Again you make a logical leap by saying that the op stating equal cp .... to all players equal regardless of time played. as even with a gear progression or capped vertical system people will be further along depending on dedication just not ridiculously so.KhajitFurTrader wrote: »To quote the OP: "Wouldn't the game be more wonderful if everyone had the same amount of CP?" It's saying exactly this, yes.
KhajitFurTrader wrote: »Compared to which vertical progression? Levels? Not changed since initial release. Veteran Ranks? Raised by 6 in approximately one year. Are 3600 CP worth 6 VR? Hardly. And the whole point of a horizontal system ist that it's being grinded out slowly, ideally with diminishing returns, because it is, as I said above, intended as a long-term motivational goal. Which MMOs need.
KhajitFurTrader wrote: »Then please read the paragraph again. The point was that some MMOs only have the (vertical) gear grind, which gets invalidated every time level caps rise, and nothing else. A horizontal system is ideally not influenced by this, it's progress level is preserved even when changes to other power level system happen.
they arent iterating or optimizing that would imply they are changing the numbers a bit on some passives. by capping it the are admitting that it fails as a horizontal system as its vertical and are now limiting the verticality if it a bit like .... you guessed it VR ranks. Also the dev in charge of the CP system left so its not exactly an iteration or tweak its more like damage control.KhajitFurTrader wrote: »So you're trying to say that every developer who iterates on systems, in order to optimize them, to make them more viable or acceptable, or plainly more working as intended, is admitting they've got it completely and utterly wrong the first time around? Well...
KhajitFurTrader wrote: »If you care to remember, the Champion System was introduced at the expressed wishes of the players, who wouldn't or couldn't accept the VR system as a long-term motivational goal (sometimes even for the right reasons). So yes, the introduction of the CS can be taken as an admission that the VR system was not capable of doing what it was intended to do. So we got the CS instead, which is, all in all, a better approach. It's not perfect yet, so of course there will be tweaks. But the answer to the original question, whether the game would be better off without it (same as if everyone had exactly the same amount of CP), is still no.
Are there going to be CP free campaigns?
That would be awesome as I can just play the game for fun which the CP grinders seem to miss instead treating the game as a job.
Please read carefully: the OP asked whether the game would be better of with everyone having the same amount of CP. Neither he, nor I for that matter, imply that this would make everyone equal in all regards of power levels the game has to offer. But it would make the CP system rather pointless.you make a logical leap by saying that the op stating equal cp .... to all players equal regardless of time played. as even with a gear progression or capped vertical system people will be further along depending on dedication just not ridiculously so.
It's so funny you should say this, because these were the exact arguments that were brought into the field against the VR system in the first place, and which eventually led to the development of the Champion System.compared to any progression system any system where you gain stats and damage/ reduction modifiers can not be classed as horizontal. For a second though lets look at the other vertical progression sytem in game VR as you brought it up. As a long term motivational thing not great but it did not imbalance the game and create huge devides in the player base as the cp system has. It also didnt give the added headache of trying to balance new game content around a player base spread so widely..
If you know more than the rest of us, then please share it. What is planned exactly (e.g. cap values, diminishing returns, time frames etc.), and when will it be released?finally saying they are implementing caps and a catchup mechanism is not a hint.
I will try to grab a link for you KhajitFur, but the poster is correct there was indeed mention from @ZOS people saying catch up mechanics were on the table and are being looked at.KhajitFurTrader wrote: »Please read carefully: the OP asked whether the game would be better of with everyone having the same amount of CP. Neither he, nor I for that matter, imply that this would make everyone equal in all regards of power levels the game has to offer. But it would make the CP system rather pointless.you make a logical leap by saying that the op stating equal cp .... to all players equal regardless of time played. as even with a gear progression or capped vertical system people will be further along depending on dedication just not ridiculously so.It's so funny you should say this, because these were the exact arguments that were brought into the field against the VR system in the first place, and which eventually led to the development of the Champion System.compared to any progression system any system where you gain stats and damage/ reduction modifiers can not be classed as horizontal. For a second though lets look at the other vertical progression sytem in game VR as you brought it up. As a long term motivational thing not great but it did not imbalance the game and create huge devides in the player base as the cp system has. It also didnt give the added headache of trying to balance new game content around a player base spread so widely..If you know more than the rest of us, then please share it. What is planned exactly (e.g. cap values, diminishing returns, time frames etc.), and when will it be released?finally saying they are implementing caps and a catchup mechanism is not a hint.
