silky_soft wrote: »If the cap was 3600 it would be 1902657 from 3599 to 3600. Problem we are having is with this implementation it is penalizing those that have not ground out 1000+ cp.
So someone at 2000 would need to get 2210934xp for 2001 cp. But this is not the case because earlier we found out that for 698th champ point you'll need 2377344.
((3599/(3600^0.95))+0.08)*400000 = 634,219
It's only tripled if you exceed the cap. It really is a fantastic formula.
Paulington wrote: »Paulington wrote:
"Once you hit the cap of 600 it levels out and each CP over the cap requires 400k XP. This means that those people who continue playing will feel like they are progressing their character still and not having to earn millions of XP for ever infinitesimal gains. We have to remember that it is ultimately irrelevant if someone has 2,000 CP over the cap because they can only spend the cap so why artificially limit their CP gain rate? This game is "play your way", so if they want to grind CP before the cap so they can "cap out" as soon as it is raised, why not?"
I don't believe it is entirely "play your way" from ZoS's perspective. They don't want people to grind. The system going into place kills any motivation to grind CP above the cap. I think that is by design and an important objective for ZoS.
It does reward people who have been grinding away all along, and some people are bothered by this, but it will presumably cause them to stop doing so going forward.
Not sure how great a reward it is for the grinders, though. If they plan to raise the cap by 100 or so CP at a time, the grinders will have 100 or so CP advantage over people at the cap for awhile every time the cap goes up. The difference between 0 and 100 CP is large. Between 500 and 600, 1000 and 1100, not so much.
I think a plain cap would pretty much kill the motivation to grind above the cap. To me, the x3 penalty kills the motivation to play above the cap (and below the cap as well, once the XP per CP is significantly larger than 400k.)
This is a key bone of contention with me as well @AlnilamE.
Once I am requiring 500k-1,000k XP per CP I think "Well, what's the point?" and I feel as if I am putting in ridiculous amounts of effort for basically zero gain.
Compared to 400k XP flat above the cap where I feel like I am still doing something and will still gain at least 1 CP per day due to enlightenment, regardless of whether or not I can spend it.
So especially you're happy to have a rough number of 2-3 million per cp for anyone that remotely played the game since releaae?silky_soft wrote: »If the cap was 3600 it would be 1902657 from 3599 to 3600. Problem we are having is with this implementation it is penalizing those that have not ground out 1000+ cp.
So someone at 2000 would need to get 2210934xp for 2001 cp. But this is not the case because earlier we found out that for 698th champ point you'll need 2377344.
((3599/(3600^0.95))+0.08)*400000 = 634,219
It's only tripled if you exceed the cap.
I've played at least 5 days a weak since launch... I have 103 CP's currently. I understand I'm no where near as active as some but I suspect i'm about average. I suspect the way this works nobody will be in the 2-3 million xp per cp range.
Hiero_Glyph wrote: »As a side note, the balance of the game becomes utterly ruined once you hit over ~1,200 CP. Getting to the max of 3,600 would be the end of the game as we know it. Yes, it's good to have longterm goals but CP were ill-conceived from the start and not correcting this error will cause way more harm than good. Specifically, no catchup mechanic will ever compensate for having to grind 2,000+ CP in a reasonable amount of time, the power gap is far too large. I hate to say it but CP needs a perma-cap and it should not exceed 1,440 (40% of 3,600).
Lastly, CP ruins build diversity since there is only a finite number of passives to select from. Every build should have a weakness or have to sacrifice a strength to compensate for such weakness(es). Once you have enough CP you can literally compensate for all of those shortcomings and still maximize your build's damage. The more CP you have the easier this is to accomplish. Worse yet, every other player with the same number of CP is doing exactly the same thing you are with almost no variation. DKs are the tanks, well not when every class has -25% damage from almost all sources (except physical). You want to deal damage with a DoT, well if it's magic or elemental it's getting -25% damage applied twice. The sytem is fun until you realizethat it breaks most of the game's mechanics.
Paulington wrote:
"Once you hit the cap of 600 it levels out and each CP over the cap requires 400k XP. This means that those people who continue playing will feel like they are progressing their character still and not having to earn millions of XP for ever infinitesimal gains. We have to remember that it is ultimately irrelevant if someone has 2,000 CP over the cap because they can only spend the cap so why artificially limit their CP gain rate? This game is "play your way", so if they want to grind CP before the cap so they can "cap out" as soon as it is raised, why not?"
