I really hope, they readjust our cp to the new curved, i feel exactly like that... what they said is cp earned = cp you will have
It is not being converted. The CP you have the minute the servers go down on March 8/16 will be the CP you have when the servers come back up.
What will change is the XP required to get to the next CP. Everyone will have significantly less XP to next level.
There was a thread discussing this (although the devs have already confirmed no conversion), but it got closed due to baiting/derailment.
furiouslog wrote: »I really hope, they readjust our cp to the new curved, i feel exactly like that... what they said is cp earned = cp you will have
If that's the case, that is ridiculous. Actually worse than the thing they did with the vMA weapons. It's taking 60 percent of the time I spent in game and making it like it never happened.
It is not being converted. The CP you have the minute the servers go down on March 8/16 will be the CP you have when the servers come back up.
What will change is the XP required to get to the next CP. Everyone will have significantly less XP to next level.
There was a thread discussing this (although the devs have already confirmed no conversion), but it got closed due to baiting/derailment.
furiouslog wrote: »It is not being converted. The CP you have the minute the servers go down on March 8/16 will be the CP you have when the servers come back up.
What will change is the XP required to get to the next CP. Everyone will have significantly less XP to next level.
There was a thread discussing this (although the devs have already confirmed no conversion), but it got closed due to baiting/derailment.
If other people have a different perspective on this, I'm open to hearing it, but I don't see how this is anything but an extreme nerf for people already over the cap, and it destroys the value of my sunk time. If you think about all of the scrolls you ever popped or dungeons you grinded to progress your character in anticipation of an eventual retooling of CP, the value of that time spent and the in game resources spent is significantly diminished. If the new incremental XP cost of CP is a fair system and represents the value of the time and effort invested in bettering your character, then the amount we have already invested in that should apply. It's basically punishing veterans and giving new players who have not spent any time an unfair relative benefit for not having ever played the game. In short, the translation mechanism punishes ESO's most loyal and devoted players.
ZOS, I would encourage you to preserve the XP and recalculate the new CP based on XP earned, rather than just translate the CP straight over.
It was beaten to death in the other thread.
But, the other ~10 times they changed the CP curve, they did the exact same thing, they have never retroactively given CP along the new XP curve. This is just a bigger change because of a larger change to the "cap".
If the adjusted curve is meant as a "catch up" mechanic, so that new players don't have to spend as much time to achieve "parity" (a word used in the other thread, which I take to mean equal CP), then moving current players along the curve defeats the entire purpose if we keep time "equivalent"
One suggestion was to split it 50/50, give half, and lose half... well, that's essentially what the 50% penalty for above the cp Cap did. At least we were able to earn XP (and thus CP) above the cap. many other games don't let you do that at all. And ESO used to be that way in the VR days. Once you hit cap, you didn't get any credit for any XP earned above that.
furiouslog wrote: »I really hope, they readjust our cp to the new curved, i feel exactly like that... what they said is cp earned = cp you will have
If that's the case, that is ridiculous. Actually worse than the thing they did with the vMA weapons. It's taking 60 percent of the time I spent in game and making it like it never happened.
furiouslog wrote: »It is not being converted. The CP you have the minute the servers go down on March 8/16 will be the CP you have when the servers come back up.
What will change is the XP required to get to the next CP. Everyone will have significantly less XP to next level.
There was a thread discussing this (although the devs have already confirmed no conversion), but it got closed due to baiting/derailment.
If other people have a different perspective on this, I'm open to hearing it, but I don't see how this is anything but an extreme nerf for people already over the cap, and it destroys the value of my sunk time. If you think about all of the scrolls you ever popped or dungeons you grinded to progress your character in anticipation of an eventual retooling of CP, the value of that time spent and the in game resources spent is significantly diminished. If the new incremental XP cost of CP is a fair system and represents the value of the time and effort invested in bettering your character, then the amount we have already invested in that should apply. It's basically punishing veterans and giving new players who have not spent any time an unfair relative benefit for not having ever played the game. In short, the translation mechanism punishes ESO's most loyal and devoted players.
ZOS, I would encourage you to preserve the XP and recalculate the new CP based on XP earned, rather than just translate the CP straight over.
It was beaten to death in the other thread.
But, the other ~10 times they changed the CP curve, they did the exact same thing, they have never retroactively given CP along the new XP curve. This is just a bigger change because of a larger change to the "cap".
