delphwind_ESO wrote: »Now I can either die OVER and OVER and OVER again in PvP, possibly loosing interest in the game but eventually garnering enough practical experience to become competive SKILL WISE while also gaining some CP. OR I could spend a few days (okay maybe a few weeks) grinding zombies with a partner and a hand full of xp scrolls and jump into PvP with 2k CP, learning the ropes as a fresh player, but with enough of an advantage to not die instantly.
Love_Chunks wrote: »All these thoeries suggestion and presumtions... How about this scenario: you get thrashed in pvp, do you ask the player who killed you how many CP they had? Are you going to do that everytime you die in cyro? Suppose someone actually repsonds and has less CP than you. Was it skill then? In the opposite situation does more CP mean they only won because of that?
This is the problem I have with detractors you have no real measuring stick. All you have is asssumptions base solely on numbers and no gameplay based eveidence validate all these claims. Theres no way to know how many CP other players have unless you take the time to actually ask them and thus CP ends up being a scapegoat for dying in cyro.
BrosephMcDudeBro wrote: »I must admit, I appreciate you taking the time to flesh out your beliefs so I could better understand them; it definitely helps for a more productive discourse (a rare event on an online medium). Now that I see what you were trying to say more clearly, I will only address the points where I disagree.
1) I also PVP and practice my rotations there. I don't think grinding and PVPing are mutually exclusive for honing your skills and rotations. I think each is important for different reasons. In PVP, practice is essential to improving on how you fight against another human. In PVE, practice (or as I call it grinding) helps me master my rotations and optimize my build for end-game PVE content. You see, each has their place, if we are talking about honing skills, since AI and PVP manifest entirely different fighting styles.
2) In theory, questing should be infinitely more engaging than it is in ESO, or most every other MMO under the sun. I have to draw a hard line here. I know this is only one man's opinion, but I would MUCH rather grind than quest for level advancement. The vast majority of the quests are hackneyed and repetitive, rewarding an infinitesimal amount of experience/loot when compared with grinding. We can say until we are blue in the face that quests do not have to be bad, and I agree with you, but what we have seen time-and-time-again from ZOS is much less of a commitment to quality than a commitment to quantity. Therefore, it's hard for me to accept that this will change. This is why I think the second component of your point (decoupling of rewards/gear progression) is incorrect. Now if they were able to reinvent the proverbial wheel and come up with stimulating quests that do not feel like a chore, I would agree with you whole-heartedly, but as it stands I think that most players quest merely as an alternate means of generating xp and the fun-factor, alone, is minuscule and unlikely to draw players if incentives were removed.
3) Honestly, I got from VR 1-6 in 5 days. Then I got from VR 6-14 in 1.5 days. Notice the discrepancy in time? This was because I was inefficiently managing my time. I found a better spot and fixed the situation. Anybody can do this and I believe that the built-in diminishing xp returns system as you out-level enemy mobs, in fact, best incentivizes people to explore the world for better options and new monsters! Also, I think it's completely the opposite of what you suggest when you mention the later VR ranks and reduced usefulness of the learning you receive. Once you get to the later VR levels you get access to late-game content that is worlds different from anything you've experienced (DSA/etc) up until that point, which makes it inherently useful to practice, particularly if you are interested in maxing your DPS efficiency for the leader-boards. "A lot of people never use their initiative because no-one told them to." - Banksy
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I agree with everything else, except for your belief that diversity will remain if the playing field was equalized. I think that making everything equal (i.e, removing CP and a deep system of xp-based leveling) would yield the same, if not more constrained, results. I think the majority of players want to be as strong as they can possibly be and there will always be optimal builds that players flock to. That's the human condition. Why be less when I can be more? In a perfect world, where perfect games are created by perfect programmers with perfect balance, your idea is dead-on. But, as we have seen, we do not live in such a magical place. As evidenced by the countless QQ threads, perfect balance is a farce and by removing the systems in place that allow for greater customization of your character (CP), we will see more and more people move to the flavor of the week builds which will inevitably be nerfed because of more QQing, perpetuating a vicious cycle ad infinitum.
Love_Chunks wrote: »All these thoeries suggestion and presumtions... How about this scenario: you get thrashed in pvp, do you ask the player who killed you how many CP they had? Are you going to do that everytime you die in cyro? Suppose someone actually repsonds and has less CP than you. Was it skill then? In the opposite situation does more CP mean they only won because of that?
This is the problem I have with detractors you have no real measuring stick. All you have is asssumptions base solely on numbers and no gameplay based eveidence validate all these claims. Theres no way to know how many CP other players have unless you take the time to actually ask them and thus CP ends up being a scapegoat for dying in cyro.
So lets say Z. will implement possibility to see cp number. What then?
On Console its kinda fricked because of transfers. I had an entire vet group get wiped by one sorc using heavy attacks that would not die. It's causing players to quit left and right.
On Console its kinda fricked because of transfers. I had an entire vet group get wiped by one sorc using heavy attacks that would not die. It's causing players to quit left and right.
Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.
"The filthy casuals" are the majority. They are the ones who buy cosmetic items.
In the end they pay the bills.
Love_Chunks wrote: »All these thoeries suggestion and presumtions... How about this scenario: you get thrashed in pvp, do you ask the player who killed you how many CP they had? Are you going to do that everytime you die in cyro? Suppose someone actually repsonds and has less CP than you. Was it skill then? In the opposite situation does more CP mean they only won because of that?
This is the problem I have with detractors you have no real measuring stick. All you have is asssumptions base solely on numbers and no gameplay based eveidence validate all these claims. Theres no way to know how many CP other players have unless you take the time to actually ask them and thus CP ends up being a scapegoat for dying in cyro.
On Console its kinda fricked because of transfers. I had an entire vet group get wiped by one sorc using heavy attacks that would not die. It's causing players to quit left and right.
Love_Chunks wrote: »All these thoeries suggestion and presumtions... How about this scenario: you get thrashed in pvp, do you ask the player who killed you how many CP they had? Are you going to do that everytime you die in cyro? Suppose someone actually repsonds and has less CP than you. Was it skill then? In the opposite situation does more CP mean they only won because of that?
This is the problem I have with detractors you have no real measuring stick. All you have is asssumptions base solely on numbers and no gameplay based eveidence validate all these claims. Theres no way to know how many CP other players have unless you take the time to actually ask them and thus CP ends up being a scapegoat for dying in cyro.
Jared_lindsey86_ESO wrote: »The filthy casuals are crying about the Champion points because it mean they have to actually play the game to get them.
Alphashado wrote: »ESO is already way behind in content development due to focusing on console launch and all the time they spent developing the Champion System which was initially unplanned and developed as a result of negative feedback for Veteran Ranks. There are supposed to be 4 phases to the CS. We are currently in phase 3.
The CS may not be perfect, but at this point they need to stick with the initial plan and actually get back to developing real content. This game cannot afford another massive delay in content development in order to spend developmental resources on restructuring the existing system. Again.
Do people really hate getting beat up in PvP that much that they come up with all these complicated ideas to fix CP system?
Easy fix would be to disable CP's from PvP and make em PvE exclusives. That way all these "This game isnt about skills its about outgrinding" would feel better.
Seriously. Why hasn't this been discussed? Just disable them from PvP to make it fair for everyone. If you really need all your CP to win in a battle then that's a shame. I read a post about making it a battle of skill. Well what better way than to disable them in PvP? No way complains about being carried in PvE by a 2000+ CP player but they do complain about being beat in a battle.
This would be the simplest solution instead of all these complicated ideas or "Catch up" Mechanics people want.