I honestly couldn't care less about your concerns. That someone newer to the game has fewer CP is not only expected it's reasonable. When VR is finally removed from the game the only thing separating folks will be CP and NOT the vast gulf of V1-V14 soon to be V16 AND CP. With the diminishing return on CP folks will close the gap fast enough...IF the WTF Play the game. After a time the difference will be negligible since the guy with less CP will always get more % increases then the guy with more.
lucian_banneb18_ESO wrote: »Separately make all zones available to all players from the start. Keep them alliance based (if you're EP, most of the AD zone would be against you), but give the option of switching alliance allegiance anytime. Thus you would add ALOT of PvP zones, like ALL of them. Put in (like in WoW) a PvP flagged switch button whithin your first zones. Then merge all 1-70 xp within the zones. Such as an average of 10lvls/zone (1-50 in your alliance areas, 51-60 in Coldharbour and 61-70 in Craglorn. Keep Cyrodiil full lv. 70 and battlelevel ppl when going there. Add thematic Arenas in each zone to encourage PvP and competitive play.
Plus, add Dragons. Make them better than current city guards. Make them require a significant alliance effort to have them killed. Oh, what a day would it be for players just to start experience (terminal) dragon encounters without ZOS announcing it.
This would kick everyone's arse in the MMORPG community, it would be a great marketing move and would hook a huge number of players to ESO for years.
/cheers
I honestly couldn't care less about your concerns. That someone newer to the game has fewer CP is not only expected it's reasonable. When VR is finally removed from the game the only thing separating folks will be CP and NOT the vast gulf of V1-V14 soon to be V16 AND CP. With the diminishing return on CP folks will close the gap fast enough...IF the WTF Play the game. After a time the difference will be negligible since the guy with less CP will always get more % increases then the guy with more.
I honestly cannot understand how people defend the champion system instead of the VR level system. Let's do a bit of math.
A new player would need 12,750,000 XP to go from VR1 to VR16 (using the 850k XP per VR level that's going to be used in the next update). For the sake of comparison, let's assume the player grinds that XP, and that the grind nets 500k XP/hour (completely feasible today). It would take 25.5 hours to go from VR1 to VR16.
Now imagine the same new player trying to catch up with other players' CP. The lowest many long-time players have is 70 CP, which were awarded with the implementation of the Champion System. It takes 28,000,000 XP (at 400k XP per CP) to get there, or 56 hours, more than twice the time it takes to go from VR1-VR16. What was that you were saying about VR grinding being bad?
More realistically, many hardcore/competitive players are well into their 300s in terms of CP. I'm not even going to talk about those with 500+, which are also out there. Let's just take the 300 number - it takes 120,000,000 XP for a new player to get there, or 240 hours (after reaching VR1, of course).
So tell me, how is it preferable to have a system where it takes you 240 hours to catch up to competitive players preferable to one where it takes 25? Also, consider that while a new player is grinding his way to 300 CP, the 300 CP player will still be earning additional points. With the VR system, you would reach the top level and be on par with everyone else at top level until they raised the cap again.
And don't "diminishing-returns" me - by the time you get 300 CP you're far from seeing any kind of diminishing returns. You keep getting flat increases to your stats for each CP spent, and at 300 you'll still be unlocking extremely powerful passives (weap/spell crit, synergy ultimate generation, etc.).
I always thought that the Champion System was a huge mistake as a replacement for VR levels, even though it can be an interesting system in terms of character development. Its implementation has only confirmed my fears. The Champion System isn't a new, friendlier progression system. It's a way to keep you playing for 3600x400,000 XP.
Who said it should be easy? Why should it be? Easy games are no fun. Yes it'll take more time but it'll also feel much more rewarding when you'll get there!
And you get THREE times more time to enjoy the game! What's the complaint?
PC USStraight out of Mo- uh, oh wait. Um... Ebonheart, I guess?
You make some great points, ironically however ESO is still doing better work with content than WoW is right now.
