this is turning into the Marxist ESO Manifesto. From each according to their ability to each according to their need. Let's just have a continuous "catch up" mechanism in place. XP and CP are distributed evenly based on current players.
:-/
Why the hell should there be a catch up method when there is already diminishing return on the use of CP points? That is your catch up method. At some point a person only gets .1 for the use of 1. When you are lower in CP in a category you GET MORE % out of the use of a point. We don't need no stinking catch up buttons... just sayin.
this is turning into the Marxist ESO Manifesto. From each according to their ability to each according to their need. Let's just have a continuous "catch up" mechanism in place. XP and CP are distributed evenly based on current players.
:-/
Why the hell should there be a catch up method when there is already diminishing return on the use of CP points? That is your catch up method. At some point a person only gets .1 for the use of 1. When you are lower in CP in a category you GET MORE % out of the use of a point. We don't need no stinking catch up buttons... just sayin.
ch.ris317b14_ESO wrote: »Ultimately grinding and 'progression' are poor substitutes for good gameplay.
If you design a FUN game... and have a story fleshed out... you don't need to redesign the end game three times in a year.
WoW has been out for a decade.... and they've redesigned less than ZOS has
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.
Not really. In chess, both players have an even playing field. Each piece has the same stats as the opponent's pieces. Chess is a fair game that relies on skill. ESO doesn't have as much to do with skill as it has whoever spent the most time grinding for superior stats to make the playing field uneven. As one player grinds to catch up, the other keeps grinding to stay ahead. This is the flaw with unlimited vertical progression.
reapthetempestrwb17_ESO wrote: »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.
Not really. In chess, both players have an even playing field. Each piece has the same stats as the opponent's pieces. Chess is a fair game that relies on skill. ESO doesn't have as much to do with skill as it has whoever spent the most time grinding for superior stats to make the playing field uneven. As one player grinds to catch up, the other keeps grinding to stay ahead. This is the flaw with unlimited vertical progression.
Not really even. In chess white has a 4% win advantage over black do to starting advantage.
I personally think a lot of assumptions and exaggerations such as the one made by Deltia about Sypher losing a PVP duel against someone with more CP are not necessarily true. A skillfull player can beat someone with a statistical advantage in any game, this happens all the time and some of the best players enjoy this challenge. For instance, in COD going pistol only in FFA and beating everyone using the best guns in the game.
I personally think having CP free PVP campaigns and eventually dueling would be a great addition to the game for people that want a more balanced style of PVP.
ch.ris317b14_ESO wrote: »this is turning into the Marxist ESO Manifesto. From each according to their ability to each according to their need. Let's just have a continuous "catch up" mechanism in place. XP and CP are distributed evenly based on current players.
:-/
Why the hell should there be a catch up method when there is already diminishing return on the use of CP points? That is your catch up method. At some point a person only gets .1 for the use of 1. When you are lower in CP in a category you GET MORE % out of the use of a point. We don't need no stinking catch up buttons... just sayin.
The true marxism is you people wanting the prasants to farm for no gain... kind of like a stalinist economy.
True competition... as in all sport, involves standardized equipment.
Enraged_Tiki_Torch wrote: »Oh yeah everyone should be grinding or it's their fault right? It's not "play how you want" the Elder Scrolls Motto, it's get your boots on because we're gonna force you to GRIND in this game.
ch.ris317b14_ESO wrote: »this is turning into the Marxist ESO Manifesto. From each according to their ability to each according to their need. Let's just have a continuous "catch up" mechanism in place. XP and CP are distributed evenly based on current players.
:-/
Why the hell should there be a catch up method when there is already diminishing return on the use of CP points? That is your catch up method. At some point a person only gets .1 for the use of 1. When you are lower in CP in a category you GET MORE % out of the use of a point. We don't need no stinking catch up buttons... just sayin.
The true marxism is you people wanting the prasants to farm for no gain... kind of like a stalinist economy.
True competition... as in all sport, involves standardized equipment.
Everyone has access to the same equipment. It's what's underneath that counts. Who trains harder. Who puts their time in. Who pushes themselves. Who is disciplined. Who plans. Who wants it more. Not who whines loudest and longest.
trimsic_ESO wrote: »If I had designed the CP system, I would have implemented a season system as follows:
- Season 1: max number of CP that can be earned in season 1 set to 360 - duration: 6 months
- Season 2: people who have not yet reached the cap of season 1 are permanently enlighted until they can reach that cap quite rapidely. The max number of CP that can be earned in season 2 is raised to 720 - duration: 6 months. Addition of new gear in the game, more powerful and attractive, thus offering people a new step and new perspectives in their character progression. This new gear can be crafted or / and be looted. Addition of new contents.
- Season 3: same as season 2, with the CP limit raised to 1080.
- Etc...
10 seasons over 5 years, with constant but managed progression, and new gear / contents. That would have been the way I would have designed ESO 2.x.
Idea from @Rune_Relic
They don't need to remove it and replace it with something else with 6 months of work.