I don't believe it is entirely "play your way" from ZoS's perspective. They don't want people to grind. The system going into place kills any motivation to grind CP above the cap. I think that is by design and an important objective for ZoS.
It does reward people who have been grinding away all along, and some people are bothered by this, but it will presumably cause them to stop doing so going forward.
Not sure how great a reward it is for the grinders, though. If they plan to raise the cap by 100 or so CP at a time, the grinders will have 100 or so CP advantage over people at the cap for awhile every time the cap goes up. The difference between 0 and 100 CP is large. Between 500 and 600, 1000 and 1100, not so much.
I think a plain cap would pretty much kill the motivation to grind above the cap. To me, the x3 penalty kills the motivation to play above the cap (and below the cap as well, once the XP per CP is significantly larger than 400k.)
ahstin2001nub18_ESO wrote: »Hiero_Glyph wrote: »As a side note, the balance of the game becomes utterly ruined once you hit over ~1,200 CP. Getting to the max of 3,600 would be the end of the game as we know it. Yes, it's good to have longterm goals but CP were ill-conceived from the start and not correcting this error will cause way more harm than good. Specifically, no catchup mechanic will ever compensate for having to grind 2,000+ CP in a reasonable amount of time, the power gap is far too large. I hate to say it but CP needs a perma-cap and it should not exceed 1,440 (40% of 3,600).
Lastly, CP ruins build diversity since there is only a finite number of passives to select from. Every build should have a weakness or have to sacrifice a strength to compensate for such weakness(es). Once you have enough CP you can literally compensate for all of those shortcomings and still maximize your build's damage. The more CP you have the easier this is to accomplish. Worse yet, every other player with the same number of CP is doing exactly the same thing you are with almost no variation. DKs are the tanks, well not when every class has -25% damage from almost all sources (except physical). You want to deal damage with a DoT, well if it's magic or elemental it's getting -25% damage applied twice. The sytem is fun until you realizethat it breaks most of the game's mechanics.
the systems like the champion system should always evolve with the game. the finite 3600 now should later end up getting raised and new perks should be added to purchase with points. unfortunately, from what it sounds like, this IS the final revision of the champion system PERIOD. so on one hand we are both wrong, and on the other we are both right. i concede though, that you are more than likely right- they have no current intention to broaden the champion system. it doesn't help their new "catch-up" scheme at all. if it is finite, then we will still be "different" but to such a low degree, it won't have the "perceived value" that all products must have for the consumer to be interested in it.
Hiero_Glyph wrote: »ahstin2001nub18_ESO wrote: »Hiero_Glyph wrote: »As a side note, the balance of the game becomes utterly ruined once you hit over ~1,200 CP. Getting to the max of 3,600 would be the end of the game as we know it. Yes, it's good to have longterm goals but CP were ill-conceived from the start and not correcting this error will cause way more harm than good. Specifically, no catchup mechanic will ever compensate for having to grind 2,000+ CP in a reasonable amount of time, the power gap is far too large. I hate to say it but CP needs a perma-cap and it should not exceed 1,440 (40% of 3,600).
Lastly, CP ruins build diversity since there is only a finite number of passives to select from. Every build should have a weakness or have to sacrifice a strength to compensate for such weakness(es). Once you have enough CP you can literally compensate for all of those shortcomings and still maximize your build's damage. The more CP you have the easier this is to accomplish. Worse yet, every other player with the same number of CP is doing exactly the same thing you are with almost no variation. DKs are the tanks, well not when every class has -25% damage from almost all sources (except physical). You want to deal damage with a DoT, well if it's magic or elemental it's getting -25% damage applied twice. The sytem is fun until you realizethat it breaks most of the game's mechanics.
the systems like the champion system should always evolve with the game. the finite 3600 now should later end up getting raised and new perks should be added to purchase with points. unfortunately, from what it sounds like, this IS the final revision of the champion system PERIOD. so on one hand we are both wrong, and on the other we are both right. i concede though, that you are more than likely right- they have no current intention to broaden the champion system. it doesn't help their new "catch-up" scheme at all. if it is finite, then we will still be "different" but to such a low degree, it won't have the "perceived value" that all products must have for the consumer to be interested in it.
