Question I have is, post season 1 will this formula actually allow people to catch-up?
Based on the average CP and this formula what do you expect the average person to earn?
Let me make some assumptions
Assume average CP earned per season is 258
Season 1 Cap 501
Average CP at End of Season 1 = 338
Gap = 163 CP
Season 2 Cap 1000
Average CP at End of Season 2 - 596 CP
Gap = 404
Season 3 Cap 1500
Average CP at End of Season 3 - 854 CP
Gap = 646
I would assume that catch-up would mean the "average" gap would be getting smaller not larger?
My numbers are all based on a few assumptions however I am trying to illustrate a point to ensure that it is considered.
Ty for your time.
Um no if you look at the average of 93CP in the 240 days since Champion system launched to Nov 2 then you get ~.44CP per day. If players keep earning XP at the same rate with the catch up system in place then the average will go up 83CP in 90 days.
On the other end, people with 501+ CP will only gain between 42-45 CP in 90 days.
This is complicated math because you have to solve for the upper value of when the the two integrals is equal. If you want to see the math I can post it, but unless you understand integral calculus it won't help.
If you consider that this is basically a doubling of the average CP in only the last ~25% of the time since Champion system launched it seems to be a very effective curve to close the gap.
The real question is how much they will increase the cap per season, because the higher you raise the cap, the less effective the catch-up mechanic becomes.
In other words people above the cap will eventually fall below it, people below the cap but above the 1CP per day rate will have a hard time keeping up with the cap and people below the 1CP per day rate will rocket up quickly.
Seems exactly what was intended.
ZOS_RyanRuzich wrote: »
The new catch-up mechanic, currently on PTS, is subject to change based on player feedback and data. We’ll be iterating on it as needed on the PTS—we’ll do our best to update this post if and when that happens.
Please let us know if you have any questions!
Great formula. Seriously. Very good to catch up those first 300 CPs which are by far the ones that make the biggest difference.
I have one concern though. Why am I getting punished for having more than the Cap? I played your game on a daily basis since the release, I payed my sub (since the release of the game in 2014) for more exp and because I think this game is worth putting the money in, i bought scrolls and potions to boost my exp because I didn't want to fall behind. Now I'm sitting on almost 700 CPs with no chance of earning many more in the future because your tripling rule is preventing me from doing so. Why is this necessairy? Isn't it enough that every player above the cap loses progression they made over the past few months? I'm fine with not being able to spend approx. 250 cp as of november, but I'm not fine with the fact that every new CP will cost me millions to earn. And all because I played your game loyally.
ZOS_RyanRuzich wrote: »Greetings all!
There have been several requests on the forums for an explanation of exactly how the Champion System Catch-up mechanic we’re introducing with the Orsinium patch works. We’re here to offer some details about how the system works on the PTS, and hopefully answer some of your questions. Please note: This thread is not to discuss the pros/cons of the system, but rather to pass on some information about how the system currently works to help you with testing, and assist us in spotting any inconsistencies or errors.
With the new system, the formula used to calculate the amount of XP needed to gain a single Champion Point is as follows:
((TotalPoints / (Cap ^ 0.95)) + 0.08) * 400000, where Total Points is how many CP points you’ve earned.
If you exceed the cap, the XP required is calculated given the above formula, and then tripled. (So, the XP you would need to earn 512 Champion Points is 589,807, which is then tripled to 1,769,421.)
For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 1XP is required.
We only triple the point values if you are over the current Champion Point cap—once we raise the cap, the values will return to normal.
The new catch-up mechanic, currently on PTS, is subject to change based on player feedback and data. We’ll be iterating on it as needed on the PTS—we’ll do our best to update this post if and when that happens.
Please let us know if you have any questions!
Emma_Eunjung wrote: »This isn't just a catch-up mechanic... it's a SLOW-DOWN mechanic. After 501 CP, every 2 out of 3 hours of game time is effectively WASTED due to the tripling of XP required per CP.
I don't understand why they needed a slow-down when the cap is present. Why can't we stockpile CP for the next cap?
