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CP system and the psychology of leveling

JerBearESO
JerBearESO
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@ZOS_BrianWheeler pay attention, as I have observed and therefor studied this phenomenal issue for over 15 years.

Leveling in any game, and the psychology behind it, is very interesting. Specifically in regards to how players treat any kind of level cap situation. I have seen the recurring example time and time again, and I have seen developers chase players complaints around for years in game after game. The reality of the matter is that the player has a unique frame of mind which entirely prevents them from knowing what they actually want in THIS very unique situation. Let me explain.

The player, in any game, is in the position of wanting to accomplish their goals within the game by the most efficient means available, availability being dependent upon ruleset (or at least it is supposed to be). But alas, there is another means available; players can demand developmental changes. And so we enter the dreaded cycle:

Players demand the level cap (whether a hard or soft cap) be readily reachable. Then, upon reaching it, players begin wanting it raised in some way, so as to have more to do, then:
Players demand the level cap (whether a hard or soft cap) be readily reachable. Then, upon reaching it, players begin wanting it raised in some way, so as to have more to do....
And so on and so on....

The reality of the matter is, in THIS case, it is vital that devs disregard player feedback. I know that's harsh, and I will likely be attacked in some way for having said so, but as I have seen many companies chase the issue around for years only to achieve absolutely zero player satisfaction after investing so much time/resource, and in many cases, breaking the structure of their leveling systems in the process, I can stand by that statement.

Since the player frame of mind is in specifically this case, you might say, corrupted with subconscious bias, it is entirely up to the developers to make objective decisions based upon logic, not player feedback. Remember the reason why, that player feedback here will only ever flip flop between "make it easier" and "give us more to do". We have years and mountains of evidence of this, so there is no argument against it.

Therefor, in regards to the CP system, I recommend it not be chased around too much in said manner.

As a player, one may say I am myself within the same player frame of mind; however, as a game design loving INTP personality type who all too often ponders core concept and theoretical system designs, I believe I can safely offer a recommendation:

Just go with a dual curve system with any semblance of a cap being functionally out of reach. That is to say, in simple terms, make each constellation level have diminishing returns per level AND increased cost per level simultaneously with a high level cap, to the effect that the overall CP soft cap would be well over what it is now while the viability of grinding it all out would be entirely lost. LOST? Yes, lost, which in this case IS a good thing. With a cap in view, the player feels the NEED to achieve it, but with it existing out of reach, the player will always feel a sense of reward for moving towards it, but not a NEED to achieve it (consider old school arcade games. You wouldn't play pac-man with the expectation of beating the game, but the idea of seeing how far you could get was a driving force which lead people to put a LOT of quarters into machines). Also, since this is a dual curve system, there will be a noticeable point at which players typically peak within a reasonable timeframe of play, so as to balance content around this point.

That system would work wonders. But either way, whether going with a dual curve, or just a hand holder progression system (ew....), know when to let complaints fall on deaf ears.

And now for the incoming hate replies.... Hahaha
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