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.
Attorneyatlawl wrote: »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
That's an absurd comparison, and very disrespectful in comparing a real-life problem with a fun videogame activity, honestly. Someone suffering from issues and harming themselves, be it from a mental illness, depression, disabilities, or other problems, isn't comparable to playing a videogame to relax. One is healthy... the other isn't.
ch.ris317b14_ESO wrote: »Attorneyatlawl wrote: »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
That's an absurd comparison, and very disrespectful in comparing a real-life problem with a fun videogame activity, honestly. Someone suffering from issues and harming themselves, be it from a mental illness, depression, disabilities, or other problems, isn't comparable to playing a videogame to relax. One is healthy... the other isn't.
Not nearly as absurd as saying grinding is fun to any same human being
Gandrhulf_Harbard wrote: »
Attorneyatlawl wrote: »Soloable landscape mobs shouldn't reward as much as instanced group dungeons or public dungeon delves, or PVP.
Amount of players has nothing todo with doing it better.
WoW became the most terrible game for beginners because it totally changed to have you almost instantly in "endgame" now. WoW turned into the worst example of user experience in the industry.
There is no point for start playing WoW again with such a bad concept.
Blizzard just confirms the "Instant high Level button culture". No thank you.
TheBonesXXX wrote: »I enjoy grinding more than I enjoy questing as an adult with ADHD, I like to have my zombie time and not think about anything. For those of you who are "superior" to the idea, some of us enjoy it.
+1 For Deltia's Concern
+1 For Attorney's Math
+1 To the guy who brought up the third tier of morphs
Might I add let us laterally advance end game special named weapons.. That itself would be an amazing project and undertaking, lots of named gear in the world and it's not able to be upgraded or used as effectively as sets and Master Weapons.
Gandrhulf_Harbard wrote: »1) Yes it does. A game with more players is extremely likely to be more financially successful; because the ROCI/Capita value to break-even is a lot lower. Its basic economics.
2) The last time I returned to WoW (just after WoD) I started a brand new toon, I didn't feel in anyway penalised for being a beginner.
Gandrhulf_Harbard wrote: »1) Yes it does. A game with more players is extremely likely to be more financially successful; because the ROCI/Capita value to break-even is a lot lower. Its basic economics.
No it doesn't make a game any better because Innovation is something else than revenue.2) The last time I returned to WoW (just after WoD) I started a brand new toon, I didn't feel in anyway penalised for being a beginner.
You a funny guy, of course you didn't feel penalised because you like the "instant endgame button" mechanics.
WoW makes you skip every low content and character progression from beginning until endgame.
Thats not innovative, thats a pretty bad game design for an MMO and exactly thats what the discussion was about.
ch.ris317b14_ESO wrote: »Bad design cannot be long term financial success....
ESO has had more epic failures in a year than blizzard has had in a decade.
ch.ris317b14_ESO wrote: »Bad design cannot be long term financial success....
ESO is not a bad design it has a different design that you don't like.
Beside that ESO is not a stand still, its changing and improving.
I believe he was saying that your statement that WoW is bad game design doesn't really jive in that it remains one of the most successful MMOs out there. From a direct comparison and looking at each game's influence on the market WoW could be considered the superior game but that doesn't mean it is universally loved or anything like that. Neither are wrong, neither are right.
ESO has had more epic failures in a year than blizzard has had in a decade.
Ignorance at its best.
ch.ris317b14_ESO wrote: »
Grinding can be anything from killing the same mob, to running the same uber hard dungeon.... difficulty really has nothig to do with it... its the REPITITION that makes it an insane activity to participate in.
And it should NEVER be forced on the player in a modern game. It was acceptable back when the technology was limited... but entirely without excuse, especially in an Elder Scrolls game... the series was built around basically being a fantasy grand theft auto.... grinding is completely antithetical to the spirit of Elder Scrolls.
You missed my point. I never said EVE is a bad game, and I played it enough to understand how the skill system works there. Thing is you will never catch up with anyone who has even a week start ahead of you. Skills can be trained while you are logged off. You only have to come online to put a next skill to train.
And I played it enough to know that even you got a certificate to fly a dreadnought doesn't mean you also got all the necessary skills along with it. I have flown an interdictor. Cost me a fortune to equip it. But I still had to invest time to learn the associated skills. And there no shortcuts no workarounds. Fine with me. But offline skill training means you have no chance. So don't tell me not to compare the two games. Because I'm comparing only the skill systems. And ESO wins in that regard.
BigInGlenumbra wrote: »I think that we can all agree that the vast majority of people do not enjoy grinding, under the definition of killing the same mobs in the same area over and over, over other parts of the game, and thus it should not rewarded more per hour played doing such grinding than questing per hour played.
Grinders deserve no sympathy here. Grinding should be very discouraged.
And this of course is separate from the issues of the Champion system such as the inherent and discouraging power gap, but grinding benefits greatly from the CP system, making things even worse.
ch.ris317b14_ESO wrote: »Bad design cannot be long term financial success....
ESO is not a bad design it has a different design that you don't like.
Beside that ESO is not a stand still, its changing and improving.ESO has had more epic failures in a year than blizzard has had in a decade.
Ignorance at its best.
Gandrhulf_Harbard wrote: »1) Yes it does. A game with more players is extremely likely to be more financially successful; because the ROCI/Capita value to break-even is a lot lower. Its basic economics.
No it doesn't make a game any better because Innovation is something else than revenue.
2) The last time I returned to WoW (just after WoD) I started a brand new toon, I didn't feel in anyway penalised for being a beginner.
You a funny guy, of course you didn't feel penalised because you like the "instant endgame button" mechanics.
WoW makes you skip every low content and character progression from beginning until endgame.
Thats not innovative, thats a pretty bad game design for an MMO and exactly thats what the discussion was about.
Gandrhulf_Harbard wrote: »
Which game has the most players and most subscribers?
Now, please do tell me how the one with the lower number of players and subscribers is the "better designed" game.
Gandrhulf_Harbard wrote: »
Which game has the most players and most subscribers?
It doesn't matter for having fun, why is this so important for you?Now, please do tell me how the one with the lower number of players and subscribers is the "better designed" game.
If you like WoW more thats fine but your commercial addiction is sick.
Gandrhulf_Harbard wrote: »Gandrhulf_Harbard wrote: »
Which game has the most players and most subscribers?
It doesn't matter for having fun, why is this so important for you?Now, please do tell me how the one with the lower number of players and subscribers is the "better designed" game.
If you like WoW more thats fine but your commercial addiction is sick.
Like I said, keep making assumptions.
Easy games are fun! Look at Candy Crush, Farmland and Bejeweled.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?