ahstin2001nub18_ESO wrote: »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.
yes, @Hiero_Glyph a solid point that this equation is based around equal access and game play. its not going to work because of the human and the game environment. thats why i recommended modifying the experience gains through one time quests to help new players catch up. the top will always be the top, the middle will always be the middle, and the bottom will always be the bottom. there is a way to help the bottom with out hindering the top.
Hiero_Glyph wrote: »ahstin2001nub18_ESO wrote: »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.
yes, @Hiero_Glyph a solid point that this equation is based around equal access and game play. its not going to work because of the human and the game environment. thats why i recommended modifying the experience gains through one time quests to help new players catch up. the top will always be the top, the middle will always be the middle, and the bottom will always be the bottom. there is a way to help the bottom with out hindering the top.
Yeah, you don't want everyone to end up in the middle, that would be so pointless. I agree that there are several ways to help players at the bottom reach a fair middle ground without making the middle the top and stopping the top entirely. A few adjustments to the curve could accomplish this as you could slow down advancement without artificially stopping it with a multiplier. Likewise, instead of just letting players ramp up instantly when hitting vr1 you could add secondary objectives or other things to help them reach a fair value over time. You do not want to give vr1 players 100 CP in a week, you just want to make it where they can reach ~300 CP with a moderate amount of effort (such as by completing Cadwell's silver/gold or playing in Cyrodiil every day for a couple months).
Hiero_Glyph wrote: »The problem is that the CP gap exists for a reason and having equal playing time is simply not a practical condition. The CP gap exists because some players are simply playing more. While there are players that are far more efficient in how they farm CP, the vast majority with high CP just play the game a lot. That is why a catchup mechanic is needed but in truth, the multiplier is what would really allow players to catchup since all progress above cap becomes stagnant to a degree. The multiplier serves little purpose as long as the cap already exists other than to severely hamper players that have played the game the most. This is simply a bad design choice. What makes it worse is that if you allow high CP players to keep their CP according to the previous linear system they will have to wait even longer until they can progress with a cap in place. Again, it's just bad design.
The point is that the experience curve should be made to give players a longterm goal and also keep them interested in playing. The new system makes all experience gains above cap pretty much stagnant but also gives players with 1,000+ CP asolutely nothing to work towards until the cap is increased to that point (in late 2016?). If the curve had moderate increases so that anyone above 445 CP would need to earn over 400k then they would still be rewarded for playing but begin to slow down over time. Any other player behind them would experience the same slow down when they reached that point. The difference would be that when the curve is readjusted the low CP players would again be able to gain at a slightly faster rate but so would the higher CP plalyers, just slightly slower. Then again, if playing time is a factor there may not be that much difference. The result is that low CP players would increase CP according to their limited time, while high CP players would increase CP according to their increased playing time. No multiplier is needed, just a curve that favors the low CP players and keeps them competitive without ever letting them truly catch the high CP players unless they start to play more. Besides, the cap will regulate anyone with large amounts of CP. A multiplier above cap is artificial and the experience curve will keep everyone competitive while still keeping CP gains relative to time invested.
One last note is that if you let players keep their CP according to the linear system you are giving them very little to work towards in the future. If you rescale them, remove the multiplier for being above cap, and adjust the curve so that their gains are slowed the higher they get you will reward them for playing but also minimize their CP advantage from the linear system (isn't that the entire point?). A player with 1,000 CP would still have a lot of CP, just be rescaled to ~700 (just a guess) and have to earn CP at well over 400k each. This may seem like a negative but it is far better than keeping 1,000 CP and basically just waiting for the cap to increase enough to allow them to have something to work towards again.
EDIT: Sorry, long post, I know. Having all players with equal CP is horrible for the game! You want CP discrepancy otherwise why have the system in place at all? You might as well just give all players X CP and let them customize their builds (which really means maximizing damage and sustain/regen).
