That's another problem that proliferated with Veteran Ranks. They made everyone forget that the official max level and start of Endgame is Level 50 by introducing a second levelling curve through the endgame content. Progression through endgame shouldn't be vertical, that's why it's called "Level Cap". Endgame progression should be horizontal.sfpiesb14_ESO wrote: »Also for a new player you're NOT at max level when you hit 50. You still need to grind to cp160 (i.e. v16) to be "Max Level"
This is how you do an endgame gear treadmill/grind -- not with raw power, but with new and interesting effects. This would mean every piece of gear from each Veteran tier (Calcinium/Galatite/Quicksilver/Voidstone/Rubedite) would remain viable for any Level 50 player due to its uniqueness, and wouldn't mean everyone ends up with Rubedite until the next one comes around just because it has more power. Instead, the next one has a new unique trait which some people will want to grind for while others will be happy staying with what they have.If you want to put new gear in the game.. don't increase the spell damage / magicka / stamina / .. , just give them different effects.. something unique... or tie some unique skills to them.. ie. give people choices.. increasing gear caps just means everybody re-grinds for the zillionth time and we all run around in the same gear for the next 3 months until the next grind. Or until we get so sick and tired of the grinding that we move on.
This is how you do an endgame gear treadmill/grind -- not with raw power, but with new and interesting effects. This would mean every piece of gear from each Veteran tier (Calcinium/Galatite/Quicksilver/Voidstone/Rubedite) would remain viable for any Level 50 player due to its uniqueness, and wouldn't mean everyone ends up with Rubedite until the next one comes around just because it has more power. Instead, the next one has a new unique trait which some people will want to grind for while others will be happy staying with what they have.If you want to put new gear in the game.. don't increase the spell damage / magicka / stamina / .. , just give them different effects.. something unique... or tie some unique skills to them.. ie. give people choices.. increasing gear caps just means everybody re-grinds for the zillionth time and we all run around in the same gear for the next 3 months until the next grind. Or until we get so sick and tired of the grinding that we move on.
Endgame progression should be horizontal.
If you want to put new gear in the game.. don't increase the spell damage / magicka / stamina / .. , just give them different effects.. something unique... or tie some unique skills to them...
ZOS_RichLambert wrote: »A little context here before this gets too out of hand…
- We’re still working on the system – nothing is finalized. (which is why we’re not really talking much about it yet)
- The intention is that once you hit 50, champion points take over. Veteran Ranks are completely removed.
- When Veteran Ranks are removed, we will convert any Veteran Ranks on your highest character into CP.
- To get a rough idea of balance - think of 10CP = 1 VR. (so 160 CP will roughly = VR16)
Additional Details:
- We’re planning on giving 2.5 CP for every VR level you’ve earned on your highest level character. (40 for a VR16 character)
- When the conversion happens, any player with CP less than their old veteran rank * 10 will instead be given enough CP such that their total is VR * 10. For example: A player is VR14 with 75 CP, they will be given 65 CP (140-75) instead of 40, so that they can still equip any gear they may have.
- We will make sure the 16 attribute picks you got from VR1 to VR16 will carry over. (current plan is an achievement that goes up in 10 CP increments until 160)
Keep in mind that none of the stuff above is 100% locked in. We're still implementing the feature - things are subject to change. It's important that everyone understands they are not suddenly going to have to have 501 CP in order to equip the top level gear. We will introduce new gear, with higher CP requirements sometime in the future, but we won't be making huge jumps. (i.e. - we won't go from 160 to 400 suddenly)
Once we finalize the system and lock in more of the details, we will discuss things in more detail and answer questions.
Your putting effort into a system that just needs to be removed just so you can keep it instead of focusing on PVP Dont blame us when your game is rip in 5 months.
