The pvp was awesome. No need to introduce imbalances. Skill alone decided fights.
...you mean, something like, oh, increase your armor rating which works against physical damage?The cp system needs more interresting passives, and the current categories for cp is a bit wonky to say the least, like mighty and thaumaturge being in the same constellation and thaumaturge is the only magicka based star in there.
Also, the biggest unbalance for the cp system is the fact that you can reduce dmg taken from magic and elemental dmg with cp but there is no star to reduce dmg taken from physical dmg.
First of all..If you have over 1000CP and you have a full time job in software development, you botted to get there. Grinding 2 million XP per day for 180 days is impossible unless you're playing at least 10 hours a day on average, so good job on cheating/lying.
And before you try to defend yourself, ZOS has stated that there are less than 35 people with above 650CP as of a couple of weeks ago and the highest CP player had less than 1200 as of a couple of weeks ago, so if you have over 1000CP you are among a handful of people in the whole game who cheated to get there.
Clearly you are wrong when you read the OP's response to your post. You should apologize.
Without even having a good grinding build I can easily get 1 CP every 2 hours of grinding Bankorai zombies, which is less than half the time you state. Mind-numbing sure, but so far from difficult or optimized.
From what I saw the last month from my grinding to v14 with already 250 cp in the Pocket, you get easily 2cp per hour if you have one of the too few good grinding spots for yourself and a partner.
Exactly.
That guy was just so far off with his "10 hours per day average" in order to get 2 CP's per day. And then to call the OP a cheater and liar.
Someone with guts would come on and apologize.
many times I went to lesser XP areas because Vashna was grinding the preferred area. If anyone saw this it was clearly not botting.
This is one of the problems about grinding in my opinion. @Vashna 's math is right that you can theoretically grind very effectively, but only 2 players per grind spot. This only gives a handful of very efficient players the possibility to grind out CP, while the others get to hear GTFO or worse if they happen to walk through a grind spot.
You have to be extremely creative and look for certain zoned areas or delves with no XP nerf if you want to even be able to grind.
There's no point in hiding my bias -- I'm one of the players with over 1000 CP. With that out of the way, I do recognize and accept the fact that the Champion System is a rather simplistic, boring, poorly balanced system that should have had limits/caps on day one. However, all indications from ZOS (in recent ESO Live broadcasts as well as the PTS templates) point to an initial seasonal cap of 300 CP. I think this amount is ridiculously low so I would like to suggest a different calculation...
First, some key points:
1. ZOS once stated that they wanted the Champion System to be a long-term solution for the next 10 years. (I'm not sure if this stance still holds, but anyone in software development -- myself being one of them -- knows that you should never design or expect an implementation or solution to last more than 5 years.)
2. ZOS stated that they expected the average player to gain 2 CP per day.
However, consider the fact the CP system was released in Update 6 on 3/3/2015, and Update 7 will be released almost exactly 6 months later on 8/31/2016. That means Update 6 lasted 180 days. At 2 CP per day (plus the additional 70 CP that many players started with on 3/3), the average player should have 420, by ZOS' own estimates. This means the average player is already beyond ZOS' proposed 300 CP cap. Granted, many players don't play the game every single day, but you also have Psijic Ambrosia for significant XP gains, which didn't exist when the CP system first came out.
My suggestion:
A. Assign a cap of 100 CP per month, incremented on the 1st of each month. So, in theory, if the cap is first introduced on 8/31, it would be 600 CP. At this rate, the CP system will last a full 3 years at which point players could attain 3600. That gives ZOS 2.5 years to come up with a better (or at least expanded) system, and if necessary, they can do a CP conversion to a new stat system so people don't lose out on all the XP they acquired.
B. If you stick to ZOS' estimates, the average player would gain 60 CP per month, putting them slightly above the middle for a 100-CP month. This scale is fair because it still provides an opportunity for players to go beyond the average and be rewarded, but not get carried away.
C. Eliminate enlightenment for any player who is currently 2/3 of the CP limit or above. Going back to the 9/1/2015 example of 600 CP, this means anyone that is 400+ CP would no longer get enlightenment, thereby slowing their ascent to the current cap. (This may not seem like much, but if this concept was in place from the beginning, I personally would have 127 CP less than I do now.)
D. Award double enlightenment (2 CP) per day to any player that is between 1/3 and 2/3 of the current cap. In the same 9/1/2015 example, players between 200 and 399 CP would receive 2 enlightenment per day to help them catch up.
E. Award quadruple enlightenment (4 CP) per day to any player less than 1/3 of the current cap. This means any players who rarely play, or more importantly the brand new players starting at 0 CP have a means of catching up by gaining points 4x faster than people at the top. This rate will obviously slow as they eventually climb to the top 1/3.
F. Allow players to bank up to 50 CP worth of enlightenment. This accounts for more than 2 weeks of inactivity for a casual player on the bottom third bracket.
Conclusion:
Starting a seasonal cap at 300 is drastically low for a system that has already been out 6 months. This kind of cap would have made sense back in June/July, but not now. Yes, such a low cap will cripple the top tier with 1k+ CP, so many players won't care about this (or may even rejoice in glee). But there are a large number of players at or above 300 CP also, so you will have many players buying DLCs and not gaining anything. Sticking to 100 per month is reasonable because it gives the CP system a 3-year lifespan, and with DLCs projected to be released by quarter, that's 10-11 DLCs over that timeframe. By then, ZOS should have a better system in place for long-term advancement.
Using an existing mechanic (enlightenment) as a catch-up mechanic should require minimal coding, and it's a mechanic that players are already familiar with. Dividing the player base into thirds (newbies, average, and top tier) keeps things simple while preventing anyone from being the top 1%. (Now they're the top 33%, until the rest catch up.)
Finally, consider that on 10/1, the seasonal cap in my example would increase to 700. This means that players still working toward the 600 CP cap may find themselves dropping from the top 2/3 bracket to the middle third, at which point they start gaining double enlightenment per day to help catch back up. By December this cap would be 900, as the new DLC (Orsinium) rolls out. Players would be able to tap 25% of the 3600 CP system by this point, which is not unreasonable for a system that has been in play for 9 months by then. This also means that players in my situation would remain locked at no CP gain through the rest of 2015, which I think is fair to preserve balance, as long as we can progressively use more and more of the points we already earned while others are given enlightenment bonuses to more easily catch up.
Actually, yes. There was a lot of good feedback, and points raised by others that I didn't give as much consideration to in my original post, particularly regarding console. I'm working on a secondary update with additional ideas on resolving XP discrepancies in ESO, but at the moment I'm just trying to square away some add-ons affected by Update 7, and trying to survive the endless loading screens.mrskinskull wrote: »Have you thought of any addendum to your original suggestion?
monkeymystic wrote: »ZOS has to realise that the players that actually PAY for a subscription are also often the ones who play more then average.
Who wants 10% more exp from subbing if CP cap is set too low? These players will not gain anything from this then, and quit subbing since ZOS will break CP system completely with a cap set at a low number.
And if they all of a sudden makes most subbing players *lose* a lot of their CP with a low cap, then you can bet many will quit because they feel they lost all their playtime, as well as unsub because they don't gain anything from subscription.
I Agree with the original post, and monthly raise in cap is needed, but a cap too low will make the players leave.
That means Update 6 lasted 180 days. At 2 CP per day (plus the additional 70 CP that many players started with on 3/3), the average player should have 420, by ZOS' own estimates