If the adjusted curve is meant as a "catch up" mechanic, so that new players don't have to spend as much time to achieve "parity" (a word used in the other thread, which I take to mean equal CP), then moving current players along the curve defeats the entire purpose if we keep time "equivalent"
One suggestion was to split it 50/50, give half, and lose half... well, that's essentially what the 50% penalty for above the cp Cap did. At least we were able to earn XP (and thus CP) above the cap. many other games don't let you do that at all. And ESO used to be that way in the VR days. Once you hit cap, you didn't get any credit for any XP earned above that.
relentless_turnip wrote: »They are just moving us with our cp level as it is. I don't agree with the argument that we are entitled to anything though... Time is not relative to the new scale imo. You haven't lost any of the time you spent. Yes spending the same time again would put you at a higher cp level, but that that doesn't entitle you to anything. As this is a new standard.
Doesn't anyone want something to work towards?
Your CP before patch maintenance will be your CP post patch.
I honestly don't think they have the ability to pull our total XP to adjust CP. When CP 1.0 first came out we were allocated X amount of CP for every VR level we were when we logged in on each character. Obviously if they could it would have been so much more efficient to allocate CP based on your total XP when logging in. Because they didn't go down that route last time I believe it's simply not possible or far too difficult of an option for them.
If that's the case, that is ridiculous. Actually worse than the thing they did with the vMA weapons. It's taking 60 percent of the time I spent in game and making it like it never happened.
If that's the case, that is ridiculous. Actually worse than the thing they did with the vMA weapons. It's taking 60 percent of the time I spent in game and making it like it never happened.
Honestly, vMA and vDSA weapons change was so disrespectful that nothing else (gameplay related) can beat that
If we could have all stars active at the same time in new CP system, I would support the idea of scaling our CPs to our earned experience. But I also wouldn't mind some daily random BGs and mob grind - if I would feel like "the more CPs I get, the more powerful I become".
Sadly, if developers will keep their decision of 4 active star slots per tree, new CP system will actually stop any feeling of progress for me. No reason to grind more CPs if I can't use all CP perks at the same time
relentless_turnip wrote: »They are just moving us with our cp level as it is. I don't agree with the argument that we are entitled to anything though... Time is not relative to the new scale imo. You haven't lost any of the time you spent. Yes spending the same time again would put you at a higher cp level, but that that doesn't entitle you to anything. As this is a new standard.
Doesn't anyone want something to work towards?
furiouslog wrote: »If that's the case, that is ridiculous. Actually worse than the thing they did with the vMA weapons. It's taking 60 percent of the time I spent in game and making it like it never happened.
Honestly, vMA and vDSA weapons change was so disrespectful that nothing else (gameplay related) can beat that
If we could have all stars active at the same time in new CP system, I would support the idea of scaling our CPs to our earned experience. But I also wouldn't mind some daily random BGs and mob grind - if I would feel like "the more CPs I get, the more powerful I become".
Sadly, if developers will keep their decision of 4 active star slots per tree, new CP system will actually stop any feeling of progress for me. No reason to grind more CPs if I can't use all CP perks at the same time
I respect your perspective, but I request to you and any others participating in the discussion that we all please don't conflate the XP/CP issue at hand with other complaints about the new system, as it would then likely result in the closure of the thread under the justification that it's been derailed.
And to restate, I'm open to hearing what other perspectives are on the XP/CP issue, and am hoping that someone can actually change my mind as to why I think the current migration implementation is unfair to veteran players of the game. The only one I've heard that reasonably appeals to me as a justification is that my reward for having skills taken away is the pleasure of regrinding them to enjoy the opportunity of continuing my progression. If it were mostly providing the opportunity to add new abilities or flexibility to my character, I would agree. As I pointed out by sharing my particular context, I have to regrind considerably to get to where I was, which is not fun and adds no value to my gaming experience.
ExistingRug61 wrote: »
Part of the issue of these discussions is that there are several things going on at once, and those other changes influence our views on the XP/CP curve change. So while we view them in the context of those changes it is also important to consider "would this be a problem if this was the only thing that was changing?". Or is the perceived problem actually an indirect result of another change?
It also depends on what the motivation for having the change is.
For example, one thing that is mentioned a lot is the concept of having a "catch up" system for new players.
However, at its core, the idea of carrying over XP is fundamentally in opposition to having a catch up system.
This is because for any sort of catch up system to work, it must be easier/quicker to achieve the same result/CP/whatever now than it used to be. The only way this can be true is if for whatever benchmark you pick, in this case a current players CP, it now will take less time to get there. If we "carry over" XP it invalidates this, as it effectively gives the existing players retroactive benefit of the catch up system pushing them further ahead again, meaning that it isn't actually any easier for new players to catch up to them.
ie:
Say it takes you 2k hours to achieve your current CP under the old system.
Under the new system, a new player can get there in say ~1k hours.