ZOS_RyanRuzich wrote: »silky_soft wrote: »I already edit it mate
There's a lag for when a post is submitted on our end and when it gets approved. Sorry :-(
@r.jan_emailb16_ESO Check the numbers again. It now takes 48 mil. less XP to reach 501 from scratch than it did before. Yes, it will take more XP than it used to if you're closer to 501, but that is also something that a catch-up mechanic can do -- by slowing down the rate at which you get ahead.r.jan_emailb16_ESO wrote: »I don't understand why people below the cap/the threshold mentioned earlier need more XP for one CP than those people who already earned them. Catching up means you need less to get to a certain spot (501 CP), not more...
ZOS_RyanRuzich wrote: »silky_soft wrote: »I already edit it mate
There's a lag for when a post is submitted on our end and when it gets approved. Sorry :-(
Wait... so the actual developer responses on these forums are pre-moderated?
What in the actual....
Emma_Eunjung wrote: »This isn't just a catch-up mechanic... it's a SLOW-DOWN mechanic. After 501 CP, every 2 out of 3 hours of game time is effectively WASTED due to the tripling of XP required per CP.
I don't understand why they needed a slow-down when the cap is present. Why can't we stockpile CP for the next cap?
Emma_Eunjung wrote: »This isn't just a catch-up mechanic... it's a SLOW-DOWN mechanic. After 501 CP, every 2 out of 3 hours of game time is effectively WASTED due to the tripling of XP required per CP.
I don't understand why they needed a slow-down when the cap is present. Why can't we stockpile CP for the next cap?
It's called "STOP GRINDING CP AND PLAY THE GAME"!!
Presumably it's to slow those people down so they don't get so far ahead of those with fewer CPs. Yes it's probably unfair, but I think that's the reasoning.GreyRanger wrote: »What is the purpose of making CP harder to earn from 350 CP to 500? The person who did the grind pre-2.2 got those pretty easily. That seems like a maintain the advantage mechanic.
Emma_Eunjung wrote: »This isn't just a catch-up mechanic... it's a SLOW-DOWN mechanic. After 501 CP, every 2 out of 3 hours of game time is effectively WASTED due to the tripling of XP required per CP.
I don't understand why they needed a slow-down when the cap is present. Why can't we stockpile CP for the next cap?
It's called "STOP GRINDING CP AND PLAY THE GAME"!!
Whoa, talking numbers, I did a little spreadsheet of my own.
You can view it here
To better understand at who is this system aimed at: it's most probably aimed at absolutely NEW players, or players around the at-the-time average CP. The numbers follow:
With the OLD, linear system, the XP needed to reach champion rank 501 is:
200 400 000 XP
With the NEW, seemingly linear but when you add the numbers up rather exponential system, the XP you need to earn to reach 501CP is:
152 455 765 XP
So, yeah. The difference in total is 47 944 235 XP.
This means that when you are above some threshold (~339 CP), every player with LESS Champion Points than you has a GREAT chance to catch up to you (they need to earn ~half the XP you needed to till this point (you needed 135 600 000
XP, newbies need "just" 73 232 664 XP)
It doesn't so much give you a chance to catch up to the current cap, it helps you reach the point of "higher average" , where you get at least 1 notable 120point passive each (depends on your distribution), and people at cap will not also have more than 3 (1 per) 120point passives. At most another 30 point. The next raise should hang somewhere around your second 120 point notables.
I'm starting to love this. Rigt now I'm sitting at 191 points. Looking forward to my first 120point passive
But only until the next cap. Say the next cap is 1002, then you'd need 19 million less XP to get from 338 to 501 than you do now.You keep forgetting. Once you hit 338 cp, you'll need 15 MILLION more exp than currently to get from 338 to 501. So in actual fact those currently at 501 have an advantage as most players won't get beyond 338.
But all that means is every single time a cap raises, people will reach the soft cap, say in your example 501 when the cap is q000. But those that have already grinded will be miles ahead, and will never be caught up to.
silky_soft wrote: »@ZOS_RyanRuzich so this is true comparing new system to old system?
My only issue with the existing Seasonal cap you've set for PC is I feel that 501 CPs is too low and will rob many active players such as myself and many others who have played the game normally of a normal sense of progression. I'd be fine with earning CPs (that I can spend) at the increased cost that players in the 338CP to the 501CP range are seeing with the existing cap but I and many other active players and supporters of ESO are going to go into Osrinium patch earning future CPs at a hyper inflated cost and I think that is something you should look at.
Setting the First season cap at 600-700CPs I think would be much more reasonable, especially if this is a cap you plan on keeping in place for longer than 30 days.