Even though WoW has released content it has been very bad, i mean WoD is already over.
ZOS is doing better than the guys at Blizzard are with WoW atm.
ZOS is doing better than the guys at Blizzard are with WoW atm.
The truth will not make any significant difference if it is that difficult to obtain. Individual perception is what will make the difference. You can't chase down every poster, or every player with the figures to give them the truth. People will go with their own perception unless shown otherwise, and the majority of the people cannot be reached that they may be shown.
If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
You make some great points, ironically however ESO is still doing better work with content than WoW is right now.
Even though WoW has released content it has been very bad, i mean WoD is already over.
ZOS is doing better than the guys at Blizzard are with WoW atm.
Attorneyatlawl wrote: »Gandrhulf_Harbard wrote: »All i know is, levelling VR's takes too long.
Personally i want to see VR xp increased substantially, im only VR3 after a week, and im spending 5-6 hrs sometimes in a session... it shouldnt take that long.
And no, im not buying XP potions for money...
i dont know what the answer is, but i dont enjoy Veteran Levels at all as it stands, i feel like its another barrier between me and PvP if i dont level now, and get CP and VR levels ill be blown apart by higher rank players.
i just want to enjoy all facets of the game.
@Visemere just to let you know, they ARE increasing XP for the veteran areas with the next major update. You can see the percentages here
http://forums.elderscrollsonline.com/en/discussion/190398/full-21th-eso-live-highlights/p1
for cadwells quests yes, but that increase doesnt ive heard apply to all quests in the zone?
The 20% increase in Craglorn really is worthless as well given that Craglorn suffered a 50% cut, and there's an XP reduction for being in a group.
All The Best
That's missing the forest for the trees. Public dungeons are being doubled, alongside that. Craglorn has sixteen, if I recall, group delves that are instanced. Those are technically pub dungeons and presumably will be doubled, restoring their former numbers, and then being increased by 20%. And you gain a 5% automatic XP bonus for being in a duo. It's if you aren't capable enough to do the killing with two, that you begin to be penalized, getting about 1/3 less XP for adding a third player, and even less for a fourth . And @visemere, the XP potions are available in game inexpensively for gold. You don't ever have to spend a dime on them, and I don't plan to. I've been steadily increasing my stockpile just playing normally and not taking any real negative from doing so, due to how affordable they are.
Even double exp in Public Dungeons will not make them viable. Currently, I get about as much from one VR4 overworld zombie as from two whole public dungeon mobs of the same level.
And delves are by definition are not Public Dungeons, I'm afraid. Although I'd like them very much to get an increase as well. Craglorn delves are nice.
Gandrhulf_Harbard wrote: »Attorneyatlawl wrote: »That's missing the forest for the trees. Public dungeons are being doubled, alongside that. Craglorn has sixteen, if I recall, group delves that are instanced. Those are technically pub dungeons and presumably will be doubled, restoring their former numbers, and then being increased by 20%. And you gain a 5% automatic XP bonus for being in a duo. It's if you aren't capable enough to do the killing with two, that you begin to be penalized, getting about 1/3 less XP for adding a third player, and even less for a fourth . And @visemere, the XP potions are available in game inexpensively for gold. You don't ever have to spend a dime on them, and I don't plan to. I've been steadily increasing my stockpile just playing normally and not taking any real negative from doing so, due to how affordable they are.
No, its looking at a small collection of undersized trees and call them trees rather than a forest.
x -50% +20% is still -30% end of, no ifs, no buts, no further discussion required.
Can anyone think of anything more counter-productive to the core mechanisms of an MMORPG than penalising people for being in a group?
People complain that ESO is, in effect, a solo game with other players around you.
What do you expect when being grouped up confers an XP penalty? It makes no sense and is wholly indefensible.
And being in a group of 3+ has next to nothing to do with capability and everything to do with enjoying gaming with friends - penalising that is NEVER a good idea.
