Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto 50% increase on all stats.
tordr86b16_ESO wrote: »ch.ris317b14_ESO wrote: »Maybe I'm missing something here but adding "seasons" to the CP system doesn't fix anything really. There's still no catch up mechanic there. Someone who's been playing longer or has more "seasons" will still always have more CP.
Each new season would presumably reduce the amount of time needed to obtain the previous seasons cp cap
But yes, it doesnt solve the underlying .... complete lack of content issue.
Yep, we are sorta pigeonholed into grinding because of it. You have a few dailies, but the most that exist in the game are located in Cyrodiil.
Rune_Relic 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?
Because to compete you have to be stronger.
The only way to get stronger is to get XP.
The only way to get XP is to quest/grind as fast as you can to keep up.
That's the problem.
To keep up you have to rush content or grind.
How can you enjoy a game if you have to ignore and bypass half the content to be competitive.
Whats the point of making content if you force players to rush it to compete ?
That means they just consume it faster and ZOS need to create content even quicker.
Is the point of the game to enjoy the journey (low XP/minute)....or to end the journey as fast as possible (high XP/minute) ?
I am an explorer. I want to see the scenery on the way. I want to admire the wildlife. I want to see the interactions of the world around me. I want to savour the stories of the quests and be pulled into them. I want to appreciate ALL the effort ZOS put into the game.
I cant. If I want to PVP I need to be as powerful as everyone else. Which means I have no time to savour the game experience.
So...
Savour PVE experience and be useless in PVP.
Savour the PVP experience and rush all the PVE experience.
I don't want to be forced into PVP or PVE.
I want to experience PVP and PVE to its full.
TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
[...]
ch.ris317b14_ESO wrote: »You already broke the lore to let us be werewolves and vampires..
Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto 50% increase on all stats.
ch.ris317b14_ESO wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
It does not take mathematical theories to understand that 2 mode levels without any kind of content .... IS BLOODY STUPID.
It does not take a rocket scientist to figure out that the problem wih endgame is that there is shir all to do in this game... thats why they keep this hamster on a wheel *** going.
Who gives a rats candy arse about 'mathematics'.... sane human beings don't look at charts to PLAY A GAME..... sane human beings want to have fun.... not a second job for a hobby.
Two more levels with no content is not fun.... I don't care if they gave everybody a bloody medal of honor for reaching max level.... its simply bull.
Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
1234567
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto ZILCH% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
Rune_Relic wrote: »Rune_Relic 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?
Because to compete you have to be stronger.
The only way to get stronger is to get XP.
The only way to get XP is to quest/grind as fast as you can to keep up.
That's the problem.
To keep up you have to rush content or grind.
How can you enjoy a game if you have to ignore and bypass half the content to be competitive.
Whats the point of making content if you force players to rush it to compete ?
That means they just consume it faster and ZOS need to create content even quicker.
Is the point of the game to enjoy the journey (low XP/minute)....or to end the journey as fast as possible (high XP/minute) ?
I am an explorer. I want to see the scenery on the way. I want to admire the wildlife. I want to see the interactions of the world around me. I want to savour the stories of the quests and be pulled into them. I want to appreciate ALL the effort ZOS put into the game.
I cant. If I want to PVP I need to be as powerful as everyone else. Which means I have no time to savour the game experience.
So...
Savour PVE experience and be useless in PVP.
Savour the PVP experience and rush all the PVE experience.
I don't want to be forced into PVP or PVE.
I want to experience PVP and PVE to its full.
Nobody is saying you have to rush or anyone else for that matter. I'm sorry if you are feeling rushed but that's your problem. If you enjoy the exploration and questing so much DO THAT and get to the competitive part when you get there. If you feel like you need to rush, well grind then. The decision is yours and nobody else's. That you "feel or want" to "compete" and "right now" is totally your own construct. That others do it is their construct and their prerogative. Quit telling people how they need to play the game. If folks value PvP and not PVE that is their business. And waiting over a year for any new content to PvP is not by any stretch "rushing it" on ZoS's part.
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
CaptainObvious wrote: »Don't worry, the other side effect of the v16 will be that the v10 areas will now be greater than the +-5 levels experience gain bracket. That will greatly reduce the experience gain for grinders in Bangkorai, Rift, and Reaper's March. Those people will get pushed to Craglorn or I am sure they are hoping to Cyrodiil.
