ZOS_RyanRuzich wrote: »......
- 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.
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: »((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".
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.
Elijah_Crow wrote: »I just think there are going to be a few very vocal voices who will never be happy.
Presumably the multiplier is so people are less likely to be over the next cap when the cap is raised, which would make them once again even harder to catch up to. The multiplier is needed so that once the cap is raised, players are closer together when working toward the next cap.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?
I think that's unnecessary. If they did that, then when the cap next goes up, these players would be at a disadvantage, as they should have more CPs based on their XP. Unless you think they should recalculate everyone's points every time they change the cap? In which case, the catch-up system is useless.Hiero_Glyph wrote: »I posted this same thing right when the first formula was rleeased and ZOS keeps pretending that they are not gifting some players hundreds of million or even billions of experience. The kicker here is that if ZOS rescales everyone, then there is no harm in changing how the system works regardless of what values the end up using since everyone will be on the same scale. It would be 100% fair for everyone involved.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".
Furtheremore, every single point of CP experience earned will be granted to every player so there is no cheating a player out of anything. If they had ESO+, used exp pots, a Ring of Mara, exploited grind spots, etc, they will still get every single point of CP experience that was earned. What will change is the amount of CP unlocked by this experience but as it would affect everyone according to the new system it would be absolutely balanced for everyone.
I'm not ZOS, but I'm sure it's intended. They're calling that threshold where it goes over 400k the "soft cap", and I believe it exists so that people who are over it don't pull away so fast from those below it, allowing those that are below to catch up. If this didn't happen, there would be a point at which players got no closer together in CPs, and thus were unable to "catch up".Only quoted part of your post but could Zeni answer this please? Is having to earn more than 400k XP intended? If so, why?
I think that's unnecessary. If they did that, then when the cap next goes up, these players would be at a disadvantage, as they should have more CPs based on their XP. Unless you think they should recalculate everyone's points every time they change the cap? In which case, the catch-up system is useless.Hiero_Glyph wrote: »I posted this same thing right when the first formula was rleeased and ZOS keeps pretending that they are not gifting some players hundreds of million or even billions of experience. The kicker here is that if ZOS rescales everyone, then there is no harm in changing how the system works regardless of what values the end up using since everyone will be on the same scale. It would be 100% fair for everyone involved.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".
Furtheremore, every single point of CP experience earned will be granted to every player so there is no cheating a player out of anything. If they had ESO+, used exp pots, a Ring of Mara, exploited grind spots, etc, they will still get every single point of CP experience that was earned. What will change is the amount of CP unlocked by this experience but as it would affect everyone according to the new system it would be absolutely balanced for everyone.
I think that's unnecessary. If they did that, then when the cap next goes up, these players would be at a disadvantage, as they should have more CPs based on their XP. Unless you think they should recalculate everyone's points every time they change the cap? In which case, the catch-up system is useless.
I honestly don't think ZOS ever intend on players ever finishing the CP grind. Just look at the new xp system in place with orsinium. It's actually meant to slow down player progression overall, even if we were to reach 3600 they would probably increase it to 10,800 and update the constellation tree passives. Let's just get this out of the way first.
I get it ZOS, you want players to keep playing the game, ok. The real root of what I feel is the problem is how we earn CP and the content that's the most rewarding for it. I agree that CP caps are needed in some way, shape or form to keep leaderboards and pvp actually competitive.
There should be a CP capped mode for Trials, VDSA and a Cyrodiil campaign (with less or no rewards or ap gain) instead of capping everything all together, make it 501 or w/e. Something low enough to even out the playing field at least a little bit instead of taking away the CP some players have spent months worth of time grinding out.
The catch up mechanic should be in the form of shifting where the most XP is gained and tuning it to content that (I presume) the majority of V1+ players enjoy. We should get much more XP from doing the daily pledge, Trials, the new solo arena (the most) and especially PVP. The challenging, engaging, fun content should give us the best experience, adjust the XP to what part of the game you want players to enjoy and what really shines in ESO.
I don't want to tell my friends that grinding in circles in IC or leveling new characters from scratch to redo the same hundred quests I've done done X number of times before is how ZOS wants us to play the game, that endgame doesn't compare to what other games have to offer.
