Spectral_Lord wrote: »Yes... because you don't want any inconveniences for you.TheBonesXXX wrote: »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.
Again, I'm from Asherons Call, I prefer grinding to quests.
I enjoy the quest line, but I'm old school.
Please, do not impede my style of play and substitute it with someone else's because it inconveniences them..
TheBonesXXX wrote: »Spectral_Lord wrote: »Yes... because you don't want any inconveniences for you.TheBonesXXX wrote: »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.
Again, I'm from Asherons Call, I prefer grinding to quests.
I enjoy the quest line, but I'm old school.
Please, do not impede my style of play and substitute it with someone else's because it inconveniences them..
If people want to quest, let them quest. If I want to grind, let me grind?
Why discourage a style of play that has been around since UO, DAoC, and Asheron's Call?
ch.ris317b14_ESO wrote: »Even the console relech.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.
One of these games had to completely rework its business model... the other has been going strong for a decade.... it is no secret who designed a better mmo
That is not to say ESO has no redeeming points... I enjoy the crap out of the skill and morph system... but in terms of end game, telling a story, and keeping players involved ZOS failed miserably... in no small part due to Veteran rank and Champion points AND absolute lack of post launch content.
TheBonesXXX wrote: »ch.ris317b14_ESO wrote: »Even the console relech.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.
One of these games had to completely rework its business model... the other has been going strong for a decade.... it is no secret who designed a better mmo
That is not to say ESO has no redeeming points... I enjoy the crap out of the skill and morph system... but in terms of end game, telling a story, and keeping players involved ZOS failed miserably... in no small part due to Veteran rank and Champion points AND absolute lack of post launch content.
Name an MMO after SWTOR that has not switched it's business model. Since then, the internet nomads have been riding the hype train on every MMO out there and when it doesn't "meet there expectations", they throw a temper-tantrum and jump back on the hype train, as if SWTOR was not lesson enough.
Also, do you honestly think console players would involuntarily play ESO if it was still sub based? There would be a huge loss of revenue.
Turbine figured out that free to play and a cash shop makes more money than the standard subscription fee a long time ago, back when they launched LOTRO.
WoW lost 3 million subs this quarter alone, while already having millions of players before the SWTOR era.
Not really a far comparison.
Why the heck are you here, you are the one who said WoW has more subscribers and the better design.
You are implausible because you talk like an investor and not like a gamer.
Have a good one.
Q. The current version of Black Desert is completely different from the one we experienced during CBT1, what caused you to change the game so much?
A. The tendency of users changed a lot in the past couple of years, and the changes are lot more certain with players exposed to mobile environment. There are a lot of casual lite gamers in Korean market. We are servicing our game based on our players’ demands.
Gandrhulf_Harbard wrote: »Why the heck are you here, you are the one who said WoW has more subscribers and the better design.
You are implausible because you talk like an investor and not like a gamer.
Have a good one.
I'm here because through Skyrim (2nd best game I have played) I fell in love with the depth and complexity of the Elder Scroll world.
I want ESO to be even just half as good as its potential, because then it would be, without question IMO, the very best MMORPG out there.
But Zeni have made a lot of silly mistakes, mistakes that they had no need to make because 10 years of other MMORPG companies have already made them and Zeni only had to learn from those mistakes; rather than make the same mistakes all over again - which seems to be Zeni's prefered option.
And it is going to take time to fix those mistakes.
Time Zeni won't have unless they can keep their investors on board.
If the Market Leading AAA MMORPG has - for example - an Auction House then Zeni's reasons for not having one have to be damn good AND what they put in in place of an AH must offer the player at least as much functionality as the Market Leader's AH system.
Being different only works if being different is at least as good, if not better than the rest.
ESO could be that "better" but not, IMO, if Zeni keep on down the route they have travelled so far.
Because the investors will not give them the backing to have enough time to put things right.
And so we have the Crown Store.
Despite what some people may think I am not here because I hate the game; there's dozens of games out there I do hate and I never, ever, ever go to their forums to make comments.
All The Best
Gandrhulf_Harbard wrote: »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.
Please do tell me what ESO has that is in any way innovative?
Then further demonstrate that whatever that is has been implemented with success.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.
Please do feel free to continue to assume things about me, and get them woefully wrong.
But hey, we all know what happens when you assume things, right?
WoW doesn't MAKE you skip anything.
It gives you the OPTION to do so if you want to AND are prepared to pay to do so.
Now if someone designs a coffee mug with a hole in the bottom I can pretty much guarantee that not many people will use it, those that do that will almost certainly use it once, discover it doesn't work and try a design that does work.
That would mean that the design with the most users is the better design, because people tend not to use badly designed things.
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.
Because I'll bet last week's wages that when the corporate bean-counters come to decide what is "better" they'll be looking at "money in the bank" and not at the "we wan't to be different, even if that means things don't work" design ethos of the game.
And my guess is those bean-counters are starting to win, hence B2P, hence the Crown Store, hence the departure of people who seem to no longer be in favour, or in tune with the corporate ethos the bean-counters are running with.