While that will make it easier for questers to quest without grind interference, that will also cause more grinder clashing.
Am I the only one that thinks people are putting more effort into this debate than actually playing the game?
Attorneyatlawl wrote: »ch.ris317b14_ESO wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
It does not take mathematical theories to understand that 2 mode levels without any kind of content .... IS BLOODY STUPID.
It does not take a rocket scientist to figure out that the problem wih endgame is that there is shir all to do in this game... thats why they keep this hamster on a wheel *** going.
Who gives a rats candy arse about 'mathematics'.... sane human beings don't look at charts to PLAY A GAME..... sane human beings want to have fun.... not a second job for a hobby.
Two more levels with no content is not fun.... I don't care if they gave everybody a bloody medal of honor for reaching max level.... its simply bull.
You don't need to look at charts to play ESO, and enjoy it at an average competitive level. This entire topic is much ado about nothing, in my opinion.
39 pages and 62k views. If ZOS doesn't do something about CP/VR at this point, I will lose the modicum of respect I have left for them.
ch.ris317b14_ESO wrote: »[...]
I don't have the PC for it.
My hope for MMOs rests soley on the PS4.
I have War Thunder, Warframe, DCUO, Planetside 2, Destiny, and eventually No Man Sky, and Elite Dangeous to fall back to if ESO doesn't work out.
.... honestly as bad as destiny is at telling a story.... its got the best PVP and some of the best gameplay I've ever experienced. The Crucible equalizes damage so PVP comes down to tactics and strategy... but they still have the Iron banner where the leet types can get their epeen.
[Moderator Note: Removed moderated quote]
39 pages and 62k views. If ZOS doesn't do something about CP/VR at this point, I will lose the modicum of respect I have left for them.
Just because a thread has a lot of views, pages, and agrees doesn't mean ZOS will "do something"... trust me.
What WILL get this some action is the fact that it's from Deltia... if this thread was from ANYONE else it would have collapsed into argument and would have been locked by now.
I'm glad Deltia posted the OP and I hope he takes this as an indication of his POSITIVE impact on this community and takes a greater role on the forum in the future.
39 pages and 62k views. If ZOS doesn't do something about CP/VR at this point, I will lose the modicum of respect I have left for them.
Just because a thread has a lot of views, pages, and agrees doesn't mean ZOS will "do something"... trust me.
What WILL get this some action is the fact that it's from Deltia... if this thread was from ANYONE else it would have collapsed into argument and would have been locked by now.
I'm glad Deltia posted the OP and I hope he takes this as an indication of his POSITIVE impact on this community and takes a greater role on the forum in the future.
It's still fear mongering whoever it's from. So far I'm not seeing any compelling argument for there to be any change to the CP system. In fact nobody is going to be able to truly determine wtf is up with the CP system until VR ranks are removed.
If for some reason they leave both, then ya, it's a fail on ZoS's part.
Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
1234567
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto ZILCH% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
How do the cool kids say it... oh right. "Wrecked". @Rune_Relic 's bias just got blown to pieces.
[Moderator Note: Edited quote to match moderated version]
Rune_Relic wrote: »Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
1234567
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto ZILCH% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
How do the cool kids say it... oh right. "Wrecked". @Rune_Relic 's bias just got blown to pieces.
[Moderator Note: Edited quote to match moderated version]
lol. Wrecked ? Really....
http://asolutionaday.com/calculators-index/
People should check they actually know what they are talking about before they attempt to wreck an argument.
The stamina, magicka and health increase to stat is proportional to existing stat point bias (so varies).
So if you had 20,000 stamina you would get app. 1.49x multiplyer or 149% of base stamina at 3000 cp or 29800 stamina.
As the starting values depend on how many points you have invested in stamina/magicka/health from 1-62.... its impossible to graph the actual quantity of increase (as it varies from player to player)...only the proportion can be modelled universally.
Anything else would be misleading.
There is nothing wrong with the scale of the graph. Its not logarithmic or misleading in anyway.
Its perfectly uniform in x and y axes. It makes it very easy to see what champion points create what magnitude increase.
So the relative proportions of CP or magnitude is completelet irrelevant.....other than personal preference and nit picking.
It starts from 100% with 0cp and then increase above 100% depending on the scale of the multiplyer where 1x current stamina/magicka/health is 100%.