Funkopotamus wrote: »I will try to grab a link for you KhajitFur, but the poster is correct there was indeed mention from @ZOS people saying catch up mechanics were on the table and are being looked at.KhajitFurTrader wrote: »Please read carefully: the OP asked whether the game would be better of with everyone having the same amount of CP. Neither he, nor I for that matter, imply that this would make everyone equal in all regards of power levels the game has to offer. But it would make the CP system rather pointless.you make a logical leap by saying that the op stating equal cp .... to all players equal regardless of time played. as even with a gear progression or capped vertical system people will be further along depending on dedication just not ridiculously so.It's so funny you should say this, because these were the exact arguments that were brought into the field against the VR system in the first place, and which eventually led to the development of the Champion System.compared to any progression system any system where you gain stats and damage/ reduction modifiers can not be classed as horizontal. For a second though lets look at the other vertical progression sytem in game VR as you brought it up. As a long term motivational thing not great but it did not imbalance the game and create huge devides in the player base as the cp system has. It also didnt give the added headache of trying to balance new game content around a player base spread so widely..If you know more than the rest of us, then please share it. What is planned exactly (e.g. cap values, diminishing returns, time frames etc.), and when will it be released?finally saying they are implementing caps and a catchup mechanism is not a hint.
gear, experience, and skill should be the deciding factor. Not the OP cp system
Well, that's what I thought I was saying when I wrote "All that being said, some sort of upcoming caps and/or catch-up mechanisms have been hinted at for the future, to mitigate both extremes in growth rates."Funkopotamus wrote: »I will try to grab a link for you KhajitFur, but the poster is correct there was indeed mention from @ZOS people saying catch up mechanics were on the table and are being looked at.
Where did I claim to know more than anyone else what I do know is that eric wroble definitively stated they are implementing a catch up system. That is not a hint a hint would be ''we have something we are working on with the cp system'' IE something vague please read the definition of a hint I posted. It states vague or covert with synonyms like clue etc.KhajitFurTrader wrote: »Please read carefully: the OP asked whether the game would be better of with everyone having the same amount of CP. Neither he, nor I for that matter, imply that this would make everyone equal in all regards of power levels the game has to offer. But it would make the CP system rather pointless.you make a logical leap by saying that the op stating equal cp .... to all players equal regardless of time played. as even with a gear progression or capped vertical system people will be further along depending on dedication just not ridiculously so.
here is where you took the op post about cp's and implied he wants all players equalKhajitFurTrader wrote: »If all players were equal no matter how long they play individually, then again there would be next to no point in playing them.It's so funny you should say this, because these were the exact arguments that were brought into the field against the VR system in the first place, and which eventually led to the development of the Champion System.compared to any progression system any system where you gain stats and damage/ reduction modifiers can not be classed as horizontal. For a second though lets look at the other vertical progression sytem in game VR as you brought it up. As a long term motivational thing not great but it did not imbalance the game and create huge devides in the player base as the cp system has. It also didnt give the added headache of trying to balance new game content around a player base spread so widely..
Exactly my point you bash the VR system and are defending a more grindy capless vertical progression system. I think you missed my point. My point is that the cp sytem has done all this and more.If you know more than the rest of us, then please share it. What is planned exactly (e.g. cap values, diminishing returns, time frames etc.), and when will it be released?finally saying they are implementing caps and a catchup mechanism is not a hint.
There's no problem with the champion system the leveling process while playing for champion points doesn't really cause a huge gap it doesn't make it seem like a grind like the standard leveling process.
What I would suggest they save this game from is the veteran system. If you want to make a difference I'd suggest you be against the ACTUAL grind.
Dont tell me new ppls would stand a Chance even if they join instant with 3600, they simply would lack the experience ppls has with 500+ Cps.