I'd have loved for ZOS to have pulled off all the game innovations in ESO that they have tried for - but they haven't. In fact my sig sums up how "well" they have done.
Innovation and being different are great things; but only if they deliver at least as good a service as that which they are trying to be different from.
Zeni don't seem to have managed that, at least so far.
So their innovation has, in effect, failed.
But please do continue making assumptions about me; it makes me laugh, as do your opinions.
All The Best
ch.ris317b14_ESO wrote: »
For the same reason people don't use sailboats to cross oceans anymore...
There is no point doing somehing the same way when there are better, more efficient, and MORE FUN ways of accomplishing the same task... which is to keep people playing.
Grinding IS NOT fun for the OVERWHELMING majority of gamers, and it is completely unneccesary with today's technology.
You want to grind, everquest and Korean MMOs are still going... for the rest of us living in the 21st century, its mind blowingly insane.
RazzPitazz wrote: »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.
Considering that ZOS has literally released no content aside from crown store items and their supposed in game competition, I'm going to say this statement is inaccurate.
PC USStraight out of Mo- uh, oh wait. Um... Ebonheart, I guess?
Gandrhulf_Harbard wrote: »
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.
I wonder which game is bringing in better profit. I don't think it's this one.
[edit]
And I dunno what you mean about new content. I haven't seen new content-- just content taken away. And a lot of unfixed bugs.
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.
I wonder which game is bringing in better profit. I don't think it's this one.
[edit]
And I dunno what you mean about new content. I haven't seen new content-- just content taken away. And a lot of unfixed bugs.
My point is as i stated ZOS isn't rushing their content therefore it takes longer to make.
ch.ris317b14_ESO wrote: »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.
I wonder which game is bringing in better profit. I don't think it's this one.
[edit]
And I dunno what you mean about new content. I haven't seen new content-- just content taken away. And a lot of unfixed bugs.
My point is as i stated ZOS isn't rushing their content therefore it takes longer to make.
If you think voice only chat on a console release that was delayed a full year is 'high quality'... I got some oceanfront property to sell you on mars.
PC USStraight out of Mo- uh, oh wait. Um... Ebonheart, I guess?
ch.ris317b14_ESO wrote: »grinding is completely antithetical to the spirit of Elder Scrolls.
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.
I was paraphrasing ZOS on that. They have stated that this was why they inflated the stats. They tested the CP system at
I don't think we need mathematics to agree with that conclusion either. As you say "25% more" 'everything', inside a pvp role that makes use of everything is going to be significant right toward the very end of the champion system.
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.
eventide03b14a_ESO 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.
Nobody was being mean. I asked a direct question. Why raise the cap is they are removing the vet ranks. It's absolutely idiotic. And you don't get to tell me what I can use my money for even if it's to pay for something that makes me angry. Sorry if the community ambassadors are useless. It wasn't my hairbrain idea to have them.
eventide03b14a_ESO 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.
Nobody was being mean. I asked a direct question. Why raise the cap is they are removing the vet ranks. It's absolutely idiotic. And you don't get to tell me what I can use my money for even if it's to pay for something that makes me angry. Sorry if the community ambassadors are useless. It wasn't my hairbrain idea to have them.
AlienDiplomat wrote: »Attorneyatlawl wrote: »...
Just a couple observations.
That chart, while on the surface appearing to make a legitimate argument for diminishing returns, fails to account for the fact that those 9 skills I mentioned are really the only ones that matter in terms of raw power and survivability. They are the ones everyone goes for. Everything else is more or less "fluff."
It also fails to account for passives which are unlocked at 75+ in each constellation, many of which are VERY powerful. Having multiple of these WILL make a huge difference. These "core" bonuses are spread out across all three trees, thus enabling multiple top-level bonuses at relatively low CP levels (400+).
All of this is really a moot point however, as it is arguing semantics over when the problem will REALLY be a problem. Once people have 500+ points they can max out most of the core abilities and hit whatever "soft cap" of diminishing returns feels comfortable in the rest.
As others have pointed out (too tired to dig up the numbers), the bulk of the CP power is achieved by around 600-800 CP.
Even though we have maniac 24/7 grinders (and people DO pay friends to play their accounts while they sleep/work), the average player with 2-3 hours a day to invest won't hit that level until some time NEXT YEAR.
I believe that is an unacceptable time to wait for any semblance of a balanced PVP experience and by then, we likely WILL see grinders with 3600 CP. Certainly with the 900 required to fully cap at 100/100 (25%) all of the core boosts I posted.
The need for season caps and Enlightenment boosts is real.
Of course the people desperate enough for an unfair advantage that they would grind that wheel or pay real money for others do it for them will cry about you taking their steroids away.
Is this the Olympic standard, or Detroit street fighting?
TheBonesXXX wrote: »Spectral_Lord wrote: »Yes... because you don't want any inconveniences for you.TheBonesXXX wrote: »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.