Hiero_Glyph wrote: »The problem is that the CP gap exists for a reason and having equal playing time is simply not a practical condition. The CP gap exists because some players are simply playing more. While there are players that are far more efficient in how they farm CP, the vast majority with high CP just play the game a lot. That is why a catchup mechanic is needed but in truth, the multiplier is what would really allow players to catchup since all progress above cap becomes stagnant to a degree. The multiplier serves little purpose as long as the cap already exists other than to severely hamper players that have played the game the most. This is simply a bad design choice. What makes it worse is that if you allow high CP players to keep their CP according to the previous linear system they will have to wait even longer until they can progress with a cap in place. Again, it's just bad design.
The point is that the experience curve should be made to give players a longterm goal and also keep them interested in playing. The new system makes all experience gains above cap pretty much stagnant but also gives players with 1,000+ CP asolutely nothing to work towards until the cap is increased to that point (in late 2016?). If the curve had moderate increases so that anyone above 445 CP would need to earn over 400k then they would still be rewarded for playing but begin to slow down over time. Any other player behind them would experience the same slow down when they reached that point. The difference would be that when the curve is readjusted the low CP players would again be able to gain at a slightly faster rate but so would the higher CP plalyers, just slightly slower. Then again, if playing time is a factor there may not be that much difference. The result is that low CP players would increase CP according to their limited time, while high CP players would increase CP according to their increased playing time. No multiplier is needed, just a curve that favors the low CP players and keeps them competitive without ever letting them truly catch the high CP players unless they start to play more. Besides, the cap will regulate anyone with large amounts of CP. A multiplier above cap is artificial and the experience curve will keep everyone competitive while still keeping CP gains relative to time invested.
One last note is that if you let players keep their CP according to the linear system you are giving them very little to work towards in the future. If you rescale them, remove the multiplier for being above cap, and adjust the curve so that their gains are slowed the higher they get you will reward them for playing but also minimize their CP advantage from the linear system (isn't that the entire point?). A player with 1,000 CP would still have a lot of CP, just be rescaled to ~700 (just a guess) and have to earn CP at well over 400k each. This may seem like a negative but it is far better than keeping 1,000 CP and basically just waiting for the cap to increase enough to allow them to have something to work towards again.
EDIT: Sorry, long post, I know. Having all players with equal CP is horrible for the game! You want CP discrepancy otherwise why have the system in place at all? You might as well just give all players X CP and let them customize their builds (which really means maximizing damage and sustain/regen).
The reality is, most of the players above the cap played a ton and/or grinded for the past 7 months to get where they are. These players will continue to be the kind of players who are the most powerful players from a stat and itemization standpoint...and they should be. The Cap just keeps that power from becoming too great. "Rescaling" those players is basically lying to the player. They were told they would earn 1 champion point for every 400K experience they earned and they played and invested their time earning those CPs with that in mind. "Rescaling" would take that time spent and take away a large portion of it that had they been aware of it would have meant for many of them they never would have played or ground as much.
This is very different than changing the formula for all *future* CPs earned. Players would be well aware of how much earning a CP point cost them and would modify their behavior accordingly. The fact that these players are no longer going to get a sense of progression until the cap passess them for awhile is a condition of their willingness to spend too much time grinding/playing in order to make themselves an order of magnitude more powerful than anyone else. What you are suggesting would do the very opposite of you're arguing for. No multiplier means these players will *never* be below the seasonal cap.
The current design will push both ends of the CP spectrum towards the softcap but there will still be great variation in CPs between players.
I've said many times that I think the CP cap at 501 is too low and that it instead should be at 600 or 700 but that belief doesn't invalidate the long term design of the formula they used.
Hiero_Glyph wrote: »The problem is that the CP gap exists for a reason and having equal playing time is simply not a practical condition. The CP gap exists because some players are simply playing more. While there are players that are far more efficient in how they farm CP, the vast majority with high CP just play the game a lot. That is why a catchup mechanic is needed but in truth, the multiplier is what would really allow players to catchup since all progress above cap becomes stagnant to a degree. The multiplier serves little purpose as long as the cap already exists other than to severely hamper players that have played the game the most. This is simply a bad design choice. What makes it worse is that if you allow high CP players to keep their CP according to the previous linear system they will have to wait even longer until they can progress with a cap in place. Again, it's just bad design.