If ZOS increased the number of CP anywhere near 3,600, let alone increased even more, the game just breaks. What happens is that the content would need to be made so difficult to handle the increase in overall player power that any player without as much CP are severely handicapped since they lack regen, passive bonuses, and additional resistance/damage. A lot of the players were around when ZOS let players create a character on the PTS with 3,600 CP and the results were just stupid. The challenge was gone and in PvP it just came down to who could exploit the mechanics the most, not about skill. The CP system also has an inherent stamina bias since there is no physical resistance passive. Anyway, your idea is noted but the game would be dead long before they get a chance to increase the CP system to exceed 3,600.
Please don't negate the effort and time players have spent by accumulating many Champion Points by putting them in a position where every CP after the cap they want to earn requires double, triple amount of time. Those people in general are much more active compared to newcomers and casual players, they are the core PVE and PVP players who keep you busy with providing them with fantastic content you provided us so far, they will pay for subscribing for even more content. Let the casual, new and returning players catch them up but don't penalise dedicated players by virtually stopping their progress until the next CP cap!
@ZOS_RyanRuzich
Not a fan of the way this was implemented. Here's what we asked for:
-A way for players with less CP to get within striking distance of players with more CP in a reasonable period of time
What you've done is:
1. Dis-incentivized players with lots of CP from playing by not only putting in a cap, but also significantly increasing their cost per CP
2. Made it HARDER for players with fewer CP to catch up once they get above a certain point
3. Lowered the cost of CP early on, but not enough to get someone on a level playing field in a reasonable period of time
A better implementation would be:
1. If you're over cap, you earn CP for each 400,000xp (it should never be above this).
2. If you're below cap, you earn CP more quickly (lower cost) the further away from the cap you are.
Design criteria should be as follows:
-A new VR player, earning an average amount of XP per day (I'll assume 1,000,000 as that is doable in a single play session if you try), should be able to get within X% of the cap (I'll assume 30%) within X days (I'll assume 30 days, as a month of constant play seems reasonable).
A formula that will allow that to happen is as follows (using excel terminology):
XP Cost for next CP=MIN(400,000,400,000/(CAP/(NEXT CP^(NEXT CP/CAP))))
I'll give two examples of how this formula will work, one at 500 CP Cap, and one at 3600 CP Cap (any formula needs to work for both):
500 CP Cap Example: 30,000,000 XP (or 30 days of playing)=503 CP, so you hit the cap in 30 days
Illustrative cost of some of the CP is as follows:
CP1=800 XP
CP100=2,009XP
CP400=96,546XP
CP500=400,000XP
3,600 CP Cap Example: 30,000,000 XP (or 30 days of playing)=2,928 CP, so you're within 80% of the cap in 30 days
Illustrative cost of some of the CP is as follows:
CP1=111 XP
CP100=126XP
CP500=263XP
CP1000=757XP
CP2000=7,580XP
CP3000=87,773XP
CP3600=400,000XP
Yep, players can become somewhat effective compared to the cap within a few days, and competitive within a month of playing. That's the point of a catch-up mechanic. They still have to work at it, but we're not talking about it taking 4 years on an average person's play schedule before they'll be able to compete in PvP or get into raids.
Note: If the previous poster is correct that we'll be able to generate more XP in the same play time going forward, then, obviously, you'd need to change this formula.
However, given that they are doing away with veteran ranks, and Orsimar will effectively battle-level players, I assume that maximum XP gain per hour will remain constant going forward.
ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
Paulington wrote: »ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
Hi @ZOS_RyanRuzich.
This is a step in the right direction but I think it is a halfway-house to a good solution. Ultimately we shouldn't be having to earn more than 400k XP per champion point ever because if we do then you're making us work harder for Champion Points than others already did, why is this? There is no difference in the amount of extra stats they provide so we're working harder for no reason.
Cheers!
Paulington wrote: »ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
Hi @ZOS_RyanRuzich.
This is a step in the right direction but I think it is a halfway-house to a good solution. Ultimately we shouldn't be having to earn more than 400k XP per champion point ever because if we do then you're making us work harder for Champion Points than others already did, why is this? There is no difference in the amount of extra stats they provide so we're working harder for no reason.