That is the "Magick" about Cps
There's no problem with the champion system the leveling process while playing for champion points doesn't really cause a huge gap it doesn't make it seem like a grind like the standard leveling process.
What I would suggest they save this game from is the veteran system. If you want to make a difference I'd suggest you be against the ACTUAL grind.
So what you want is for casual players to get the same rewards for playing less than the dedicated players who spend more time playing?
That's like a grading system where the entire class is given the same grade based on the average grade of the class. So what's the point of working hard and earning an A when you know you have to share it with the losers who didn't work as hard you?
Yes, and this is working as intended.how so it takes a month tops to hit max vr the same cant be said for cp.
So, by your own calculation, getting from VR12 to VR14 should take no longer than (30d/16VR = 1.87 d/VR) 3.75 days. About four days of playing for 2% damage reduction. At that rate, you'd be at 25% DR in only 12.5 days, if it were possible.also the difference between vr12 and vr 14 is something like 2% damage received and taken compared to 25% with CP's
Nivzruo_ESO wrote: »So what you want is for casual players to get the same rewards for playing less than the dedicated players who spend more time playing?
That's like a grading system where the entire class is given the same grade based on the average grade of the class. So what's the point of working hard and earning an A when you know you have to share it with the losers who didn't work as hard you?
Nailed it. Be casual and get casual rewards.
Grinders will always have lots more of everything than anyone else does.BugCollector wrote: »We know that grinders have lots more CP than others. For new players this is a nightmare, because they can never catch up anymore.
I suggest implementing seasonal CP. You can't get more than x times CP per season. Also, the people who are behind should get a xp bonus to catch up.
Wouldn't the game be more wonderful if everyone had the same amount of CP?
KhajitFurTrader wrote: »Yes, and this is working as intended.how so it takes a month tops to hit max vr the same cant be said for cp.So, by your own calculation, getting from VR12 to VR14 should take no longer than (30d/16VR = 1.87 d/VR) 3.75 days. About four days of playing for 2% damage reduction. At that rate, you'd be at 25% DR in only 12.5 days, if it were possible.also the difference between vr12 and vr 14 is something like 2% damage received and taken compared to 25% with CP's
But 25% DR via CS assumes maxed out CP. I seriously doubt this is possible to achieve in the same amount of time, which is exactly the point of the Champion System.
Its not just pvp whining its changes a lot in pve as well... cant u see...Uriel_Nocturne wrote: »Grinders will always have lots more of everything than anyone else does.BugCollector wrote: »We know that grinders have lots more CP than others. For new players this is a nightmare, because they can never catch up anymore.
I suggest implementing seasonal CP. You can't get more than x times CP per season. Also, the people who are behind should get a xp bonus to catch up.
Wouldn't the game be more wonderful if everyone had the same amount of CP?
Getting rid of the CP system won't change that. The grinders will simply find something else to replace it with.
Personally, I like the CP system. It adds another layer of depth and diversity to the game, and that's not a bad thing in my eyes.
Unless this issue is purely PvP whining... which I still don't see the issue. Look at my sig. I don't grind CP's, and have a really low number of them so far. I still get PvP kills easily when PvE questing in IC, and that's against people whose characters run the whole range of Vet Ranks.
Its not just pvp whining its changes a lot in pve as well... cant u see...Uriel_Nocturne wrote: »Grinders will always have lots more of everything than anyone else does.BugCollector wrote: »We know that grinders have lots more CP than others. For new players this is a nightmare, because they can never catch up anymore.
I suggest implementing seasonal CP. You can't get more than x times CP per season. Also, the people who are behind should get a xp bonus to catch up.
Wouldn't the game be more wonderful if everyone had the same amount of CP?
Getting rid of the CP system won't change that. The grinders will simply find something else to replace it with.
Personally, I like the CP system. It adds another layer of depth and diversity to the game, and that's not a bad thing in my eyes.
Unless this issue is purely PvP whining... which I still don't see the issue. Look at my sig. I don't grind CP's, and have a really low number of them so far. I still get PvP kills easily when PvE questing in IC, and that's against people whose characters run the whole range of Vet Ranks.