat they affect. I'll be doing a detailed post regarding this soon, but by and large, a simple "The first X number of champion points require less XP" that is raised every so often with patches over time.
For now we could have them say, "The first 120 champion points take less XP to earn" and then six months from now, "The first 225 champion points take less XP to earn" and so on, which would basically take care of the issue of power gaps when combined with the current enlightenment system that penalizes you after earning your first champion point in any given 24-hour period. Yes, the numbers are shiny and big. No, they don't make as giant a gap as it intuitively looks, when you boil it down to the facts after a moderate initial champion rank as described above. Wow's system is by far worse if you are not a hardcore player, for allowing you to even attempt to "keep up with the Joneses". Doing this, quicker players get to stay ahead for their efforts, but it curbs how extreme the differences in raw character power can ever reach.
Look I just want to know if you actually have some sort of insight or access that we don't. I thought that was the whole point. Your opinion is meaningless to me. I want answers from the devs.
pmn100b16_ESO wrote: »michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »michaelb14a_ESO2 wrote: »pmn100b16_ESO wrote: »All the people trying to pin the blame on the 'entitlement culture' are missing the point entirely. This is about encouraging new blood to the game now and in the future. Here's a scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll never catch up".
And they will NEVER catch up, if guilds like Hodor for example continue to grind CP everyday in the meantime. And even if Hodor stopped for a year, it'd still take the new guild a year of grinding CP to get close to Hodor's times on the leader boards. And people will bang on about skill>CP, well if CP has no impact, why would these high end PvE guilds be asking for a minimum CP amount to join them now? Of course they make a difference.
Its totally understandable that if you don't play this game competitively, the CP system makes no impact to you. You might even enjoy seeing that vertical progression, even though it makes next to no difference to your game play. But for those that do play the game competitively, it makes a difference. Whether it be PvE or PvP, hence why this topic was started.
A simple solution would be to remove the parts of the CP system that affect combat effectiveness. Replace them with non essential perks that the less competitive gamer would appreciate more, unique emotes to unlock or something, I dunno. The competitive players will be be happy also cause they won't see themselves or others run away with an advantage based on how often you can afford to grind. Back to my original example, that WoW guild can now join ESO and give those leader boards a shot right after reaching endgame. Surely thats what ESO wants long term, more people playing the game.
But this is probably all falling on deaf ears because more likely then not, this CP gap has been carefully engineered to encourage xp pot purchases. Pretty simple business plan there.
One more time. There is MAX on CP. Your only issue is it takes a long time to get to...
Okay, I'll edit my scenario:
PvE Guild from WoW wants to try another game. Guild Leader: "How about ESO? They've got leader boards right?". Guild Member: "nah, they've got that champion system thing, we'll take 5 years to catch up".
Better? That'll sure offer them encouragement to join.
YES! Because the solutions are totally different. The goal then is to SHORTTEN that grossly overexaggerated "5 years".
Add even more and fun ways to gain exp
Give MORE exp --- which is confirmed coming.
Add exp granting content....
The problem is those railing against the CP system are focusing on the destination, NOT the journey... which is where the problem is.
There is no "fundamental" design problem with the CP system. In fact there is nothing wrong with the "system" at all. It's quite ordinary. So stop the hyperbole, and start asking the right questions.
And current top PvE guilds will continue to use all those extra mechanics you listed too. So what you're saying is, if new guilds want to compete on the leader boards in PvE, they've not only got to get to end game, they got to mindlessly grind whatever content gives the most xp (probably for a year minimum at least, likely more), JUST to get to the point they want to be, i.e. on a competitive level with the current top guilds. Sorry, but if you don't see that as a HUGE barrier to entry on this game, you can't be reasoned with.