This is a catch up system - it took the new player less time to get to where you are now
If we carry over xp, this effectively increases your CP to a new value, where it would be if you spent 2k hours now.
So now, that same new player takes 2k hours to get to your (now increased) CP.
No catch up effect is present.
So a counterpoint against having xp carry over would be that this is actually an anti catchup measure.
This is actually fairly clear when you consider: Who benefits most from carrying over xp?
Answer: Players with more xp (up until the point where they would carry over to above the 3600 cap anyway).
Whether you think this is a strong counterpoint depends on how important a player values there own previously invested time vs making the game more accessible to new players and how much time those new players should take to achieve the same. Which everyone is entitled to their own opinion on.
Going back to my first point though about the true source of the issue, personally I think the primary issue here is that players who had previously reached the "end" of their grind for whatever their chosen game mode is suddenly find that this is no longer the case, due to the vertical power cap increasing, them no longer being able to slot all their desired QoL stars, or whatever.
Thus they seek some way of avoiding this and retaining their current level of effectiveness, and the idea of carrying over xp is attractive because depending on a players CP, it will (somewhat) mitigate the issue for them.
But would those same players care if they were still at the same point in the "grind" they were previously (ie: the end) and still had the same relative effectiveness or QoL for their chosen gameplay mode that they used to, even if their time/xp/cp ratio is changed without a carryover system?
Does this point to the idea that maybe it is actually the increased vertical cap, or needing more cp in general to do the same, that is the actual source of the problem? So wouldn't it be better to have a solution that addressed this directly instead?
furiouslog wrote: »ExistingRug61 wrote: »
Part of the issue of these discussions is that there are several things going on at once, and those other changes influence our views on the XP/CP curve change. So while we view them in the context of those changes it is also important to consider "would this be a problem if this was the only thing that was changing?". Or is the perceived problem actually an indirect result of another change?
It also depends on what the motivation for having the change is.
For example, one thing that is mentioned a lot is the concept of having a "catch up" system for new players.
However, at its core, the idea of carrying over XP is fundamentally in opposition to having a catch up system.
This is because for any sort of catch up system to work, it must be easier/quicker to achieve the same result/CP/whatever now than it used to be. The only way this can be true is if for whatever benchmark you pick, in this case a current players CP, it now will take less time to get there. If we "carry over" XP it invalidates this, as it effectively gives the existing players retroactive benefit of the catch up system pushing them further ahead again, meaning that it isn't actually any easier for new players to catch up to them.
ie:
Say it takes you 2k hours to achieve your current CP under the old system.
Under the new system, a new player can get there in say ~1k hours.
This is a catch up system - it took the new player less time to get to where you are now
If we carry over xp, this effectively increases your CP to a new value, where it would be if you spent 2k hours now.
So now, that same new player takes 2k hours to get to your (now increased) CP.
No catch up effect is present.
So a counterpoint against having xp carry over would be that this is actually an anti catchup measure.
This is actually fairly clear when you consider: Who benefits most from carrying over xp?
Answer: Players with more xp (up until the point where they would carry over to above the 3600 cap anyway).
Whether you think this is a strong counterpoint depends on how important a player values there own previously invested time vs making the game more accessible to new players and how much time those new players should take to achieve the same. Which everyone is entitled to their own opinion on.
Going back to my first point though about the true source of the issue, personally I think the primary issue here is that players who had previously reached the "end" of their grind for whatever their chosen game mode is suddenly find that this is no longer the case, due to the vertical power cap increasing, them no longer being able to slot all their desired QoL stars, or whatever.
Thus they seek some way of avoiding this and retaining their current level of effectiveness, and the idea of carrying over xp is attractive because depending on a players CP, it will (somewhat) mitigate the issue for them.
But would those same players care if they were still at the same point in the "grind" they were previously (ie: the end) and still had the same relative effectiveness or QoL for their chosen gameplay mode that they used to, even if their time/xp/cp ratio is changed without a carryover system?
Does this point to the idea that maybe it is actually the increased vertical cap, or needing more cp in general to do the same, that is the actual source of the problem? So wouldn't it be better to have a solution that addressed this directly instead?
It's a good argument if the priority is the "catch up" measure, but the cost of implementing it is to remove skills/passives I already earned through play. The 50/50 solution would achieve both - it would keep my current level of play at par with my future level of play, but it would still close the gap so that I'm not OP compared to newer players.
But honestly, if the core motivation for the approach were to allow newer players to advance more quickly to a point where they are useful in various endgame activities and close the power gap, allowing veterans to retain CP as a function of their earned XP does not change that. Having more CP gives me more flexibility in my character, but less additional peak, so the power gap that exists now would still be mitigated because my choices of active skills are the limiter, so I see the argument as a moot point. The currently proposed solution is hitting us both ways - removing earned experience and also limiting our power creep.