The point is that the experience curve should be made to give players a longterm goal and also keep them interested in playing. The new system makes all experience gains above cap pretty much stagnant but also gives players with 1,000+ CP asolutely nothing to work towards until the cap is increased to that point (in late 2016?). If the curve had moderate increases so that anyone above 445 CP would need to earn over 400k then they would still be rewarded for playing but begin to slow down over time. Any other player behind them would experience the same slow down when they reached that point. The difference would be that when the curve is readjusted the low CP players would again be able to gain at a slightly faster rate but so would the higher CP plalyers, just slightly slower. Then again, if playing time is a factor there may not be that much difference. The result is that low CP players would increase CP according to their limited time, while high CP players would increase CP according to their increased playing time. No multiplier is needed, just a curve that favors the low CP players and keeps them competitive without ever letting them truly catch the high CP players unless they start to play more. Besides, the cap will regulate anyone with large amounts of CP. A multiplier above cap is artificial and the experience curve will keep everyone competitive while still keeping CP gains relative to time invested.
One last note is that if you let players keep their CP according to the linear system you are giving them very little to work towards in the future. If you rescale them, remove the multiplier for being above cap, and adjust the curve so that their gains are slowed the higher they get you will reward them for playing but also minimize their CP advantage from the linear system (isn't that the entire point?). A player with 1,000 CP would still have a lot of CP, just be rescaled to ~700 (just a guess) and have to earn CP at well over 400k each. This may seem like a negative but it is far better than keeping 1,000 CP and basically just waiting for the cap to increase enough to allow them to have something to work towards again.
EDIT: Sorry, long post, I know. Having all players with equal CP is horrible for the game! You want CP discrepancy otherwise why have the system in place at all? You might as well just give all players X CP and let them customize their builds (which really means maximizing damage and sustain/regen).
The reality is, most of the players above the cap played a ton and/or grinded for the past 7 months to get where they are. These players will continue to be the kind of players who are the most powerful players from a stat and itemization standpoint...and they should be. The Cap just keeps that power from becoming too great. "Rescaling" those players is basically lying to the player. They were told they would earn 1 champion point for every 400K experience they earned and they played and invested their time earning those CPs with that in mind. "Rescaling" would take that time spent and take away a large portion of it that had they been aware of it would have meant for many of them they never would have played or ground as much.
This is very different than changing the formula for all *future* CPs earned. Players would be well aware of how much earning a CP point cost them and would modify their behavior accordingly. The fact that these players are no longer going to get a sense of progression until the cap passess them for awhile is a condition of their willingness to spend too much time grinding/playing in order to make themselves an order of magnitude more powerful than anyone else. What you are suggesting would do the very opposite of you're arguing for. No multiplier means these players will *never* be below the seasonal cap.
The current design will push both ends of the CP spectrum towards the softcap but there will still be great variation in CPs between players.
I've said many times that I think the CP cap at 501 is too low and that it instead should be at 600 or 700 but that belief doesn't invalidate the long term design of the formula they used.
ahstin2001nub18_ESO wrote: »
-pvp is probably the best over all CP gain
Hiero_Glyph wrote: »Let me clarify something. Currently 400k experience unlocks 1 CP. Each and every player in the game will have the same amount of CP experience currently as they have after the system changes. The only change would be the number of CP unlocked according to the new experience system. Players did not earn X CP, they used experience pots and ESO+ to grind experience from quests and mobs. They were never able to do anything other than earn experience to unlock CP. Once the amount of experience to unlock CP is changed so should the amount of CP, otherwise you create discrepancies where some players are penalized while other are rewarded.