All The Best
If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
Attorneyatlawl wrote: »None of that's true, though. x - 50%, and then doubling it again... brings it to the exact same amount it started at.
(Side-note: Even the example you gave actually isn't mathematically accurate, just to note: you're saying that halving something and then adding 20% to that halved value makes it "30% less than the original", which isn't factual. Your example comes out, given x being "150 XP", to 90 as the end result. The actual result of reducing 150 XP by 30% would bring you to 105 XP . Order of operations is an important thing !).
Gandrhulf_Harbard wrote: »Attorneyatlawl wrote: »None of that's true, though. x - 50%, and then doubling it again... brings it to the exact same amount it started at.
(Side-note: Even the example you gave actually isn't mathematically accurate, just to note: you're saying that halving something and then adding 20% to that halved value makes it "30% less than the original", which isn't factual. Your example comes out, given x being "150 XP", to 90 as the end result. The actual result of reducing 150 XP by 30% would bring you to 105 XP . Order of operations is an important thing !).
They are NOT doubling it, they are adding 20%.
Simple maths is simple.
100 - 50% = 50.
50+20% = 70.
70 is 30% lower than 100.
So I was totally correct.
But then you knew this, you just wanted to argue the point to defend the indefensible.
Oh, hang on, you're a CA... ...says it all.
All The Best
Attorneyatlawl wrote: »That again, is completely incorrect. Public Dungeons are going up by 100%, or double. Your math is wrong in your post even... 50 plus 20% of 50 is 60. Not 70 . Please, spend some time reading views that don't agree completely with your own, and consider them before rushing to reply.
AlienDiplomat wrote: »If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
Gandrhulf_Harbard wrote: »Attorneyatlawl wrote: »That again, is completely incorrect. Public Dungeons are going up by 100%, or double. Your math is wrong in your post even... 50 plus 20% of 50 is 60. Not 70 . Please, spend some time reading views that don't agree completely with your own, and consider them before rushing to reply.
Aye, made an error with the maths there, my apologies: for the record I am still in the BC phase of the day - Before Coffee.
However ONLY Public Dungeons are being boosted by 100%.
Craglorn landscape will have had -50% then +20%.
Which still makes it less than 100% - added to the existing penalty for grouping 3+ on landscape the game is making it less likely for people to group up.
It makes no sense.
All The Best
Attorneyatlawl wrote: »AlienDiplomat wrote: »If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument. Once a handful of people reach it, your likelihood of encountering them is nearly zero, and the likelihood of them in a 30-person fight in Cyrodiil changing the outcome of that entire battle because their individual character has earned a 10% or 20% higher, mathematical advantage than you have, is virtually none unless there was already a large skill gap... in which case, they would have done it anyways .
The actual argument would be, right now, an average of around 140-180 champion rank in the general populace, versus the higher end of most hardcore players at around 300-350, a small percentage at 400 or so, and then the, if I had to guess, single-digit number of people nearly-definitely violating the games' ToS that are in the 1000+ range, and if they aren't playing by the rules should and will be banned at some point.
Extrapolating that, by the time 10% of the playerbase hits champion rank 3600 to get all of those shiny, 25% values... the majority will be closer to around champion ranks 1400-1700. They will have the majority of the most combat-impacting passives available at 25%, and the rest can be brought up to around half of what the max would be. Instead of a 25% cheaper roll dodge... they would have a 13% cheaper one.
They'd still have 25% of the critical portion of their damage boosted while you would have 13% if you were on the average rate of play in the playerbase (it isn't a full critical hit boost, by the way... but this just goes back to the whole "No one really seems to be discussing the facts here, and instead are just posting sensationally" topic again. If I crit for 1500 damage and my base damage is 1000 (which aligns with the standard, 50% critical damage modifier), my new critical hit total after amplifying the 25% of the 500 critical damage portion of the attack becomes, instead of 1500, 1625 ultimately. Someone with 13% in the passive, would hit if otherwise identical for 1565. That's a hardly-earth-shattering increase difference of under four percent damage dealt for a full hundred champion points.