Again, I'm from Asherons Call, I prefer grinding to quests.
I enjoy the quest line, but I'm old school.
Please, do not impede my style of play and substitute it with someone else's because it inconveniences them..
If people want to quest, let them quest. If I want to grind, let me grind?
Why discourage a style of play that has been around since UO, DAoC, and Asheron's Call?
Attorneyatlawl wrote: »TheBonesXXX wrote: »Spectral_Lord wrote: »Yes... because you don't want any inconveniences for you.TheBonesXXX wrote: »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.
Again, I'm from Asherons Call, I prefer grinding to quests.
I enjoy the quest line, but I'm old school.
Please, do not impede my style of play and substitute it with someone else's because it inconveniences them..
If people want to quest, let them quest. If I want to grind, let me grind?
Why discourage a style of play that has been around since UO, DAoC, and Asheron's Call?
This. I can't stand sitting through the tenth rerun of unskippable voiced over Npc role play sequences for quests and being forced to do them to unlock the basic zone access, either. You don't see me saying anyone that enjoys questing is silly. I understand different people enjoy different gameplay. I love pvp and challenging pve for leader board type competition. Grinding is relaxing on off hours to socialize and still make some progress. But as I said months ago it shouldn't be the only good source of champion xp. Pvp, tougher group dungeons, raids, etc should all give good xp too, and questing should give moderate xp since it's much easier and is readily available 24/7 without competition.
Attorneyatlawl wrote: »Yep, and that only furthers the point I've made the entire time: the gap doesn't end up big and it gets smaller very quickly starting after the first small number of points.
Attorneyatlawl wrote: »s. But as I said months ago it shouldn't be the only good source of champion xp. Pvp, tougher group dungeons, raids, etc should all give good xp too, and questing should give moderate xp since it's much easier and is readily available 24/7 without competition.
Enraged_Tiki_Torch wrote: »Attorneyatlawl wrote: »Yep, and that only furthers the point I've made the entire time: the gap doesn't end up big and it gets smaller very quickly starting after the first small number of points.
Your missing the big picture. We all know CP diminishes quickly, actually after 10 points spent it's really small. However like many of us are pointing out that your math fails to do so. The problem is someone with 90 CP verse someone with 360 CP.
90 CP Character (say a new character that reached V14 and has done some content)
30 Elemental Defender - 10.8% reduced damage from fire, cold, and lightning
Spell Absorption - restore magicka when hit for 33% of max health
Resilience - Restore health when hit with critical attack
30 Magician - 7.7% reduced magicka cost
30 Elemental Expert - increase flame, frost and shock damage by 10.8%
Spell Precision - increase spell critical by 12%
vs
360 CP Character (a veteran character who grinds for CP)
80 Elemental Defender - 21.4% reduced damage from fire, cold, and lightning (10.6% increase)
40 Hardy - 13.2% reduced damage from poison, disease, and magic (13.2% increase)
Spell Absorption - restore magicka when hit for 33% of max health
Resilience - Restore health when hit with critical attack
Critical Leech - Restore Health every 5 seconds after a critical strike (BONUS)
Unchained - Reduce Stamina cost of abilities by 80% after breaking free, etc etc (BONUS)
60 Magician - 11.7% reduced magicka cost (4% increase)
30 Arcanist - 10.8% magicka recovery (10.8% increase)
Synergizer - gain 2 ultimate when activating a synergy (BONUS)
30 Tumbling - reduce break free and roll dodge cost by 8.5% (8.5% increase)
100 Elemental Expert - increase flame, frost and shock damage by 25% (14.2% increase)
20 Spell Erosion - increase spell penetration by 8.1% (8.1% increase)
Spell Precision - increase spell critical by 12%
Foresight - reduce cost of spell by 80% after drinking potion (BONUS)
Arcane well - Restore magicka to group after killing enemy (BONUS)
Your example shows only a 3.3 (whatever) increase from someone who has 100 verse 10 CP. Which is a character getting 10 CP for every 1 another player gets. 90 to 360 is 4 for every 1 another character gets. Now image all the passives I listed on the character maxed which is 700 CP.
This is a far more accurate illustration of the difference of progression a typical player would make verse a grinder. As a grinder I can get 4 CP in alittle over an hour at worst. A person who wants to PVE, PVP, or do anything else will take how long to get 4 CP? A couple of days? Drag that out and you will get the picture.
ADDED: If your still not getting this. Here's another point.
Aside from the very first point spent, the most you get per point is .6%. I'll give you that to further illustrate taking Elemental Expert as an example. A grinder that gets 4 CP for every 1 the average player gets, they still get more benefit. 99-100 in Elemental Defender is an increase of .2% which is the lowest you get. Since a grinder gets 4 CP, that's an increase of .8% verses the second point in any passive which grants .6%. You simply DO NOT catch up all the way up to 3600. Although I will admit that a lot of the passives do not necessarily effect gameplay. The number that do is something like 1700. That is a long way away for even grinders, casual won't get there for years.