Rune_Relic wrote: »They don't need to remove it and replace it with something else with 6 months of work.
All they need to do is add a CHAMPION BAR with 3 slots.
1 Warrior passive can be loaded.
1 Thief passive can be loaded.
1 Mage passive can be loaded.
Now it doesn't matter how many CP you have as you can only use 3 passive out of the 36.
People can grind away to their hearts content.
Someone with 300 CP will be just as powerful as anyone with 3600 CP..except they wont have 36 passive skills to choose from.
The stam/mag/health from each CP has to be nerfed though.
No power creep.
No power gap.
No gated content.
Endless progression
No gated endgame
Forced Build diversity.
How would you handle the perks that unlock automatically, like Precise Strike? Would I have to slot those as well, or are they always active?
ZOS_GinaBruno wrote: »Thank you, everyone, for taking the time to give us your feedback, and for keeping it constructive. We'll be sure to pass this along to the appropriate teams to read over.
There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about 15%. This would leave us with the following approximations:These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about 210%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
Thoughts?
Wait I thought i was alone in this thinking been saying for a while now vet ranks aren't the problem it was only having 2 extremely boring repetitive ways to get them (grindin or silver gold). the real problem is CP's and there effect how do you even balance new content for 2 v16 characters one with 100 cps the other with 500?
when it comes to pvp and new players its even worse.
my only thing is why has it took the community so long to wake up to this when a few of us could see this imbalance coming as soon as a vertical endless progression system was announced.
pmn100b16_ESO wrote: »I think the OP is asking how end game dungeons/trials etc are going to be balanced. An example, a year down the line, there are going to be players with say 1000 CPs and lv50, and you're going to have new players hit lv 50 with 1 CP point.
If these people are to play the same endgame content (lv 50), how will the dungeons etc be balanced to cater for the gulf in CPs between these two players?
pmn100b16_ESO wrote: »I had concerns with the CP system along time ago in regards to pvp. Currently if you are a v14 and you fight another v14, you know that whoever wins has the better skill/build (class balance aside), you know its an even playing field. With CP points, the imbalances mean there are no longer going to be even fights. Someone grinding quests/mobs all day to get CP would have a distinct advantage over someone that hops online of an evening to play a couple hours of pvp. After just a couple of months of this, you're going to find 'good' players in pvp simply based on how many cps they got. The casual way you can currently play in cyrodiil (i.e. as your time permits) will be over.
When I bought this up some time ago in a thread, lots of people just said 'someone that's played for a year should be better than someone who's just started'. Seems some people are really invested in the idea of steamrolling a bunch of new players and passing it off as skill. My view is a new player to pvp should be on an even footing, otherwise whats the point of playing. The new guy isn't going to play because he'll be getting trashed by the cp grinding vet without a hope of catching up, and personally, as a possible cp grinding vet, I wouldn't want to be trashing a bunch of new players everyday.
This system is going to cause too many imbalances, and cryodiil is about to become an even more frustrating experience than it already is. Those with the view that old players should be godly OP compared to new players need to take more consideration into the future health of the game, not the short term gain of some epeen stroking cheesy mass cyrodiil killing spree.
@MissBizz. I don't think ZOS' currently planned catch-up mechanic plan (what we know of anyway) will be sufficient. It simply lowers the amount of XP it takes to earn the first however-many CPs. It's NOT a "catch-up" plan, it's a "gap-closer" plan. The situation we are in now will happen again and again ZOS will be forced to lower the amount of XP required for however-many-more CPs.
This is why my suggestion HERE creates a catch-up mechanic that will dynamically apply an XP earning buff that is based on the most CP any one player has earned and the amount of CP a player currently has. This way, the more CPs that are earned by the top players, the faster those with fewer CPs will earn their next CPs.
Lowering how much XP CPs costs is a short term fix. My concept would be a long-term solution.
lol, yea @pmn100b16_ESO. This "issue" has been discussed a LOT on this forum. Maybe it will finally get some attention from ZOS.
acolyte2475b14_ESO wrote: »The problem is that solo content takes a hell of a lot of time and money to create. It's a developmental act of love. With ESO we are pretty much talking 7 years to create the core game if you go by their own admission to starting in 2007.
This is why MMO's so often opt out of solo content or when they create it can usually be blow though in a few days by even the most casual of players.
It's just so much easier to raise a few levels, add a few skills, or develope a new game mechanic.
To be fair, they created the engine they're using from just about scratch, the first few years was probably them nailing down the engine.
Elijah_Crow wrote: »It's almost that everyone has forgotten what a drastic diminishing return there are on champion points... They have already discussed adjusting for a champion point catch up mechanic at a time when it's needed.
I have eight VR 14s and the problem I have with this isn't the time investment to re-level all those characters, or the fully legendary gear, but the constant deception about not adding more Veteran Ranks.