Also, there was never any guarantee that mechanics within the game cannot change. It would be no different if you had a certain stamina and weapon damage to make a skill do X damage and it gets changed at some point. You are not entitled to always do X damage. It is just part of playing any MMO. Except in this case its not a nerf but a global change to correct a mistake in how CP were initially handled. Lastly, why would a player ever want to be below the cap if they have played the game way more than another player? They should remain at/above the cap at all times since they play the game so much. When the cap increases the instantly hit the new one; fair is fair.
silky_soft wrote: »@Mcnick I'm 261cp and stand to benefit out of this. But I don't think the current formula is fair. We never asked for a penalty, just a cap and a reasonable way to catch up. We all thought there would be a cap between 600-800, not this low. We also thought that the catchup would just be a boost to enlightenment. Either by multiplying in tiers or permanent till a certain percentage of the cap, softcap. Both of these would require people to want CP and not hand it out for free.
But we got this instead
The first half of it up until the softcap is a great idea. Everything after is not so great. It rewards people now for grinding out as much xp as possible before the cap comes in. That trend of only being able to add 44cp for 500+ continues all the way. So investing time now will greatly benefit those people in the future.
There should be no penalty between soft and hard cap. Since they don't care about it costing us the same amount of xp per cp as it did the people over 2k. Keep the slight increase after hard cap till the next cap. Move the x3 from hard cap and place it at the next hard cap. This would allow for 'progression' for high cp earners, punish farmers/botters/exploiters who ruined it for everyone, a catch up for slower more casual players and not penalize the everyday players.
silky_soft wrote: »@Mcnick I'm 261cp and stand to benefit out of this. But I don't think the current formula is fair. We never asked for a penalty, just a cap and a reasonable way to catch up. We all thought there would be a cap between 600-800, not this low. We also thought that the catchup would just be a boost to enlightenment. Either by multiplying in tiers or permanent till a certain percentage of the cap, softcap. Both of these would require people to want CP and not hand it out for free.
But we got this instead
The first half of it up until the softcap is a great idea. Everything after is not so great. It rewards people now for grinding out as much xp as possible before the cap comes in. That trend of only being able to add 44cp for 500+ continues all the way. So investing time now will greatly benefit those people in the future.
There should be no penalty between soft and hard cap. Since they don't care about it costing us the same amount of xp per cp as it did the people over 2k. Keep the slight increase after hard cap till the next cap. Move the x3 from hard cap and place it at the next hard cap. This would allow for 'progression' for high cp earners, punish farmers/botters/exploiters who ruined it for everyone, a catch up for slower more casual players and not penalize the everyday players.
ahstin2001nub18_ESO wrote: »@Ezareth there modified it, it still doesn't change anything. they are gonna chop the head off the snake...
ya except increasing the cap 2 times a year at ur rate would just ruin the game and put us back in the position were in.. do it montly at like 25-50 cp at a time that is very reasonable thats 1-2 cp a day that isnt hard for anyone at all imo especially cuz you get enlightened once a day so if you cant get 1 cp a day thats not our problem it requires literally 10 mins of gameplay to grind out a cp lvl if its enlightened a reasonable cap so we all would feel like it is character progression would be 25-30 cp a month we would eventually catch up to the people with high numbers and they would stay around the same number cuz its harder for them to earn makes perfect sense but if you wait 6 months to 1 year to raise the cap its gonna kill it or put us back in the same position were in right now which makes no sense monthly cap raises makes most sense not 6 month to 1 year at 300-400 cp no... makes no sense... then we have to do the same exact grind literally everyone though thats behind this time and i personaly know people with over 1500 so this wont effect them but if we did a monthly 25-50 cp us peeps that were behind could eventually 1 month be caught up to the people at 1500+ but idk if that will be possible for anyone with this in effect good idea with the cp system bad setup i agree the cap could be a lil higher than 501 but we dont really know what can happen till they announce how often and how much these cp cap increases will be maybe 50 cp a month is a lil high but if its a cap they make the exp lower to get cp instead of higher if its a catch up mechanic and its only harder for people ahead of the cp cap thats the only people it should be harder for is the people ahead of the cp cap periodPaulington wrote: »Hey all.