Remove all the CP and you would be back to 100% stamina/magicka/stamina without any CP bonus multiplier.
Is this really the best argument you have ?
Cant argue with the math so attack the way its presented instead ?
Explains everything.
Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto 50% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
[Moderator Note: Edited per our rules on Trolling & Baiting]
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Lord Xanhorn wrote: »VRs are stated as a long term goal.
Let me translate that. "We are not working, planning, or even thinking on removing VR levels."
This 'long term' goal is akin to your goal of taking that Antarctica expedition, buying that Ferrari, or losing that 50 pounds. You can have that goal all you want and it may keep you warm and cozy in your bed at night, but the reality is... IT AINT HAPPENING
Rune_Relic wrote: »Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
1234567
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto ZILCH% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
How do the cool kids say it... oh right. "Wrecked". @Rune_Relic 's bias just got blown to pieces.
[Moderator Note: Edited quote to match moderated version]
lol. Wrecked ? Really....
http://asolutionaday.com/calculators-index/
People should check they actually know what they are talking about before they attempt to wreck an argument.
The stamina, magicka and health increase to stat is proportional to existing stat point bias (so varies).
So if you had 20,000 stamina you would get app. 1.49x multiplyer or 149% of base stamina at 3000 cp or 29800 stamina.
As the starting values depend on how many points you have invested in stamina/magicka/health from 1-62.... its impossible to graph the actual quantity of increase (as it varies from player to player)...only the proportion can be modelled universally.
Anything else would be misleading.
There is nothing wrong with the scale of the graph. Its not logarithmic or misleading in anyway.
Its perfectly uniform in x and y axes. It makes it very easy to see what champion points create what magnitude increase.
So the relative proportions of CP or magnitude is completelet irrelevant.....other than personal preference and nit picking.
It starts from 100% with 0cp and then increase above 100% depending on the scale of the multiplyer where 1x current stamina/magicka/health is 100%.
Remove all the CP and you would be back to 100% stamina/magicka/stamina without any CP bonus multiplier.
Is this really the best argument you have ?
Cant argue with the math so attack the way its presented instead ?
Explains everything.
Rune_Relic wrote: »Attorneyatlawl wrote: »Rune_Relic wrote: »TheBonesXXX wrote: »Rune_Relic wrote: »
You imply I have choice. There is none.
I want to enjoy PVP but I cant compete without grinding on the treadmill.
If I grind on the treadmill, not only do I fail to enjoy PVE, I also spend all my time grinding instead of playing PVE or PVP.
Those that have no job and spend all their time at home on the game can spend 8 hours grinding and 4 hours+ playing PVP or PVE if they like.
Most people if they get 4 hours a day would rather spend that on game.
Even if they split that 2 hour play and 2 hours grind they can never compete and never catch up.
You cannot build a game around appeasing fulltime hardcore players and punishing everyone else.
They don't make up the majority of your playerbase by any stretch of the imagination.
All you are doing is driving the vast majority of your customers away.
As has been amply demonstrated with the collapse of the guilds and playerbase.
I would be more apt to agree with the sentiments of this thread on CP's if there was mathematical proof that CP's have a noteworthy impact on character performance by way of PvP and PvE. As far as "collapse of guilds", it is the life blood of MMOs, every game in the history of MMOs has had a dark era, for many it was a failure for many it was a success.
Only Attorneyatlawl has provided any type of mathematical inquiry and scientific insight, his findings show that grinding CP past a certain point is not numerically significant.
'
With that said so far it shows that skill will still supersede a mathematical advantage in Cyrodiil at this point. Which makes the hamster wheel argument relevant because if CP's truly mean nothing then there is only awaiting the next DLC, which people have already are bored with current content while people like you are trying to enjoy the game.
Before it was too damn hard to get Veteran levels, now it's much easier to gain vet levels. Now its back to every problem every MMO has ever faced, the gap between casuals and hardcore players.
So where do you fill in the gap? Gear? "CPs", Levels?
How many people are going to enjoy the storyline vs PvP/PvE mechanical functionality and blow through Mythos and storytelling and get straight to the endgame?
In my opinion, ZOS is being intelligent by taking their time fixing current issues slowly and methodically rather than rushing content to appease the squeakiest wheel on the ESOTU bus.