Champion System needs an ACTUAL Catch-Up Mechanic. Simply lowering XP required for X number of CPs or Capping CPs only provides temporary solutions.
- The benefit to lowering XP required for X number of CPs doesn't benefit those who have to earn the next CP after they earn whatever the amount of CPs are. At that point we will simply have the same problem we have now... it's just that most players will have gotten an easy handful of CPs.
- Capping CPs actively hinders players who like to grind so that players beneath them can catch up. It also doesn't address that in 2 years players will be running around with 2500 CPs and new players will be faced with the exact same problem we are trying to avoid.
I have this in a separate thread but everyone seems to have latched onto this thread to post ideas so... here it goes:There is currently quite a bit of concern regarding player catching up to legacy players when it comes to Champion Points (CP). Well, here’s my suggestion:
@ZOS should implement a curved buff scale so that the lower number of CPs a character has in comparison to the highest number of CPs that any character has on a server, the faster that character earns CPs.
A player with 100 CPs would earn their next CP faster if the highest number of CPs on the server is 1000 than they would if the highest number of CPs was only 500. The higher the maximum number of CPs that has been earned on the server, the faster those with a lower number of CPs will earn Champion Points.Using this CP XO Buff Percentage, CPs will not be earned any faster by the community, but players would be able to climb that CP ladder more quickly. Using the maximum number of CPs to determine the buff also means that the higher the number of CPs that have been earned, the faster lower CP earners will be able to catch up. The highest possible Buff percentage could also be determined by the highest number of CPs earned on the server.Using two scales, if the most CPs that any player currently has is 600 CPs, the maximum buff any player can have is about 15%. This would leave us with the following approximations:These numbers increase dramatically the more CPs are earned. If the most CPs that any player has is 2500 CPs, the maximum buff any player can have is about 210%. This would leave us with the following approximations:
- 60 CP = 15% buff
- 300 CP = 12% buff
- 500 CP = 8% buff
Now, these specific percentages aren’t by any means gospel or exactly what I’m suggesting here. The rate of the curved scale of either the Buff Percentage or the Buff Rate could be altered one way or the other.
- 100 CP = 210% buff
- 500 CP = 201% buff
- 1000 CP = 189% buff
- 2000 CP = 126% buff
What I’m suggesting is a mechanic where there is a percentage of a buff applied to players who have less than the top number of CPs and that buff should be dependent on how many CPs the top player on the server has earned. This would not in any way change the rate of community XP gain, but would, instead, change the rate at which new players are able to catch up to older players. This mechanic should exist independently from and underneath Enlightenment, XP Pots, and Crown XP Scrolls.
These mechanics will close the inevitable CP gap but would not undermine the accomplishments of those players that have gone out and earned the most CPs.
Thoughts?
Original Thread: http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1
Sithisvoid wrote: »Time=Rewards and so far this is the only MMO really getting that. If they gank out Champion points and vet ranks this game turns into a single player elder scrolls game with a bland story, not much replay-ability and people like me moving on asap. I mean why stick around after that? For gear? Not that much floating around to keep me going years. New content? Not much being released. And then we all catch up to each other. Then what? we all skip around playing rock paper scissors until someone says a skill needs re-balancing? Then nerf and buff wars. I'm not ahead of anybody either. My highest character is a vr3 and i have 16 champion points. Know what i was going to do? Grind
Elijah_Crow wrote: »It's almost that everyone has forgotten what a drastic diminishing return there are on champion points... They have already discussed adjusting for a champion point catch up mechanic at a time when it's needed.
I have to agree with Elijah on this one . The catch up idea was recently acknowledged however , the post from ZOS may have been missed with all of the recent console activity over the last month or so.
I am also glad they are adding levels and content as should be in any successful mmorpg. SOE used to add quite large expansions to EQ 2 every year along with level increases and new items. This is the natural evolution of mmorpg's as they can grow stale without regular changes.
PVE content in this game is fun and pleasurable so I don't view it as " work" but rather something I enjoy. I think new content is going to sweeten up some of the sour grapes out there once they get to it.
With respect to the OP , I have found his website both useful and informative.
Hello ESO Forums,
I posted this on my website but I know ZOS reads these forums so I figured I'd share my thoughts here. I'm one person the sea of awesome people that love this game. With the announcement of increase in Veteran Ranks I'd like to leave my feedback whether you agree or not. And here's what I have to say about the problem and fixing it.
Before I start I want to make clear where my opinions come from. I make my living playing THIS video game only. Not only that, but it's my primary means of socialization. Over the past two years (including beta), I've been infatuated with the idea of a multiplayer Elder Scrolls Game. Not to mention the help that ZOS has personally given me. I still love ESO, but I'm not going to blindly follow a games growth that does not fit my needs. Just realize the passion I have for this game, it's community and developers runs deep.
VR 16?
