Septimus_Magna wrote: »I think the CP gain should be limited per season/time period or something.
Yesterday a guild mate told me a guy from Baby Face Bananas has reached 1000 CPs.
The difference of people who live in Cragwood Cave and regular people who play 4 hours a day will only get bigger.
The way grinding is rewarded is just insane, this is bad for the game and this should be adjusted.
A possible solution could the reduction of the effectiveness of the CPs in the Cyrodiil Battle buff.
I dont mind the benefit players get from CPs when they do pve but dont let this ruin pvp.
I'll rephrase
the developers have embraced a game model called buy 2 playAttorneyatlawl wrote: »cp's have a financial imperative, not a balancing one
It really doesn't, actually. The in-game XP potions are very, very inexpensive for anyone who isn't a new player, or doesn't play an hour a week to login and feed their horses. They're cheap enough that you quite literally can pay for them just by using them with the vendor drops earned while one is active (50 minutes). The reason people play with them active in PVE and not PVP is because the experience gain in Cyrodiil is extremely, out-of-line, low. A lot of players have them on when questing or doing dungeons, and Veteran Dragonstar Arena, though, because it's worth using them with their low cost to get the extra gains.
Ok, i have a bridge in brooklyn to sell you. If you don't think: nerfing all the grinds in game, and then implementing a gold mat or crown way to increase advancement, wasn't a huge time/money sink in liue of content (things we actually want to pay for), you've drank too much kool aid.
@Attorneyatlawl How many CP you have?
Attorneyatlawl wrote: »@Attorneyatlawl How many CP you have?
I'd have to guess probably less than you. I've never even been in to grind those goblins you keep going on about. I also would have to guess that, for whatever reason, you are extremely and unusually interested in my champion point total, given that you've followed around and even flamed various threads to prod about it. I've actually said how many I have before on the forums, let alone in game, even. Instead of replying to every post I make about the champion system within minutes... just do a forum search. Believe it or not, it is possible for people to have an opinion that doesn't match your own.
Do you have any thoughts as to the actual discussion? I've written quite a lot of ideas for balancing it out. Your turn.
The issue is there is no true way to "balance" it. The system is flawed, you can't have true competitive PvP with endless progression
#buffpvpxp
Although this would encourage more guilds using tower/bridge/outpost farms, that requires some skill and can be squashed by a good group of players. Grinding zombs requires zero skill and should not be rewarded. Put more xp into actually pvping and you encourage more pvp population and encourage people earning their CP.
skillastatb16_ESO wrote: »The issue is there is no true way to "balance" it. The system is flawed, you can't have true competitive PvP with endless progression
Make a CP cap of 1200. Then you'll still have build diversity while allowing for people to feel "kinda" progressing even at max level.
I don't get why everyone are allowed to have all 36 stars maximized at 100. Let the builds have diversity with a CP cap of 1200. So if you have the maximum amount and want to spend a lot into some stars, you can't spend into others.
CP cap of 1200 and also with the idea of seeing how many CP one have, it could be the solution in my honest opinion.#buffpvpxp
Although this would encourage more guilds using tower/bridge/outpost farms, that requires some skill and can be squashed by a good group of players. Grinding zombs requires zero skill and should not be rewarded. Put more xp into actually pvping and you encourage more pvp population and encourage people earning their CP.
yes and also this
EDIT: All merged into one post
i think they should just add things that are once a day and give large amounts of advancement.
if they made the keep/resource/scout quest's 1 a day, but worth 5x their current x values for instance.
Make the pledge for undaunted, dsa completion, trial completion, all give lots of xp (once).
This discourages cave grinding while not removing it as an option, it rewards ppl for playing the game, and it creates a natural reason to want to group up and be social as opposed to nose down dps in a ring around the posy.
The pvp quest objective's being desirable (and non repeateable) should encourage ppl to go to cyro for an hour or two a night, complete a few objectives and feel rewarded as opposed to find the swords and zerg.
i think they should just add things that are once a day and give large amounts of advancement.
if they made the keep/resource/scout quest's 1 a day, but worth 5x their current x values for instance.
Make the pledge for undaunted, dsa completion, trial completion, all give lots of xp (once).
This discourages cave grinding while not removing it as an option, it rewards ppl for playing the game, and it creates a natural reason to want to group up and be social as opposed to nose down dps in a ring around the posy.
The pvp quest objective's being desirable (and non repeateable) should encourage ppl to go to cyro for an hour or two a night, complete a few objectives and feel rewarded as opposed to find the swords and zerg.
I think this will still create a barrier of entry for newer players. Who would want to start playing PvP when they just start the game after getting to the end of the VR grind and realizing their is a grind beyond that that other players are already 5 months into already?