So while I get that a carryover would help this issue for some players (which includes myself), I think that it isn't the best way it the core issue could be addressed.The bottom line is this: can I play my character the same way I want to and at the same level of competence after the change? I can not, and right now, the reason for that is not the new CP design as much as it is that they are wiping out a considerable amount of experience earned and forcing me to regrind it.
ExistingRug61 wrote: »Why not push for a change that helps new and existing players?
For example, what if the "cost" you state wasn't there?
What if you kept your current power level of skills/passives with CP staying the same? Via some other change to the design of CP2.0
ie: through a reduction in vertical cap by doing something like making passives and slottables cheaper than current, or by actually having a diminishing return system from CP->effect (which no longer exists), and rearranging trees to make it easier to get to some QoL stars in Craft in particular.
Then there wouldn't be an issue for you AND it would be even more friendly to new players.
I feel this sort of approach would also address your last point, without requiring any sort of xp carryover:So while I get that a carryover would help this issue for some players (which includes myself), I think that it isn't the best way it the core issue could be addressed.The bottom line is this: can I play my character the same way I want to and at the same level of competence after the change? I can not, and right now, the reason for that is not the new CP design as much as it is that they are wiping out a considerable amount of experience earned and forcing me to regrind it.
furiouslog wrote: »ExistingRug61 wrote: »Why not push for a change that helps new and existing players?
For example, what if the "cost" you state wasn't there?
What if you kept your current power level of skills/passives with CP staying the same? Via some other change to the design of CP2.0
ie: through a reduction in vertical cap by doing something like making passives and slottables cheaper than current, or by actually having a diminishing return system from CP->effect (which no longer exists), and rearranging trees to make it easier to get to some QoL stars in Craft in particular.
Then there wouldn't be an issue for you AND it would be even more friendly to new players.
I feel this sort of approach would also address your last point, without requiring any sort of xp carryover:So while I get that a carryover would help this issue for some players (which includes myself), I think that it isn't the best way it the core issue could be addressed.The bottom line is this: can I play my character the same way I want to and at the same level of competence after the change? I can not, and right now, the reason for that is not the new CP design as much as it is that they are wiping out a considerable amount of experience earned and forcing me to regrind it.
I'm taking it as a given that ZOS is not going to completely redesign their system, so I feel like some sort of appropriate XP retention is a more realistic ask in the name of fairness, rather than rebuild from the ground up. You propose a decent solution, I just don't think it would even happen because they already pushed their design around to the point where it is meeting their stated intent.
On the other hand, given my personal experience in asking ZOS for a remedy, or at least a clear justification for their actions when I think something is vastly unfair, it could be argued that my current issue and proposed feedback are equally pointless to articulate because ZOS has always done what they want to do regardless without considering what their consumers think or feel as a result, so the realism of your solution is not really pertinent, since my solution is equally unrealistic as a practical matter, but it is easier to implement.
furiouslog wrote: »ExistingRug61 wrote: »Why not push for a change that helps new and existing players?
For example, what if the "cost" you state wasn't there?
What if you kept your current power level of skills/passives with CP staying the same? Via some other change to the design of CP2.0
ie: through a reduction in vertical cap by doing something like making passives and slottables cheaper than current, or by actually having a diminishing return system from CP->effect (which no longer exists), and rearranging trees to make it easier to get to some QoL stars in Craft in particular.
Then there wouldn't be an issue for you AND it would be even more friendly to new players.
I feel this sort of approach would also address your last point, without requiring any sort of xp carryover:So while I get that a carryover would help this issue for some players (which includes myself), I think that it isn't the best way it the core issue could be addressed.The bottom line is this: can I play my character the same way I want to and at the same level of competence after the change? I can not, and right now, the reason for that is not the new CP design as much as it is that they are wiping out a considerable amount of experience earned and forcing me to regrind it.
I'm taking it as a given that ZOS is not going to completely redesign their system, so I feel like some sort of appropriate XP retention is a more realistic ask in the name of fairness, rather than rebuild from the ground up. You propose a decent solution, I just don't think it would even happen because they already pushed their design around to the point where it is meeting their stated intent.
On the other hand, given my personal experience in asking ZOS for a remedy, or at least a clear justification for their actions when I think something is vastly unfair, it could be argued that my current issue and proposed feedback are equally pointless to articulate because ZOS has always done what they want to do regardless without considering what their consumers think or feel as a result, so the realism of your solution is not really pertinent, since my solution is equally unrealistic as a practical matter, but it is easier to implement.