If you haven't already, please read my post on this issue that suggests an alternative way that means no-one works harder than people already have for the same Champion Point rank and it allows for the same objective, that is people not being able to be more powerful than a certain cap until ZOS increase it.
As it stands even with your new formula you are unfairly making some of us work harder than others for champion point gain and adding a complex part to the champion system that really isn't required, simpler really is better.
Cheers!
ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
Why is there a penalty at all for those past the cap? If you are past the cap you can not use the points anyway until the next cap change. Why is ZOS insistent on penalizing those who choose to make the investment of time to make CP. There should be NO PENALTY after the cap.
Paulington wrote: »ZOS_RyanRuzich wrote: »Hey everyone,
Thanks for all the feedback so far. We love reading your enthusiasm on this new system. Our goal is to make it as polished and awesome as possible before releasing to the live servers. The three main changes we’re looking to make are:
- Reducing the speed at which XP per point accelerates. Our data shows there is a good number of people in the 300 champion point range and we didn’t want them to feel like they had to grind all the way to 501 before the system releases. This now means players are gaining champion points faster than the old value up until their 445th point.
- Slightly increasing base XP. This helps normalize the curve a bit so players are spending a little more time in the beginning of the curve and less time at the end of the curve.
- Reducing the XP penalty for players past cap. We want dedicated players to still be able to make meaningful progress.
The formula would be adjusted in the following way to meet these goals:
- ((TotalPoints / (Cap ^ 0.995)) + 0.085) * 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 multiplied by 1.5.
- For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 34000 XP is required.
Hi @ZOS_RyanRuzich.
This is a step in the right direction but I think it is a halfway-house to a good solution. Ultimately we shouldn't be having to earn more than 400k XP per champion point ever because if we do then you're making us work harder for Champion Points than others already did, why is this? There is no difference in the amount of extra stats they provide so we're working harder for no reason.
Cheers!
@ZOS_RyanRuzich
Pretty much this. If you insist on maintaining a hard cap I don't see the point of having CPs artificially cost more past that cap.
On the other hand you could lift the cap and then have them cost more.
One or the other, don't do both.
I tagged you and some other devs in a suggestion I made this weekend, would be nice if you could check it out, I spent quite some time on it:
forums.elderscrollsonline.com/en/discussion/223595/suggestion-alternative-cp-advancement#latest
Thank you!
ZOS_RyanRuzich wrote: »((TotalPoints / (Cap ^ 0.995)) + 0.085) * 400000, where Total Points is how many CP points you’ve earned.
ZOS_RyanRuzich wrote: »((TotalPoints / (Cap ^ 0.995)) + 0.085) * 400000, where Total Points is how many CP points you’ve earned.
Your new formula still gives 700 million experience to someone with 1000 champ points, and 4.1 billion experience to someone with 2000 champ points. You're still unwittingly making it harder for everyone else to catch up. If you want to avoid this, you should either:
1) Use the new experience curve to recalculate everyone's champion points based on their previously earned experience.
2) Keep the experience per champion point at 400k or below.
I personally prefer #1, as you could completely get rid of the hard cap with a steep enough experience curve. There is no "meaningful progress" if you can't spend points. Whether you mean to or not, a hard cap says "you're playing too much, please unsub for a few months".
James-Wayne wrote: »I've mapped out what is required so everyone can see more clearly of the XP that is required if your interested:
ColtPython wrote: »I like the updated formula much better. Mostly because I will be at the hard cap from just playing often. However, I am still unclear as to why there needs to be any multiplier after the cap. This is for CP that we are not even allowed to use so why does it need to be slowed down?
In my experience, training dozens of new guildies they all get upset when they learn how the champion system works. "they should just get rid of it!" Once they get to 180 or so they change their tune entirely. "Its not so bad."
I like the original formula a little better cause I think they need to be caught up to about the 300 level. I guess 450 isn't that much more so I am ok with this.
The best thing that will come of this is HOPEFULLY we will no longer get posts on the forms complaining that they are losing to people with 1000+ CP. Rather than taking personal responsibility for not having any real experience. I would gladly take on a "1000+ CP grinder" as I don't believe they have as much real exp.