All they need to do is add a CHAMPION BAR with 3 slots.
1 Warrior passive can be loaded.
1 Thief passive can be loaded.
1 Mage passive can be loaded.
Now it doesn't matter how many CP you have as you can only use 3 passive out of the 36.
People can grind away to their hearts content.
Someone with 300 CP will be just as powerful as anyone with 3600 CP..except they wont have 36 passive skills to choose from.
The stam/mag/health from each CP has to be nerfed though.
No power creep.
No power gap.
No gated content.
Endless progression
No gated endgame
Forced Build diversity.
additions and ideas from @washlov
sample
Warrior/The Lord/Heavy Armor Focus: Increases your Armor by 13% while wearing 5 or more pieces of heavy armor.
Thief/The Lover/Mooncalf: Increases your Stamina Recovery by 25%.
Mage/The Ritual/Piercing: Increases the amount of Armor your physical attacks ignore by 25%.
sample 2
Warrior/The Steed/Medium Armor Focus: Increases your Armor by 13% when a Medium Armor set of 5 or more pieces is equipped.
Thief/The Tower/Warlord: Reduces the Stamina cost of spells and abilities by 15.8%.
Mage/The Ritual/Precise Strikes: Increases the critical damage of your physical attacks by 25%.
these are two stamina builds but completely different
it would make the CS experimental and make the chars different
it would make the boring linear system where everybody get the same passives interesting and would make it meaningfulHow would you handle the perks that unlock automatically, like Precise Strike? Would I have to slot those as well, or are they always active?
may than put the Warrior/Mage/Thief restriction away
if you take one perk get the one with the 10 points
if you take two perks get also the one with the 30 points
if you take three perks from one line get all four the fourth is a bonus cause you are a specialist now
sample
Warrior/The Steed/Passive Buffs
one perk:
Invigorating Bash
Gives you a 20% chance to restore 5 Health when you bash an enemy.
two perks:
Phase
After roll dodging, your Armor and Spell Resistance is increased by 1000 for 3 seconds.
three perks(the steed master):
Shield Expert
Increases the Armor and Spell Resistance of equipped Shields by 75%.
Reinforced
When activating block gain a damage shield for 1900 every 10 seconds.
alternative idea
if you take one perk get the one with the 10 points
if you take two perks get the one with the 30 points
if you take three perks get the one with the 75 points
the 120 point perks could be specialist perks which one can be chosen if you have 3 perks of one guardian constellation
so if you have 3 perks choosen from Warrior you would be a specialist and can choose one from:
Reinforced: When activating block gain a damage shield for 1900 every 10 seconds.
Unchained:Reduces the Stamina cost of abilities by 80% for 3 seconds after breaking free of a stun, knockdown, fear, disorient, or stagger.
Determination:Absorbs 1950 damage for 15 seconds after drinking a potion.
you would be a Master Warrior
Best Idea so far! THX to you two.
That is actually pretty impressive.
Agree with Deltia here.
I love the account-wide progression system that the Champion system offers, but am worried of serious imbalances that PvE CP grinding will make in Cyrodiil.
On a side note, I am also not a fan that only vet grinding gives CP, because I love and play the majority of my ESO time in the non-vet campaign (thereby gaining no CP - I have a little over 90 CP total - and have been playing off and on since launch). (I have 7 low level vets as I found vet level grinding to not be my cup of tea.)
The alliance war rank system already provides "imbalances" in Cyro as high ranks will have available abilities that provide advantages over low ranks (e.g., vigor). These types of imbalances seem good for the PvP game, as they give PvPers goals to achieve via PvP.
Champion system "imbalances" however are not obtained from PvP, but through "zombie grinding," as Deltia calls it. I have not looked at the math behind it, but if too significant then CP imbalances should be mitigated in ESO, even if only in Cyrodiil.
trimsic_ESO wrote: »If I had designed the CP system, I would have implemented a season system as follows:
- Season 1: max number of CP that can be earned in season 1 set to 360 - duration: 6 months
- Season 2: people who have not yet reached the cap of season 1 are permanently enlighted until they can reach that cap quite rapidely. The max number of CP that can be earned in season 2 is raised to 720 - duration: 6 months. Addition of new gear in the game, more powerful and attractive, thus offering people a new step and new perspectives in their character progression. This new gear can be crafted or / and be looted. Addition of new contents.
- Season 3: same as season 2, with the CP limit raised to 1080. People start the season 3 with at least 360 CP (or more if they already have more)
- Season 4: same as season 3, with the CP limit raised to 1440. People start the season 4 with at least 720 CP. So new comers are welcome in the game.
- Etc...
10 seasons over 5 years, with constant but managed progression, and new gear / contents. That would have been the way I would have designed ESO 2.x.
ch.ris317b14_ESO wrote: »Ultimately grinding and 'progression' are poor substitutes for good gameplay.
If you design a FUN game... and have a story fleshed out... you don't need to redesign the end game three times in a year.
WoW has been out for a decade.... and they've redesigned less than ZOS has