Question I have is, post season 1 will this formula actually allow people to catch-up?
silky_soft wrote: »With this system there is a soft cap around 35% lower then the actual cap.
Whoa, talking numbers, I did a little spreadsheet of my own.
You can view it here
To better understand at who is this system aimed at: it's most probably aimed at absolutely NEW players, or players around the at-the-time average CP. The numbers follow:
With the OLD, linear system, the XP needed to reach champion rank 501 is:
200 400 000 XP
With the NEW, seemingly linear but when you add the numbers up rather exponential system, the XP you need to earn to reach 501CP is:
152 455 765 XP
So, yeah. The difference in total is 47 944 235 XP.
This means that when you are above some threshold (~339 CP), every player with LESS Champion Points than you has a GREAT chance to catch up to you (they need to earn ~half the XP you needed to till this point (you needed 135 600 000
XP, newbies need "just" 73 232 664 XP)
It doesn't so much give you a chance to catch up to the current cap, it helps you reach the point of "higher average" , where you get at least 1 notable 120point passive each (depends on your distribution), and people at cap will not also have more than 3 (1 per) 120point passives. At most another 30 point. The next raise should hang somewhere around your second 120 point notables.
I'm starting to love this. Rigt now I'm sitting at 191 points. Looking forward to my first 120point passive
You keep forgetting. Once you hit 338 cp, you'll need 15 MILLION more exp than currently to get from 338 to 501. So in actual fact those currently at 501 have an advantage as most players won't get beyond 338.
And if someone is currently stuck at low cp, they most defiantly won't hit 501 when there's an xp increase.
Question I have is, post season 1 will this formula actually allow people to catch-up?
Based on the average CP and this formula what do you expect the average person to earn?
Let me make some assumptions
Assume average CP earned per season is 258
Season 1 Cap 501
Average CP at End of Season 1 = 338
Gap = 163 CP
Season 2 Cap 1000
Average CP at End of Season 2 - 596 CP
Gap = 404
Season 3 Cap 1500
Average CP at End of Season 3 - 854 CP
Gap = 646
I would assume that catch-up would mean the "average" gap would be getting smaller not larger?
My numbers are all based on a few assumptions however I am trying to illustrate a point to ensure that it is considered.
Ty for your time.
Yes and no.
This formula will not allow players who are extremely casual a chance to "catch up" to players who are hard core or extremely active.
It *will* however allow players who are new to the game and extremely active a chance to "Catch up" to players who are past the cap today which I think is the intended design.
Additionally players who are semi-casual or fairly active but not totally into XP gaining activities will gain CPs at a drastically increase rate for the remainder of their time in ESO which is also a plus.
Not really, hardcore players will continue to earn exp and stuff anyway, but once you hit 338 cp to get to 50. It will require 15 million MORE exp than currently.
Meaning it will take those casual players. Several times longer to get anywhere near those hardcore players. That's quote literally the xp of 1-16 be ranks more than currently used.
@Ezareth
Did you see this?ZOS_RichLambert wrote: »I don't usually talk numbers, but here's some to chew on with regards to the number of champion points players have. The number of players that are going to be affected by the cap is very, very small.
- Average CP on PC - 93
- Average CP on PS4 - 46
- Average CP on XB1 - 44
ZOS_RichLambert wrote: »The averages I posted were calculated from active accounts that have at least 1 VR character. (i.e. - can start earning CP) An account is only considered active if it has been logged into in the past 30 days and played the game for a period of time.
You and I are the minority. I want a balanced game with good fights and I thought you did too. This is a good thing! A 600 CP advantage is huge.
As I've said in multiple times, cp's won't change that. I can faceroll 6 people at once, with 100 cp, I can still gank people and insta gib them with my nightblade, even against people with several hundred cp, hell look at sypher, 300 cp and there's a video of him beat 20! Yes 20 players by himself...
Cps are not the issue.
The more maths I see, the better this looks.@r.jan_emailb16_ESO Check the numbers again. It now takes 48 mil. less XP to reach 501 from scratch than it did before. Yes, it will take more XP than it used to if you're closer to 501, but that is also something that a catch-up mechanic can do -- by slowing down the rate at which you get ahead.r.jan_emailb16_ESO wrote: »I don't understand why people below the cap/the threshold mentioned earlier need more XP for one CP than those people who already earned them. Catching up means you need less to get to a certain spot (501 CP), not more...