Myself and @Zinaroth have been discussing this system and whilst we have differing opinions on whether or not there should be a hard cap in the system we believe we have come up with two viable systems.
I will let @Zinaroth explain his system in the post he makes so I will focus on mine here.XP Required = 100,000 + [CP Rank * (300,000/CP CAP)]
My suggestion is that the CP at the cap takes 400,000 XP to earn and everything prior to that takes <400,000 XP down to a base of 100,000 XP for CP Rank 1.
My first example is that with Orsinium the cap be set to 600 CP instead of the current 501, this means in 2.2 the graph of XP required vs. CP would look like this:
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?
Now, we have a cap of 600 with Orsinium release, when and how is the cap raised? We all know we dislike not knowing when things will happen and like to plan ahead, so my suggestion is a biannual CP cap raise on pre-determined dates. The cap would raise by 375 CP twice a year.
Of course if this rate of cap increase is too slow it could be modified, but I think 750 CP per year is a solid rate of cap increase based upon the expected life cycle of this game at release.
Now the important part is that when the cap is raised, the XP required for the CP below the cap changes also. Here is a comparison graph for the cap at 600 and the first cap raise to 975.
As you can see, it becomes easier to gain the first CP Ranks and "catch up" to those at the cap as time goes on. This means that even if you start playing ESO when the cap is 2,100 you can with effort catch up to those at the cap.
With this system, enlightenment would remain unchanged at 400,000 XP per day. This means people with low CP will get more CP per day than those at the cap if they only use their enlightenment each day.
DISCLAIMER: I've yet to fully flesh this out and may have made a mistake or two throwing it together. I don't claim that this is THE solution but I believe it is better than the current solution. I would be open to a combination of my system and @Zinaroth's system where CP get more expensive after the cap but it doesn't go above 400k XP per CP prior to the current cap. I'm just looking for input and advice on this.
Thanks to @Zinaroth for helping me out here!
ya except increasing the cap 2 times a year at ur rate would just ruin the game and put us back in the position were in.. do it montly at like 25-50 cp at a time that is very reasonable thats 1-2 cp a day that isnt hard for anyone at all imo especially cuz you get enlightened once a day so if you cant get 1 cp a day thats not our problem it requires literally 10 mins of gameplay to grind out a cp lvl if its enlightened a reasonable cap so we all would feel like it is character progression would be 25-30 cp a month we would eventually catch up to the people with high numbers and they would stay around the same number cuz its harder for them to earn makes perfect sense but if you wait 6 months to 1 year to raise the cap its gonna kill it or put us back in the same position were in right now which makes no sense monthly cap raises makes most sense not 6 month to 1 year at 300-400 cp no... makes no sense... then we have to do the same exact grind literally everyone though thats behind this time and i personaly know people with over 1500 so this wont effect them but if we did a monthly 25-50 cp us peeps that were behind could eventually 1 month be caught up to the people at 1500+ but idk if that will be possible for anyone with this in effect good idea with the cp system bad setup i agree the cap could be a lil higher than 501 but we dont really know what can happen till they announce how often and how much these cp cap increases will be maybe 50 cp a month is a lil high but if its a cap they make the exp lower to get cp instead of higher if its a catch up mechanic and its only harder for people ahead of the cp cap thats the only people it should be harder for is the people ahead of the cp cap periodPaulington wrote: »Hey all.
Myself and @Zinaroth have been discussing this system and whilst we have differing opinions on whether or not there should be a hard cap in the system we believe we have come up with two viable systems.
I will let @Zinaroth explain his system in the post he makes so I will focus on mine here.XP Required = 100,000 + [CP Rank * (300,000/CP CAP)]
My suggestion is that the CP at the cap takes 400,000 XP to earn and everything prior to that takes <400,000 XP down to a base of 100,000 XP for CP Rank 1.