I think the stat point reward for CPs needs to be completely removed and we can balance further from there.
Getting a .2% increase to all of my damage for a quick 1-hour (or less for most people) grind is significant unto itself.
I'm down for a huge diminishing return on gains at the top and increase on the bottom coupled but, i just would like to see the game be fun to play again, .i think they should just add things that are once a day and give large amounts of advancement.
if they made the keep/resource/scout quest's 1 a day, but worth 5x their current x values for instance.
Make the pledge for undaunted, dsa completion, trial completion, all give lots of xp (once).
This discourages cave grinding while not removing it as an option, it rewards ppl for playing the game, and it creates a natural reason to want to group up and be social as opposed to nose down dps in a ring around the posy.
The pvp quest objective's being desirable (and non repeateable) should encourage ppl to go to cyro for an hour or two a night, complete a few objectives and feel rewarded as opposed to find the swords and zerg.
I think this will still create a barrier of entry for newer players. Who would want to start playing PvP when they just start the game after getting to the end of the VR grind and realizing their is a grind beyond that that other players are already 5 months into already?
I think the stat point reward for CPs needs to be completely removed and we can balance further from there.
Getting a .2% increase to all of my damage for a quick 1-hour (or less for most people) grind is significant unto itself.
I just want the game to be rewarding, or even comprable to cave grinding. It's toxic for the community to have to choose between playing the game and advancement when the advancement path is endless.
The pvp quest objective's being desirable (and non repeateable) should encourage ppl to go to cyro for an hour or two a night, complete a few objectives and feel rewarded as opposed to find the swords and zerg.
Attorneyatlawl wrote: »@Attorneyatlawl How many CP you have?
I'd have to guess probably less than you. I've never even been in to grind those goblins you keep going on about. I also would have to guess that, for whatever reason, you are extremely and unusually interested in my champion point total, given that you've followed around and even flamed various threads to prod about it. I've actually said how many I have before on the forums, let alone in game, even. Instead of replying to every post I make about the champion system within minutes... just do a forum search. Believe it or not, it is possible for people to have an opinion that doesn't match your own.
Do you have any thoughts as to the actual discussion? I've written quite a lot of ideas for balancing it out. Your turn.
I have never even mentioned goblin cave nor have I ever been there and the only time I hate on you is when you start talking crazy about sorc. So yeah, not sure who you think I am but why don't you just tell me how many CP you have instead of getting all uppity?
Love this non stop grinder who brags endlessly about his stack of 200 xp pots is telling us cp system is balanced. Seen it on the forums and in stormhaven zone chat. I get it that you are grinding your eyes out and you're terrified of losing your advantage. It's a little sad that you make a topic per day though trying to convince people that the cp system isn't going to cause game breaking imbalances.
Septimus_Magna wrote: »I think the CP gain should be limited per season/time period or something.
Yesterday a guild mate told me a guy from Baby Face Bananas has reached 1000 CPs.
The difference of people who live in Cragwood Cave and regular people who play 4 hours a day will only get bigger.
The way grinding is rewarded is just insane, this is bad for the game and this should be adjusted.
A possible solution could the reduction of the effectiveness of the CPs in the Cyrodiil Battle buff.
I dont mind the benefit players get from CPs when they do pve but dont let this ruin pvp.
ZOS system is completely ***...it favour bots and grinders...AND it hinders ppl on doing real PvE like dungeons/trials/arena...OR PvP....
If they dont find a solution in approx 6 months, ppl will start ragequitting bc they dont stand a chance vs a dude with 2k CP.
Lava_Croft wrote: »Even 'fixing' the CP grind will still leave actual PvP players considerably weaker than Goblin grinding scrubs.
Attorneyatlawl wrote: »Lava_Croft wrote: »Even 'fixing' the CP grind will still leave actual PvP players considerably weaker than Goblin grinding scrubs.
Errrrr.... no. If pvp gives XP that is just as good as I suggested along with trials and dungeons.... pvp'ing would be providing about the same rate of gain, no "considerably weaker" involved.
Attorneyatlawl wrote: »Lava_Croft wrote: »Even 'fixing' the CP grind will still leave actual PvP players considerably weaker than Goblin grinding scrubs.
Errrrr.... no. If pvp gives XP that is just as good as I suggested along with trials and dungeons.... pvp'ing would be providing about the same rate of gain, no "considerably weaker" involved.
which still leaves the fact that somone who had a 6 month headsstart on CP-farming is ridiculously stronger then someone who just reached vet14 (with almost no CPs). So nobody in their right mind will actually start playing in a few months and the game will slowly wither away.
solution: stronger diminishing returns on the whole CP system.
(even if you believe your favourite chart demonstrates good diminishing returns already...)