Now for the catchup mechanic. For PVP if I defeat a player with far more CP than me I should get an XP BONUS from killing that player and get much much more XP, kind of like the way AP gain works with alliance rank differences. For PVE something should be done with the leaderboards such as an XP BONUS from player(s) with a lower average CP that complete a trial/arena with a comparable or better score in the non-CP cap mode. A system like this rewards the new players who out perform those with substantial stat advantage (resources, damage, mitigation) you name it and gives players that actually put in real hard work to defeat players with an advantage a way to catch up and in the CP cap mode a way to play at an even-playing field.
I and many others wouldn't have a problem with CP if it was gained at a faster rate doing enjoyable, challenging, dynamic, and engaging, endgame content and events compared to mind-numbing grinding. These of course are just some of my thoughts on how to fix CP, there's a lot that I would like to see with the direction of content design as well but that's a thread for another time. I have 385 CP with the majority of it from PVP. I have the time to CP grind but I refuse to.
Presumably the multiplier is so people are less likely to be over the next cap when the cap is raised, which would make them once again even harder to catch up to. The multiplier is needed so that once the cap is raised, players are closer together when working toward the next cap.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?
I think that's unnecessary. If they did that, then when the cap next goes up, these players would be at a disadvantage, as they should have more CPs based on their XP. Unless you think they should recalculate everyone's points every time they change the cap? In which case, the catch-up system is useless.
Recalculating xp takes champ points away from anyone above some threshold (approximately the cap) and gives champ points to everyone below it. If you have 93 champ points in the old system, you'll have 262 in the new. And because of the catch-up system, you'll earn future champ points faster.
Frankly, I wouldn't have a cap at all, just a linear ramp in experience to level and everyone's old experience applied to the new curve. Because every time you adjust the cap, we'll be revisiting the same argument , and customers will be annoyed for no reason. Just pull the band-aid off once, don't do it a little at a time.
If that's not enough (because all of the formulas suggested so far are linear, which can only provide a 2x catch-up regardless of parameters chosen), then try some of the other great alternatives suggested on this very forum. Like getting rid of champion points in non-vet PvP and half of the vet campaigns. Or changing enlightenment from being based on time to being based on champion level (16x under 100 champ points, 4x under 500 or whatever). Or adding more diminishing returns to the effects of champion points (e.g. 10 points of elemental expert get you to 12.5% damage, 100 points get you to 25%, and don't forget to do the same thing for the stat bonuses).
There are plenty of ideas that actually accomplish the stated goals of the catch-up system without a introducing a hard cap.
@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
ZOS_RyanRuzich wrote: »@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
Not this PTS, but possibly next PTS. Subject to the Will of Sheogorath of course.
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!
Elijah_Crow wrote: »I just think there are going to be a few very vocal voices who will never be happy.
What an asinine comment. So just because your guild is happy with the current iteration, the concerns raised by the rest of the community on the forum is invalid?
I don't know a single person in Hodor that has expressed that they think this is a good solution, and the complaints on forums are basically all the same ones; don't introduce XP penalty past the cap if there is going to be one.
So what did ZOS do? Chose a 1.5 multiplier instead of a 3. Why? Noone knows it wasn't explained. It's like they don't want to comprimise with their design choises no matter what the community says... And it's been like this since day one. I think everyone is in their right mind to give negative feedback, and I have never seen a more constructive community discussion going on than this one right here.
So please, you might not agree, but don't belittle the opinions of others.
Hiero_Glyph wrote: »ZOS_RyanRuzich wrote: »@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
Not this PTS, but possibly next PTS. Subject to the Will of Sheogorath of course.
Are you going to rescale players according to the new experience curve or will the players well above cap be gifted billions of CP experience?