My first example is that with Orsinium the cap be set to 600 CP instead of the current 501, this means in 2.2 the graph of XP required vs. CP would look like this:
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?
Now, we have a cap of 600 with Orsinium release, when and how is the cap raised? We all know we dislike not knowing when things will happen and like to plan ahead, so my suggestion is a biannual CP cap raise on pre-determined dates. The cap would raise by 375 CP twice a year.
Of course if this rate of cap increase is too slow it could be modified, but I think 750 CP per year is a solid rate of cap increase based upon the expected life cycle of this game at release.
Now the important part is that when the cap is raised, the XP required for the CP below the cap changes also. Here is a comparison graph for the cap at 600 and the first cap raise to 975.
As you can see, it becomes easier to gain the first CP Ranks and "catch up" to those at the cap as time goes on. This means that even if you start playing ESO when the cap is 2,100 you can with effort catch up to those at the cap.
With this system, enlightenment would remain unchanged at 400,000 XP per day. This means people with low CP will get more CP per day than those at the cap if they only use their enlightenment each day.
DISCLAIMER: I've yet to fully flesh this out and may have made a mistake or two throwing it together. I don't claim that this is THE solution but I believe it is better than the current solution. I would be open to a combination of my system and @Zinaroth's system where CP get more expensive after the cap but it doesn't go above 400k XP per CP prior to the current cap. I'm just looking for input and advice on this.
Thanks to @Zinaroth for helping me out here!
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?
ahstin2001nub18_ESO wrote: »@Ezareth there modified it, it still doesn't change anything. they are gonna chop the head off the snake...
I just think this is going to be one of those things where everyone is going to have to try the system out before commenting further. We've all pretty much said our piece. I think we can all agree the system as it exists now is preferable to the one that exists on live.
ahstin2001nub18_ESO wrote: »ahstin2001nub18_ESO wrote: »@Ezareth there modified it, it still doesn't change anything. they are gonna chop the head off the snake...
I just think this is going to be one of those things where everyone is going to have to try the system out before commenting further. We've all pretty much said our piece. I think we can all agree the system as it exists now is preferable to the one that exists on live.
agreed, id roll with it if it was a soft cap at 501 with catch up in mind, but the hard cap pretty well does it for me. im a progressor, so this combined with the huge gear grind.... yeah for got it.
ya except increasing the cap 2 times a year at ur rate would just ruin the game and put us back in the position were in.. do it montly at like 25-50 cp at a time that is very reasonable thats 1-2 cp a day that isnt hard for anyone at all imo especially cuz you get enlightened once a day so if you cant get 1 cp a day thats not our problem it requires literally 10 mins of gameplay to grind out a cp lvl if its enlightened a reasonable cap so we all would feel like it is character progression would be 25-30 cp a month we would eventually catch up to the people with high numbers and they would stay around the same number cuz its harder for them to earn makes perfect sense but if you wait 6 months to 1 year to raise the cap its gonna kill it or put us back in the same position were in right now which makes no sense monthly cap raises makes most sense not 6 month to 1 year at 300-400 cp no... makes no sense... then we have to do the same exact grind literally everyone though thats behind this time and i personaly know people with over 1500 so this wont effect them but if we did a monthly 25-50 cp us peeps that were behind could eventually 1 month be caught up to the people at 1500+ but idk if that will be possible for anyone with this in effect good idea with the cp system bad setup i agree the cap could be a lil higher than 501 but we dont really know what can happen till they announce how often and how much these cp cap increases will be maybe 50 cp a month is a lil high but if its a cap they make the exp lower to get cp instead of higher if its a catch up mechanic and its only harder for people ahead of the cp cap thats the only people it should be harder for is the people ahead of the cp cap periodPaulington wrote: »Hey all.
Myself and @Zinaroth have been discussing this system and whilst we have differing opinions on whether or not there should be a hard cap in the system we believe we have come up with two viable systems.