______________
"Now, go up against that 24/7 grinder and tell me the power gap is just a misperception."
Already addressed, and as I suggested in my thread about the topic discussing the facts, rather than just jumping to a conclusion, XP gains need to be balanced across the game better. Grinding should be a great way to earn champion XP, but so should PVP, and Trials.
ch.ris317b14_ESO wrote: »Attorneyatlawl wrote: »AlienDiplomat wrote: »You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument. Once a handful of people reach it, your likelihood of encountering them is nearly zero, and the likelihood of them in a 30-person fight in Cyrodiil changing the outcome of that entire battle because their individual character has earned a 10% or 20% higher, mathematical advantage than you have, is virtually none unless there was already a large skill gap... in which case, they would have done it anyways .
The actual argument would be, right now, an average of around 140-180 champion rank in the general populace, versus the higher end of most hardcore players at around 300-350, a small percentage at 400 or so, and then the, if I had to guess, single-digit number of people nearly-definitely violating the games' ToS that are in the 1000+ range, and if they aren't playing by the rules should and will be banned at some point.
Extrapolating that, by the time 10% of the playerbase hits champion rank 3600 to get all of those shiny, 25% values... the majority will be closer to around champion ranks 1400-1700. They will have the majority of the most combat-impacting passives available at 25%, and the rest can be brought up to around half of what the max would be. Instead of a 25% cheaper roll dodge... they would have a 13% cheaper one.
They'd still have 25% of the critical portion of their damage boosted while you would have 13% if you were on the average rate of play in the playerbase (it isn't a full critical hit boost, by the way... but this just goes back to the whole "No one really seems to be discussing the facts here, and instead are just posting sensationally" topic again. If I crit for 1500 damage and my base damage is 1000 (which aligns with the standard, 50% critical damage modifier), my new critical hit total after amplifying the 25% of the 500 critical damage portion of the attack becomes, instead of 1500, 1625 ultimately. Someone with 13% in the passive, would hit if otherwise identical for 1565. That's a hardly-earth-shattering increase difference of under four percent damage dealt for a full hundred champion points.
______________
"Now, go up against that 24/7 grinder and tell me the power gap is just a misperception."
Already addressed, and as I suggested in my thread about the topic discussing the facts, rather than just jumping to a conclusion, XP gains need to be balanced across the game better. Grinding should be a great way to earn champion XP, but so should PVP, and Trials.
Grinding should burn in brimstone and hellfire, as should VR levels AND CP
It is a worthless waste of EVERYONE's time... even the person who does end up on top.
We COULD have new skills, new mechanics, and new ways to play... OR you can continue to be content being a rat on the wheel.
Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Attorneyatlawl wrote: »AlienDiplomat wrote: »You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument. Once a handful of people reach it, your likelihood of encountering them is nearly zero, and the likelihood of them in a 30-person fight in Cyrodiil changing the outcome of that entire battle because their individual character has earned a 10% or 20% higher, mathematical advantage than you have, is virtually none unless there was already a large skill gap... in which case, they would have done it anyways .
The actual argument would be, right now, an average of around 140-180 champion rank in the general populace, versus the higher end of most hardcore players at around 300-350, a small percentage at 400 or so, and then the, if I had to guess, single-digit number of people nearly-definitely violating the games' ToS that are in the 1000+ range, and if they aren't playing by the rules should and will be banned at some point.
Extrapolating that, by the time 10% of the playerbase hits champion rank 3600 to get all of those shiny, 25% values... the majority will be closer to around champion ranks 1400-1700. They will have the majority of the most combat-impacting passives available at 25%, and the rest can be brought up to around half of what the max would be. Instead of a 25% cheaper roll dodge... they would have a 13% cheaper one.
