lordrichter wrote: »Champion Points should have been for PVE-only from the start.
lordrichter wrote: »Champion Points should have been for PVE-only from the start.
NewBlacksmurf wrote: »lordrichter wrote: »Champion Points should have been for PVE-only from the start.
Well I disagree because ZOS decided to mix PvP and PvE in Cyrodil and IC.
If they had a PvE Cyrodil and IC and only had campaigns for PvP then yes but because it's mixed, No.
They are now stuck with cp and non-cp campaigns as their only options
lordrichter wrote: »Champion Points should have been for PVE-only from the start.
True, cause in the end when we are all maxed out, we´re even again ^^
lordrichter wrote: »NewBlacksmurf wrote: »lordrichter wrote: »Champion Points should have been for PVE-only from the start.
Well I disagree because ZOS decided to mix PvP and PvE in Cyrodil and IC.
If they had a PvE Cyrodil and IC and only had campaigns for PvP then yes but because it's mixed, No.
They are now stuck with cp and non-cp campaigns as their only options
The PVE portion of Imperial City and Cyrodiil is not reason enough to use CP in any Campaign. I think that all Campaigns should avoid CP by default, with no option to use them at all. With PVE, even in Cyrodiil/IC, the developers always control one side of the equation. They know how many CP are out there and they can take all that into account when making PVE scenarios.
Capping does two things. It helps control the variability in PVE. They create dungeons designed for a certain CP range. They can make assumptions about how many CPs the character will have. The cap limits the character to reasonable values. As the CP cap rises, all of the existing trial, arena, dungeon, and boss content will be slowly nerfed for higher CP players, unless they go back in and buff them. They will not buff them. Still, the cap slows the adoption of CPs and that is a good thing. It helps to retain PVE difficulty by limiting players who could be immediately OP in these PVE areas.
It also helps to control the gap between the CP-haves and the CP-have-nots in PVP. ZOS has to use the cap to control the gap because they have variable CP on both sides, now. They never know when two players meet how many CP they will have relative to each other.
Sadly, capping CP is nothing but a temporary measure for PVP. Even with the catch-up mechanism, we will (hopefully) always have people entering in the game with no CP at all. As the cap rises, the gap increases. While new players can earn CP faster, it will still take time to catch up. Today, there is a gap of 500 CP. Pretty soon, there will be a gap of 1000 CPs. Eventually, the gap will be 3600 CPs. If the gap between 0 CP and 500 CP is so wide that a cap and catch up mechanic is needed, what does that say about the gap between 0 and 3600 CP?
This is why I think that CPs should be not used in any place that PVP is used in this game. That is a whole lot easier than trying to make Battle Leveling take CPs into account.