Within the same breath, Eric Wrobel said they still have long term plans of removing Veteran Ranks (VR), but for the new content they are increasing it by two thus making end game VR 16. At this point, I think it's clear that Veteran Ranks aren't going away, ANYTIME in the future. I have eight VR 14s and the problem I have with this isn't the time investment to re-level all those characters, or the fully legendary gear, but the constant deception about not adding more Veteran Ranks. We as customers have a right to voice or opinions and/or a right to stop being customers. For me, it's time to pick one and voicing seems to be the best option.
I have defended their decisions as a business model constantly but this is one I cannot ignore. Adding Veteran Ranks is not content, it's busy work. Content is intractable quest, dungeon diving finding worthwhile rewards with friends, a working PvP system giving flexibility and choices. Yes, I know Imperial City is coming with this additional Veteran Ranks, but why increase the cap? "Deltia to increase the contents difficulty," well that's true in most MMOs but not ESO and that's due to the Champion System.
Champion Progression
Most games have a level cap that once reached, one works on optimizing gear and your individual skill for increased performance. However, ESO has the Champion System rendering time in game collecting XP as account progression. So take the most skilled PvPer in the world (let's say Sypher) vs. someone with 1,000 more champion points. Skill is irreverent at this point. Thus removing one of the core reasons I play MMOs and video games alike. Busy work trumps constantly improving yourself. Grinding mobs and CP is the new meta, not skill.
Take another game for instance, you have fully maxed out gear and have been playing for four years. Once a level increase hits, most players will be on an even playing field in terms of gear. So, there is some possibility of catching up to those folks that spend eight hours a day in game. Not ESO, there is no Champion Point catch up mechanic. The person at level 10 might be more powerful than someone at VR14 due to CP. Without a catch up mechanic or a way to limit zombie grinding macros and bots, you'll have a runaway performance gap the size the Grand Canyon.
The Fix
Someone like me benefits significantly from the Champion System. Having alts, grinding mobs and skills, etc just makes me VERY powerful. But it does not help new players, inexperienced ones nor the overall game. My good friend Parfax had an excellent suggestion, simply have seasons for Champion Points. Meaning, every three months or so, you could gain 100 CP. Once you reach that number, you have to wait for the reset. No more 100 v 1,000 CP fights. If that doesn't work, why not make CP have diminishing returns? So the first 300 are very easy to obtain, but everything beyond that is harder (similar to Alliance Ranks).
I'm all for account wide progression, but at what cost? At the cost that people grinding zombies ultimately win? At the cost that skill and performance are removed out of the game? I want to one day challenge Sypher in PvP without out grinding him. With skill, learning, getting my face kicked in by him over and over just to beat him one day with pure skill. Until this changes, the easier way for me to beat him is out grind him. Obtain such a mathematical advantage that no amount of skill can compensate. And that is the day that ESO dies.
Why I Give a ****
No I do not plan on leaving the game. I still love the combat, the people and the developers. But I'm no longer a bushy eyed fan-boy. I don't want to leave this game, this is my absolute favorite thing to do (well besides you know what). I've have (not had) such an emotional attachment to the land of Tamriel that I won't let it go just yet. But I'm not going to sit back and let another level increase happen without a true fix to the underlying problem, the Champion System.
Elijah_Crow wrote: »OP,
I have to say I'm a fan. I've sent more than one person to your site for guidance on game play and appreciate your insights. With that said I have to respectfully disagree with you and here's why.
VR Ranks are intimately tied to itemization currently. In my opinion the end game has been stagnant for some time and it's time to raise the bar for gear and progression. If having VR Ranks removed means a delay in the launch of new content and gear, then now is not the time to do it.
It makes much more sense to raise the VR Cap by 2 and introduce new content to give players at end game something to aspire to while re-working the itemization completely to allow the removal of VR Ranks.
With these changes a new player can now reach level cap of VR16 from level 50 in 25% to 30% less time than it took me to reach VR14. This is a move in the right direction. This change in addition to the gear reset puts everyone on a more level playing field at VR16 for the time being which is fantastic.
In addition they can always institute a champion point catch up system (which in my opinion is not yet necessary as only 2% of the players are really pushing the envelope here. Your average player since launch may only now be reaching VR14 and since you dedicate so much time to the game, I think your perception is skewed here.
I think the plan moving forward is pretty solid and most of the changes they are working on are based on great player feedback.
I would also add one controversial step they could take to balance VR Ranks. They could make VR Ranks account wide (and i'm not a fan of account wide anything) for any character over level 50. Once you reach VR16 and decide for example you would like to try another class, you level 1-50 and once you hit 50 you automatically become VR16. This would eliminate the "grind" to try another class. Not saying they should do this, but it's is an alternative that's doable.
Thanks again for your work with the game and the guidance you give players looking to achieve greatness.
since you dedicate so much time to the game, I think your perception is skewed here.[\quote]