They'd still have 25% of the critical portion of their damage boosted while you would have 13% if you were on the average rate of play in the playerbase (it isn't a full critical hit boost, by the way... but this just goes back to the whole "No one really seems to be discussing the facts here, and instead are just posting sensationally" topic again. If I crit for 1500 damage and my base damage is 1000 (which aligns with the standard, 50% critical damage modifier), my new critical hit total after amplifying the 25% of the 500 critical damage portion of the attack becomes, instead of 1500, 1625 ultimately. Someone with 13% in the passive, would hit if otherwise identical for 1565. That's a hardly-earth-shattering increase difference of under four percent damage dealt for a full hundred champion points.
______________
"Now, go up against that 24/7 grinder and tell me the power gap is just a misperception."
Already addressed, and as I suggested in my thread about the topic discussing the facts, rather than just jumping to a conclusion, XP gains need to be balanced across the game better. Grinding should be a great way to earn champion XP, but so should PVP, and Trials.
Grinding should burn in brimstone and hellfire, as should VR levels AND CP
It is a worthless waste of EVERYONE's time... even the person who does end up on top.
We COULD have new skills, new mechanics, and new ways to play... OR you can continue to be content being a rat on the wheel.
You do know, some people enjoy grinding. It's a nice way to zone out to music late at night while relaxing. Grinding itself is not a problem in any way, shape, or form. That other stuff isn't a good way to earn the new skills and ways to play (which some of the champion passives do create by virtue of making otherwise-unviable ideas become strong enough to be useful), is the problem. You should earn strong progression from doing anything you enjoy that has a reasonable difficulty factor to it, such as Trials or PVP, or group dungeons, too. Grinding needs to stay as a viable and good XP source. But everything else needs to be brought up.
Attorneyatlawl wrote: »AlienDiplomat wrote: »If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument.
ch.ris317b14_ESO wrote: »Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »Attorneyatlawl wrote: »AlienDiplomat wrote: »You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument. Once a handful of people reach it, your likelihood of encountering them is nearly zero, and the likelihood of them in a 30-person fight in Cyrodiil changing the outcome of that entire battle because their individual character has earned a 10% or 20% higher, mathematical advantage than you have, is virtually none unless there was already a large skill gap... in which case, they would have done it anyways .
The actual argument would be, right now, an average of around 140-180 champion rank in the general populace, versus the higher end of most hardcore players at around 300-350, a small percentage at 400 or so, and then the, if I had to guess, single-digit number of people nearly-definitely violating the games' ToS that are in the 1000+ range, and if they aren't playing by the rules should and will be banned at some point.
Extrapolating that, by the time 10% of the playerbase hits champion rank 3600 to get all of those shiny, 25% values... the majority will be closer to around champion ranks 1400-1700. They will have the majority of the most combat-impacting passives available at 25%, and the rest can be brought up to around half of what the max would be. Instead of a 25% cheaper roll dodge... they would have a 13% cheaper one.
They'd still have 25% of the critical portion of their damage boosted while you would have 13% if you were on the average rate of play in the playerbase (it isn't a full critical hit boost, by the way... but this just goes back to the whole "No one really seems to be discussing the facts here, and instead are just posting sensationally" topic again. If I crit for 1500 damage and my base damage is 1000 (which aligns with the standard, 50% critical damage modifier), my new critical hit total after amplifying the 25% of the 500 critical damage portion of the attack becomes, instead of 1500, 1625 ultimately. Someone with 13% in the passive, would hit if otherwise identical for 1565. That's a hardly-earth-shattering increase difference of under four percent damage dealt for a full hundred champion points.
______________
"Now, go up against that 24/7 grinder and tell me the power gap is just a misperception."
Already addressed, and as I suggested in my thread about the topic discussing the facts, rather than just jumping to a conclusion, XP gains need to be balanced across the game better. Grinding should be a great way to earn champion XP, but so should PVP, and Trials.