Yeah, that's a good way to put it, and that would be a great way to bring meaning to the different crafting mats. Being the baseline mats for the gear, they would have a much more "wide reaching" effect than trait stones, and would complement set bonuses very well.I think they have the right ideas to execute something like this when you look at things like the master weapons/maelstrom weapons. Imagine gear sets that buffed under-used skills like blood altar or soul trap. Horizontal gear progression would explode the number of viable builds that people use.This is how you do an endgame gear treadmill/grind -- not with raw power, but with new and interesting effects. This would mean every piece of gear from each Veteran tier (Calcinium/Galatite/Quicksilver/Voidstone/Rubedite) would remain viable for any Level 50 player due to its uniqueness, and wouldn't mean everyone ends up with Rubedite until the next one comes around just because it has more power. Instead, the next one has a new unique trait which some people will want to grind for while others will be happy staying with what they have.If you want to put new gear in the game.. don't increase the spell damage / magicka / stamina / .. , just give them different effects.. something unique... or tie some unique skills to them.. ie. give people choices.. increasing gear caps just means everybody re-grinds for the zillionth time and we all run around in the same gear for the next 3 months until the next grind. Or until we get so sick and tired of the grinding that we move on.
Imagine if you actually had to choose between masters weapons and maelstrom weapons as opposed to just "well one is v14 and one is v16 so, whelp, off to run vMSA!"
@Gidorick It's essentially about more choice rather than more power. I think these explains it quite well: http://www.engadget.com/2014/02/05/mmo-mechanics-comparing-vertical-and-horizontal-progression/
[Fixed that quote, that was @Docmandu, not me]Oh... ok. Uhm... wait. What's THAT mean? unique skills and effects? So like... fire effect? Rainbow sprinkles? What's the point in new effects if they don't increase damage output?
TequilaFire wrote: »Incoming Max level 1000 CP characters in the Crown store.
Seems to be the way of things. smh
When the walls fall down...
Also
https://www.reddit.com/r/elderscrollsonline/comments/3thlqh/welcome_to_the_elder_scrolls_online_orsinium_aua/cx69emf
There will also be gear scaling and gear will require you to have X champion points. Better items will require more champion points.
I can't wait for these forums to be ablaze when this happens. if CP were not shared by all characters this might make sense... but since they are this makes NO sense... so a player can level one character to max CP then level another character to level 50 and suddenly that character can use all the same gear?
What a way to ruin end game progression.
Of course. making end-game progression character wide does make the game more alt-friendly. Level one character to max CP... then just level other characters to level 50 and they are just as capable as your maxed character.
Dual.sphereeb17_ESO wrote: »I agree with this. There's absolutely no need for a VR system replace if all you'll do is a trade off.
Let the game be more open ended as it should've from the start .
As newblacksmurf said, this is a bloody mess waiting to happen. Ironically, the VR levels sound a lot 'cleaner' than this CP requirements.
Players have the intelligence ( if the game guides them from the start) to understand if they're failing @ an encounter to get better or get better gear.
One example? Anarchy Online . Yes, they have level locked gear, but almost -all- the gear isn't directly LEVEL locked.
Please Zeni, Don't trade one system for the other, if you're gonna do something as big as this, think a bit more than this
They aren't just trading one system for another, they are trading a temporary bandaid system that's a painful grind across all characters for a vastly improved system where all your characters share XP past level 50.
Endgame progression should be horizontal.
What's that mean @Enodoc ?If you want to put new gear in the game.. don't increase the spell damage / magicka / stamina / .. , just give them different effects.. something unique... or tie some unique skills to them...
Oh... ok. Uhm... wait. What's THAT mean? unique skills and effects? So like... fire effect? Rainbow sprinkles? What's the point in new effects if they don't increase damage output?
Current System: You get your first character to VR 5, you'll have to gain the same amount of XP again to get your second character to VR 5.
New System: You get your first character to VR 5. As soon as your second character hits lv 50, that character is also VR 5. Just now it won't be called VR 5 anymore but Champion Rank xxx instead. You can play on any character that has reached level 50 to make all of your characters progress.
And if I'm not mistaken, any character will be able to equip the same gear again after the conversion that they can equip now.
I think this is a good change. But I guess some expected a more radical re-design of post lv 50 content.
Also
https://www.reddit.com/r/elderscrollsonline/comments/3thlqh/welcome_to_the_elder_scrolls_online_orsinium_aua/cx69emf
There will also be gear scaling and gear will require you to have X champion points. Better items will require more champion points.
I can't wait for these forums to be ablaze when this happens. if CP were not shared by all characters this might make sense... but since they are this makes NO sense... so a player can level one character to max CP then level another character to level 50 and suddenly that character can use all the same gear?
What a way to ruin end game progression.
Of course. making end-game progression character wide does make the game more alt-friendly. Level one character to max CP... then just level other characters to level 50 and they are just as capable as your maxed character.