What other possible reason could there be for dying in PvP? Oh yeah, exploits.dwemer_paleologist wrote: »this is straight up horrible, horrible
i love eso and i love pvp but,
there is 3 things ruining pvp for me right now:
1) these champion points
i will NEVER be able to catch up to people with those 501 CP, NEVER!
fact is i only have 278 champion points, and right now that means i pretty much get eaten alive by those with 350 or more champion points and most people have well over 500 and even 1000 champion points. ive played every day since beta and launch and i know for a fact i have played fairly and not grinded and grinded because i hate grinding!
yet those who grind thier brains out are allowed to be more powerfull then the rest of us? its not only unfair its down right mean of the developers to allow people to be so much more over powered like that.
why in heck are you letting people go way out in strength above others?
really terrible!
Sorry, but if you have 278 CP and are being "eaten alive" by people with 350, you may be doing something wrong. If you had say, 50, that would be a different story, but at 270+ you can put 30CP into each constellation and essentially get any of the 30-point passives you want.
Maybe you need to re-evaluate your build?
DaveMoeDee wrote: »What other possible reason could there be for dying in PvP? Oh yeah, exploits.dwemer_paleologist wrote: »this is straight up horrible, horrible
i love eso and i love pvp but,
there is 3 things ruining pvp for me right now:
1) these champion points
i will NEVER be able to catch up to people with those 501 CP, NEVER!
fact is i only have 278 champion points, and right now that means i pretty much get eaten alive by those with 350 or more champion points and most people have well over 500 and even 1000 champion points. ive played every day since beta and launch and i know for a fact i have played fairly and not grinded and grinded because i hate grinding!
yet those who grind thier brains out are allowed to be more powerfull then the rest of us? its not only unfair its down right mean of the developers to allow people to be so much more over powered like that.
why in heck are you letting people go way out in strength above others?
really terrible!
Sorry, but if you have 278 CP and are being "eaten alive" by people with 350, you may be doing something wrong. If you had say, 50, that would be a different story, but at 270+ you can put 30CP into each constellation and essentially get any of the 30-point passives you want.
Maybe you need to re-evaluate your build?
Hiero_Glyph wrote: »ZOS_RyanRuzich wrote: »@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
Not this PTS, but possibly next PTS. Subject to the Will of Sheogorath of course.
Are you going to rescale players according to the new experience curve or will the players well above cap be gifted billions of CP experience?
Except you left time out of the equation, and their "Gift" actually ends up becoming a large tax on a long enough timeline.
Hiero_Glyph wrote: »Hiero_Glyph wrote: »ZOS_RyanRuzich wrote: »@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
Not this PTS, but possibly next PTS. Subject to the Will of Sheogorath of course.
Are you going to rescale players according to the new experience curve or will the players well above cap be gifted billions of CP experience?
Except you left time out of the equation, and their "Gift" actually ends up becoming a large tax on a long enough timeline.
First, let me state that I am completely against any experience multiplier for being above cap. It's an artificial mechanic to increase an already tedious grind. That being said if a player has 800 million CP exp they will unlock X CP. Why should another player, upon reaching 800 million CP exp get any less than X CP?
Furthermore, if a player with high CP is rescaled they get all the benefits of the reduced CP cost lower on the curve so their first 200 million CP exp unlocks a whole lot of CP compared to the current system. What happens is that their CP exp above the cap is reduced so instead of gaining CP on a linear scale, they will just match the curve.
Comparatively a player with a low amount of CP will also benefit initially as they will unlock more CP than they have currently. What changes is that they will now have to follow the CP exp curve and their gains will begin to slow down just as the high CP player has done. In essence, both player get all of the benefit from the early curve, but since only the high CP player has reached the higher portion of the curve they suffer through it first. Keep in mind that the lower CP player may never get to that point but that does not mean that they would be excluded from the same curve.
If the curve is changed at a later date, that also benefits the higher CP player as they would unlock more of their earned CP whereas the lower CP player would still have to earn it at the adjusted rate. Let's not forget that the adjusted CP rate encourages players with less CP catching up to a fair median value, but it does not promote them ever catching players with a large amount of CP. Run the numbers if you doubt me and prove how a player with 600+ CP will somehow be caught by a players with 300 CP over time. The math simply does not support such a catchup mechanic if all players are scaled according to the new CP exp system.
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.
Hiero_Glyph wrote: »Hiero_Glyph wrote: »ZOS_RyanRuzich wrote: »@ZOS_RyanRuzich Just wondering if this updated formula is in for PTS 2.2.1, or if it's shortlisted for 2.2.2. Thanks!
