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What about heavier CP Scaling, favoring more reward earlier than later?

Tolmos
Tolmos
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With all the talk of CPs, the way it adversely affects new players and the harm that could do to the future population of the game, people have come up with all sorts of crazy ideas to mitigate the damage. But one thing a lot of these ideas seem to have in common is that they directly harm the progression and/or work of players who have gained a ton of CP. Now, the vast majority of us don't fall into this camp, so most probably think "meh, not my problem; they are the minority, so lets help the majority". But that isn't really fair as well, and could also adversely harm the CURRENT population.

So how do we help BOTH, and leave in progression for the players that want to keep going and going and going? /energizerbunny

SCALING! So right now you have 3600 CP that can equate out to about a 25% increase in a lot of different things, ranging from base stats to percentages to whatever else. Now, scaling exists but it appears to be minor. But what if we pushed the majority of that 25% earlier into the flow? What if 1500 CP yielded a 15% or so increase, and the remaining 10% was spread out between 1501-3600, growing increasingly smaller (almost like diminishing returns) as you went.

What would this do? Well, pretty much all current players (even ones with massive amounts of CP) would suddenly see a boost in their stats across the board, since each CP they have earned up to today would be worth more; the disparity between hardcores and casuals would grow NOW but as the players progress farther and farther into the CP progression they will see less overall reward per point. This leaves the maximum value of 25% to be attained by the most hardcore, the min/maxers, the botters, or whoever else. The remainder of the playerbase will likely shuffle their way towards 15%, and taper off around there. The disparity between the newer players and the older players will not be as great, but will still exist.

I feel this method would solve both the issue of playing catch up for newer players while not screwing over current players and/or players who want meaningful progression. Meaningful doesn't have to mean massive.
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    That's what ZOS initially said the Champion System was supposed to be like. However, when it was actually released, it was discovered that the scaling is very close to linear instead of a ln curve.

    There is a very good post that has the scaling curves for different stars. Most look like a straight line, which is not what was intended.
    Edited by s7732425ub17_ESO on July 22, 2015 8:12PM
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