Whelp. We said No to removing VR for ages and there you go.
I have been VR16 on my main character for a long time now. Locking top tier gear to the Veteran ranks was fair as it was not that difficult to obtain max VR on one character. However, with my work and home situation I no longer have much time to play. I only have about 120 CP's. Locking future gear upgrades to my CP's will only make it more difficult for folks like me who don't have a lot of time. While that won't make the game unplayable, it does seem to increase the gap between the casual players and the top ones and thus would have the opposite effect of the recently implemented CP cap, in my opinion.
So my question is, what is the goal of removing Veteran ranks? As it stands I'd rather they keep them in, system as it is now, and every so many DLC's increase VR cap by two levels, than to have to 'grind' for CP's just so I can wear the gear I get as a quest reward. I'm not very gear focused, but I still feel that the difficulty of reaching a 'level' where you can wear top gear should not be increased. So think about this, Rich.
ZOS_RichLambert wrote: »A little context here before this gets too out of hand…
- We’re still working on the system – nothing is finalized. (which is why we’re not really talking much about it yet)
- The intention is that once you hit 50, champion points take over. Veteran Ranks are completely removed.
- When Veteran Ranks are removed, we will convert any Veteran Ranks on your highest character into CP.
- To get a rough idea of balance - think of 10CP = 1 VR. (so 160 CP will roughly = VR16)
Additional Details:
- We’re planning on giving 2.5 CP for every VR level you’ve earned on your highest level character. (40 for a VR16 character)
- When the conversion happens, any player with CP less than their old veteran rank * 10 will instead be given enough CP such that their total is VR * 10. For example: A player is VR14 with 75 CP, they will be given 65 CP (140-75) instead of 40, so that they can still equip any gear they may have.
- We will make sure the 16 attribute picks you got from VR1 to VR16 will carry over. (current plan is an achievement that goes up in 10 CP increments until 160)
Keep in mind that none of the stuff above is 100% locked in. We're still implementing the feature - things are subject to change. It's important that everyone understands they are not suddenly going to have to have 501 CP in order to equip the top level gear. We will introduce new gear, with higher CP requirements sometime in the future, but we won't be making huge jumps. (i.e. - we won't go from 160 to 400 suddenly)
Once we finalize the system and lock in more of the details, we will discuss things in more detail and answer questions.
ZOS_RichLambert wrote: »We’re planning on giving 2.5 CP for every VR level you’ve earned on your highest level character. (40 for a VR16 character)
Also
https://www.reddit.com/r/elderscrollsonline/comments/3thlqh/welcome_to_the_elder_scrolls_online_orsinium_aua/cx69emfThere will also be gear scaling and gear will require you to have X champion points. Better items will require more champion points.
We've known this since Paul Sage said it in Summer of 2014...
paul sage said a lot of batsnip crazy snip
ZOS_RichLambert wrote: »A little context here before this gets too out of hand…
- We’re still working on the system – nothing is finalized. (which is why we’re not really talking much about it yet)
- The intention is that once you hit 50, champion points take over. Veteran Ranks are completely removed.
- When Veteran Ranks are removed, we will convert any Veteran Ranks on your highest character into CP.
- To get a rough idea of balance - think of 10CP = 1 VR. (so 160 CP will roughly = VR16)
Additional Details:
- We’re planning on giving 2.5 CP for every VR level you’ve earned on your highest level character. (40 for a VR16 character)
- When the conversion happens, any player with CP less than their old veteran rank * 10 will instead be given enough CP such that their total is VR * 10. For example: A player is VR14 with 75 CP, they will be given 65 CP (140-75) instead of 40, so that they can still equip any gear they may have.
- We will make sure the 16 attribute picks you got from VR1 to VR16 will carry over. (current plan is an achievement that goes up in 10 CP increments until 160)
Keep in mind that none of the stuff above is 100% locked in. We're still implementing the feature - things are subject to change. It's important that everyone understands they are not suddenly going to have to have 501 CP in order to equip the top level gear. We will introduce new gear, with higher CP requirements sometime in the future, but we won't be making huge jumps. (i.e. - we won't go from 160 to 400 suddenly)
Once we finalize the system and lock in more of the details, we will discuss things in more detail and answer questions.