Not this PTS, but possibly next PTS. Subject to the Will of Sheogorath of course.
Are you going to rescale players according to the new experience curve or will the players well above cap be gifted billions of CP experience?
Except you left time out of the equation, and their "Gift" actually ends up becoming a large tax on a long enough timeline.
First, let me state that I am completely against any experience multiplier for being above cap. It's an artificial mechanic to increase an already tedious grind. That being said if a player has 800 million CP exp they will unlock X CP. Why should another player, upon reaching 800 million CP exp get any less than X CP?
Furthermore, if a player with high CP is rescaled they get all the benefits of the reduced CP cost lower on the curve so their first 200 million CP exp unlocks a whole lot of CP compared to the current system. What happens is that their CP exp above the cap is reduced so instead of gaining CP on a linear scale, they will just match the curve.
Comparatively a player with a low amount of CP will also benefit initially as they will unlock more CP than they have currently. What changes is that they will now have to follow the CP exp curve and their gains will begin to slow down just as the high CP player has done. In essence, both player get all of the benefit from the early curve, but since only the high CP player has reached the higher portion of the curve they suffer through it first. Keep in mind that the lower CP player may never get to that point but that does not mean that they would be excluded from the same curve.
If the curve is changed at a later date, that also benefits the higher CP player as they would unlock more of their earned CP whereas the lower CP player would still have to earn it at the adjusted rate. Let's not forget that the adjusted CP rate encourages players with less CP catching up to a fair median value, but it does not promote them ever catching players with a large amount of CP. Run the numbers if you doubt me and prove how a player with 600+ CP will somehow be caught by a players with 300 CP over time. The math simply does not support such a catchup mechanic if all players are scaled according to the new CP exp system.
As I said, you're not taking time into the equation.
I'm going to go through this because no one is really applying a realistic scenario to this solution. They're calculating everything under a worst case scenario as if everyone earning CPs is already capped or over the "soft cap". There reality of the situation is, if the average is ~94 CPs then the overwhelming majority of players, even with the catchup mechanic will *never* reach the softcap. Therefore *every* CP the vast majority of players earn will actually cost them far less experience than it cost the players who have hundreds and thousands of CPs now.
Secondly, if you dont have a "slow down" mechanic then players who currently exceed the CP cap will never experience a moment below the seasonal cap. They will continue to jump to cap instantly the moment the cap is raised and this isn't a good thing. An increasing "slow down" mechanic beginning at the softcap and increasing rapidly beyond the hard cap is the only way to keep as many players as possible from being at the seasonal cap the moment new content and seasonal caps are raised. There will still be a few players who continue to do this, yet it deincentivizes grinding beyond the cap enough that it becomes not worth the effort. With respect to balance, this is the best solution possible.
Additionally, this whole idea of "Rescaling" players is not something I support. You can't promise players one thing and then take it away from them. The cap is bad enough, but at least the players get to keep their champion points and if they desire they no longer need to be concerned with earning them like the other players below the cap.
The "Catch-up mechanic" wasn't designed to make player with 300 CPs catch up to players with 600 CPs. It was designed to make it easy for a player who had he started at the same time as the 600 CP player would be at 600 CPs with that player the opportunity to start at 0 CPs and catch up to and be competitive with that player.
Even so, the math easily supports a player with 300 CPs catching up to a player with 600 CPs *provided they both earn the exact same experience from that point forward and that is exactly how it should work*. With the less agressive slow-down penalty this will take longer than with the old formula but it will still happen because of that 1.5 multiplicative penalty on top of the normal "soft cap" penalty. You and most other people are only considering the penalty the player who is "behind" is currently facing above the soft cap but not considering the fact that the player already above the cap is facing not only the soft cap penalty but a 1.5x penalty on top of that for every CP he earns. The end result is that each season his lead over all other players earning an equal amount of experience will shrink season to season until it becomes negligible.
But, won't you, at one point in time, arrive at the same exact problem again? This change will only delay that, and punish the people with a lot of champion points.
This too, seems like a lazy way of handling this problem to me.