I will let @Zinaroth explain his system in the post he makes so I will focus on mine here.XP Required = 100,000 + [CP Rank * (300,000/CP CAP)]
My suggestion is that the CP at the cap takes 400,000 XP to earn and everything prior to that takes <400,000 XP down to a base of 100,000 XP for CP Rank 1.
My first example is that with Orsinium the cap be set to 600 CP instead of the current 501, this means in 2.2 the graph of XP required vs. CP would look like this:
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?
Now, we have a cap of 600 with Orsinium release, when and how is the cap raised? We all know we dislike not knowing when things will happen and like to plan ahead, so my suggestion is a biannual CP cap raise on pre-determined dates. The cap would raise by 375 CP twice a year.
Of course if this rate of cap increase is too slow it could be modified, but I think 750 CP per year is a solid rate of cap increase based upon the expected life cycle of this game at release.
Now the important part is that when the cap is raised, the XP required for the CP below the cap changes also. Here is a comparison graph for the cap at 600 and the first cap raise to 975.
As you can see, it becomes easier to gain the first CP Ranks and "catch up" to those at the cap as time goes on. This means that even if you start playing ESO when the cap is 2,100 you can with effort catch up to those at the cap.
With this system, enlightenment would remain unchanged at 400,000 XP per day. This means people with low CP will get more CP per day than those at the cap if they only use their enlightenment each day.
DISCLAIMER: I've yet to fully flesh this out and may have made a mistake or two throwing it together. I don't claim that this is THE solution but I believe it is better than the current solution. I would be open to a combination of my system and @Zinaroth's system where CP get more expensive after the cap but it doesn't go above 400k XP per CP prior to the current cap. I'm just looking for input and advice on this.
Thanks to @Zinaroth for helping me out here!
and at the same time it would keep us all on the same level of game play and it would truly come down to how skillful the player is :P
ahstin2001nub18_ESO wrote: »ahstin2001nub18_ESO wrote: »@Ezareth there modified it, it still doesn't change anything. they are gonna chop the head off the snake...
I just think this is going to be one of those things where everyone is going to have to try the system out before commenting further. We've all pretty much said our piece. I think we can all agree the system as it exists now is preferable to the one that exists on live.
agreed, id roll with it if it was a soft cap at 501 with catch up in mind, but the hard cap pretty well does it for me. im a progressor, so this combined with the huge gear grind.... yeah for got it.ya except increasing the cap 2 times a year at ur rate would just ruin the game and put us back in the position were in.. do it montly at like 25-50 cp at a time that is very reasonable thats 1-2 cp a day that isnt hard for anyone at all imo especially cuz you get enlightened once a day so if you cant get 1 cp a day thats not our problem it requires literally 10 mins of gameplay to grind out a cp lvl if its enlightened a reasonable cap so we all would feel like it is character progression would be 25-30 cp a month we would eventually catch up to the people with high numbers and they would stay around the same number cuz its harder for them to earn makes perfect sense but if you wait 6 months to 1 year to raise the cap its gonna kill it or put us back in the same position were in right now which makes no sense monthly cap raises makes most sense not 6 month to 1 year at 300-400 cp no... makes no sense... then we have to do the same exact grind literally everyone though thats behind this time and i personaly know people with over 1500 so this wont effect them but if we did a monthly 25-50 cp us peeps that were behind could eventually 1 month be caught up to the people at 1500+ but idk if that will be possible for anyone with this in effect good idea with the cp system bad setup i agree the cap could be a lil higher than 501 but we dont really know what can happen till they announce how often and how much these cp cap increases will be maybe 50 cp a month is a lil high but if its a cap they make the exp lower to get cp instead of higher if its a catch up mechanic and its only harder for people ahead of the cp cap thats the only people it should be harder for is the people ahead of the cp cap periodPaulington wrote: »Hey all.
Myself and @Zinaroth have been discussing this system and whilst we have differing opinions on whether or not there should be a hard cap in the system we believe we have come up with two viable systems.