Another problem lies in the fact that how can they improve a game when they have to wade through a bunch of bs just to get to the folks who do not soak the forums in their tears and nerdrage and have really well written and coherent concerns and improvements. They are going to soak the "next big thing" in their tears when it fails doesn't spoil them, because they are addicted to riding the hypetrain, I with held my assessments and conclusions for years, but after Stars Wars launch, there it is.
*shrug* That is just me, I am a admittedly patient with this game, I take my time. Not rushing to the end when I know by the time I get there something new, cool, and shiny is going to come out.
I have been one of the few producing figures and not crap....
1234567
..This is stamina increase over standard as CP points increase. Magicka and Health also increase at the same rate. ALL passive/active bonuses are scaled based off magicka/stamina/health as well as spell/weapon damage. So not only do you get damage CS passive increase you also get the CS stat based increase as a double whammy.
What would you give to have a 5 pc set bonus of +15% stamina/magicka/health on top of your existing 5 pc set bonus (350 cp) ?
Now imagine you could have upto ZILCH% increase on all stats.
@TheBonesXXX gets to the actual parts that matter. The chart you show, not only has an ambiguous "100%" starting point, but then paths in a way that doesn't line up with how the system even works.
Your plot area isn't a 1:1 area. It is 886 pixels horizontally by 572 high, which distorts the gain to appear at a ratio of 54% stronger than it would otherwise. A one-to-one plot area would scale from "100%" to "200%" for the vertical axis, or in other words, "1x increase" against a "100%" of champion points you could earn on the horizontal axis, aka 3600 in the labels.
Here's what it looks like, when attempting to present facts objectively on a neutral basis after scaling and adjusting the graph plot area to usual statistical chart presentation standards:
This isn't even mentioning providing a completely unhinged "statistic" from any actual game information or context as to what it supposed to mean.
The bottom line ends up being what @TheBonesXXX got at: what do you want out of your MMO? In a game where skill is enough of a factor that great players can take out 5-10 people alone in PVP, having a progression system to help bridge the gap between work being done on the game and provide a point in doing things game-wide (once the XP is evened out across activities like PVP and PVE/dungeons/trials)... what exactly are you looking for?
How do the cool kids say it... oh right. "Wrecked". @Rune_Relic 's bias just got blown to pieces.
[Moderator Note: Edited quote to match moderated version]
lol. Wrecked ? Really....
http://asolutionaday.com/calculators-index/
People should check they actually know what they are talking about before they attempt to wreck an argument.
The stamina, magicka and health increase to stat is proportional to existing stat point bias (so varies).
So if you had 20,000 stamina you would get app. 1.49x multiplyer or 149% of base stamina at 3000 cp or 29800 stamina.
As the starting values depend on how many points you have invested in stamina/magicka/health from 1-62.... its impossible to graph the actual quantity of increase (as it varies from player to player)...only the proportion can be modelled universally.
Anything else would be misleading.
There is nothing wrong with the scale of the graph. Its not logarithmic or misleading in anyway.
Its perfectly uniform in x and y axes. It makes it very easy to see what champion points create what magnitude increase.
So the relative proportions of CP or magnitude is completelet irrelevant.....other than personal preference and nit picking.
It starts from 100% with 0cp and then increase above 100% depending on the scale of the multiplyer where 1x current stamina/magicka/health is 100%.
Remove all the CP and you would be back to 100% stamina/magicka/stamina without any CP bonus multiplier.
Is this really the best argument you have ?
Cant argue with the math so attack the way its presented instead ?
Explains everything.
20000 to 29800 is a 49% increase
100 % increase is x2 multiplier.
The Axis should start at 0 if the curve has been there to show "the stamina increase per champion point"
If you made a curve for stamina only the x axis should finish at 1200. Or you curve should not be linear if you put 3000 on x Axis
I'm agree with the other your graph is not a graph it's a green curve drew on a grid.
Lord Xanhorn wrote: »VRs are stated as a long term goal.
Let me translate that. "We are not working, planning, or even thinking on removing VR levels."
This 'long term' goal is akin to your goal of taking that Antarctica expedition, buying that Ferrari, or losing that 50 pounds. You can have that goal all you want and it may keep you warm and cozy in your bed at night, but the reality is... IT AINT HAPPENING
Then Dont Raice the *F* VR levels !! agree? that *** pisses me off the most.