Grinding should burn in brimstone and hellfire, as should VR levels AND CP
It is a worthless waste of EVERYONE's time... even the person who does end up on top.
We COULD have new skills, new mechanics, and new ways to play... OR you can continue to be content being a rat on the wheel.
You do know, some people enjoy grinding. It's a nice way to zone out to music late at night while relaxing. Grinding itself is not a problem in any way, shape, or form. That other stuff isn't a good way to earn the new skills and ways to play (which some of the champion passives do create by virtue of making otherwise-unviable ideas become strong enough to be useful), is the problem. You should earn strong progression from doing anything you enjoy that has a reasonable difficulty factor to it, such as Trials or PVP, or group dungeons, too. Grinding needs to stay as a viable and good XP source. But everything else needs to be brought up.
Some people enjoy cutting themselves.... these things should not be encouraged
Attorneyatlawl wrote: »[..]
EDIT:
P.S. The "BC" stage of the day can be very intrusive, indeed . I completely understand... waking up makes math a lot harder .
[..]
AlienDiplomat wrote: »Attorneyatlawl wrote: »AlienDiplomat wrote: »If the notion is true that the CP power gap is not that significant then it will have to change it's appearance to change peoples perception. The appearance of the champion system reaches everyone, the detailed truth of it will only reach a few.
...thinking back, It is unfortunate that they inflated our stats to make the CP points appear more significant, as that is a major portion of the perception real or imaginary.
You mention the inflating of stats to make CP bonuses seem more significant, however this would only be true if the CP bonuses were flat values like "adds 200 weapon damage."
This is not the case however. All of the CP bonuses to primary stats are PERCENTAGE based, thus rendering the inflating of stats completely irrelevant. I don't care if you add 50 zeroes after my weapon damage, 25% is 25%.
- 25% more damage from physical/magic attacks.
- 25% more damage from weapons.
- 25% more critical damage.
- 25% stronger shields.
- 25% more resistant to elemental damage.
- 25% more resistant to poison/magic damage.
- 25% cheaper roll/break free.
- 25% more magic/stamina regen.
- 25% cheaper casting of magicka/stamina abilities.
- etc.
Now, go up against that 24/7 grinder and tell me the power gap is just a misperception.
That's once someone is at 3600cp. The number of people at that amount right now... is zero. Literally. No one in the entire game of millions of players has reached that, even botters and exploiters. So that's really a disingenuous argument.
Not at all. 25% requires full 100/100 in that boost. So, add up the hundreds. Attainable with 800-900 CP. Many already have this.
The CP gap is not something that will be a problem "sometime down the road" (like climate change lol), it is a problem RIGHT NOW. Upping the XP for other activities is nice, but does NOTHING to prevent fair and balanced competition from being utterly destroyed by this.
A point no one has addressed: Most grinders will have the vast majority of quests incomplete, since they ran the wheel of to v14. That means the grinders already miles ahead in CP will benefit the most from increased quest XP, pulling even farther ahead!
Putting CAPS on the amount of CP you can get in a "season" combined with increased Enlightenment per day the farther you are from the current cap is the only way to fix this.
Probably the most disturbing part about all this is how simple it is to fix.
I'm honestly not sure what ZOS is thinking.
I return a few days later to 34 pages!!! it's pretty hard for this to not make ZOS go "hmm..."
Attorneyatlawl wrote: »...
coryevans_3b14_ESO wrote: »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.
And your opinion is probably meaningless to anyone who reads this ^^
Being mean to Miss Bizz is unacceptable. Go find a different game to play if this one is making you so angry.
ZOS_JessicaFolsom wrote: »Hey everyone, just a heads up that we are internally discussing your concerns (we've been reading them) -- we posted this in another thread, but it's worth repeating.
We're currently looking into ways we can help those new to the Champion System catch up a bit, and also decrease the gap between those who are just starting out and those who have accumulated a ton of points. Once we have a plan scoped out a bit more, we will be sharing it and looking to get everyone's thoughts.