I will let @Zinaroth explain his system in the post he makes so I will focus on mine here.XP Required = 100,000 + [CP Rank * (300,000/CP CAP)]
My suggestion is that the CP at the cap takes 400,000 XP to earn and everything prior to that takes <400,000 XP down to a base of 100,000 XP for CP Rank 1.
My first example is that with Orsinium the cap be set to 600 CP instead of the current 501, this means in 2.2 the graph of XP required vs. CP would look like this:
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?
Now, we have a cap of 600 with Orsinium release, when and how is the cap raised? We all know we dislike not knowing when things will happen and like to plan ahead, so my suggestion is a biannual CP cap raise on pre-determined dates. The cap would raise by 375 CP twice a year.
Of course if this rate of cap increase is too slow it could be modified, but I think 750 CP per year is a solid rate of cap increase based upon the expected life cycle of this game at release.
Now the important part is that when the cap is raised, the XP required for the CP below the cap changes also. Here is a comparison graph for the cap at 600 and the first cap raise to 975.
As you can see, it becomes easier to gain the first CP Ranks and "catch up" to those at the cap as time goes on. This means that even if you start playing ESO when the cap is 2,100 you can with effort catch up to those at the cap.
With this system, enlightenment would remain unchanged at 400,000 XP per day. This means people with low CP will get more CP per day than those at the cap if they only use their enlightenment each day.
DISCLAIMER: I've yet to fully flesh this out and may have made a mistake or two throwing it together. I don't claim that this is THE solution but I believe it is better than the current solution. I would be open to a combination of my system and @Zinaroth's system where CP get more expensive after the cap but it doesn't go above 400k XP per CP prior to the current cap. I'm just looking for input and advice on this.
Thanks to @Zinaroth for helping me out here!
and at the same time it would keep us all on the same level of game play and it would truly come down to how skillful the player is :P
Or, they could use this formula instead:
XP Cost for next CP=MIN(400000,400000/(CAP/(NEXT CP^(NEXT CP/CAP))))
Which solves all the problems people seem to be concerned about (see my previous posts), regardless of what they make the cap.
With this formula, it always keeps players within 30 1,000,000 xp play sessions to get within 70-80% of the cap, and never costs more than 400,000 xp per cp.
This is how a catch-up should work.
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!
Hiero_Glyph wrote: »@Mystikkal
Excellent post and I agree with almost all of it. The only thing that still needs to be addressed is the CP passives as simply scaling these down would not be an effective balancing mechanic since many of them would become pointless if reduced. Any thoughts on how to address CP passives?
tordr86b16_ESO wrote: »From 501 to 600 you will need to grind 193.618.971 XP while with the old system you only need 39.600.000 XP, SIGH.
@Hiero_GlyphHiero_Glyph wrote: »@Mystikkal
Excellent post and I agree with almost all of it. The only thing that still needs to be addressed is the CP passives as simply scaling these down would not be an effective balancing mechanic since many of them would become pointless if reduced. Any thoughts on how to address CP passives?
tordr86b16_ESO wrote: »From 501 to 600 you will need to grind 193.618.971 XP while with the old system you only need 39.600.000 XP, SIGH.
That's the point. They don't want people to always be sitting on the next season's hard cap.
@ZOS_RichLambert
I like the new formula but PLEASE PLEASE
you can't hurt existing players by taking away their earned time.
You must perform a xp conversion from the current system to the new one. please PLEASE convert the XP otherwise people end up losing DAYS of time , you can't do this..
Convert the XP.
ZOS_GinaBruno wrote: »Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
@ZOS_RyanRuzich , can you please clarify what this means:ZOS_GinaBruno wrote: »Champion Point Catch-Up Mechanic Updates
- It will now take less experience to gain a Champion Point at higher levels.
- Lower levels will now require slightly more experience.
- After hitting the Champion Point cap, you will now need significantly less experience to gain additional Champion Points that will be held in a reserve.
What's the formula for this?
Thank you. :-)
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.