ahstin2001nub18_ESO wrote: »Sky Chancellor wrote: »People will get gain CP's and ruin this game for new players down the road. There is a huge difference in power for those who get these CP's. New players will be turned off by this, and not want to play (years down the road from now). There needs to be a limit or simply there is no future for this game (it will die with the CP system).
I did a poll last week and apparently people think there is no advantage in CP's. They don't believe there is a difference between 360 and 3600. These people CLEARLY DO NOT understand what is about to happen to ESO if they allow players to maximize their CP's. You could say something like... well it will take a long time, it WILL NOT for players who play 24/7. They will gain an advantage that will make the VR power gap, look like NOTHING.
Also, the EXP potions are P2W with the CP system being involved. They give you an advantage in gaining CP's faster and therefore will create a gap between players who don't use them.
People on here need to speak up about how this system is going to ruin the game. There needs to be some people who understand that the gap that is about to be created will ruin the game for new players, and even existing players who don't play 24/7 and use EXP potions from the Crown shop.
you are worrying too much about the system. as mentioned above EQ had a similar system. if they keep the CP experience requirement constant and not change it, the amount of time will be substantially less as you progress through the system, and levels are added. don't forget that the more levels/CPs you ahve the more powerful you are, and the less time it takes to get the needed 400k per point. i won't take the 24/7 comment seriously because you it would literally kill you to play 24/7, so thats just dramatics for the sake of dramatics.
i agree with the experience potions theory though. the other question is does it stack with the subscriber's buff? this, i am not interested in supporting. im not concerned with a power-gap issue, as much as a "*** player with a CP ego".
I get that PvP players want even playing field where everyone are "equal" and for that cap that everyone can achieve is prolly needed.
For PvE many like progression even little one but still something to aim towards to. If there would be cap that can be obtained in few months then it's like you just finished the game nothing more to aim towards to. I'm already seeing this with my VR14 char. I do pledges and attend the trials but that's it. I might get some new gear but the char itself is just as is and it's getting boring not to be able to grow it more.
If the pvp was symmetrical I would see your point, but it's a team game. If you don't have a lot of champion points yourself, there will be a good chance that a teammate does.
I think it's a great thing to have virtually limitless progression in a game like this. It gets rid of my urge to be on a level playing field with everyone, because the playing field isn't level anymore.
I think the more dedicated players should get a return on their time. I think it will add depth to the combat when players have to start questioning the ability of their enemies. It won't be so much of a "our 15 guys assaulting can beat your 5 guys defending" game.
I have to admit thinking about the situation a new player will be in, with no champion points versus our head start. I wouldn't like being at a disadvantage, but it's the nature of the game and I like that the game is setup that way. I don't ever expect to be near the top of the list, but the idea that one players character can be statistically better than all the rest is awesome to me. None of this everyone gets a trophy stuff for me please.
Knootewoot wrote: »I already read in chat (in PvP) "i have to sleep now, just hit the 24 hour mark". Some people just seem to be without a job or study. You cannot compete with that if you work 9-10 hours and have a wife and kids and also got other things to do.
While i can play 3 hours a day maybe 4, some people play 6 times longer then me a day. So also will gain CP at a much faster rate. The gap will be bigger each day until i cannot compete anymore in PvP.
And it is not the people that need to change, but the game's levelling system. They need to keep it in balance.
I understand people who spent more time think they should have an advantage. But tell that to the empty servers when CP system fails. So far the 1.6.3 PvP is not very appealing. I get one-shotted everytime i see someone. That gets boring real quick.
ahstin2001nub18_ESO wrote: »Sky Chancellor wrote: »People will get gain CP's and ruin this game for new players down the road. There is a huge difference in power for those who get these CP's. New players will be turned off by this, and not want to play (years down the road from now). There needs to be a limit or simply there is no future for this game (it will die with the CP system).
I did a poll last week and apparently people think there is no advantage in CP's. They don't believe there is a difference between 360 and 3600. These people CLEARLY DO NOT understand what is about to happen to ESO if they allow players to maximize their CP's. You could say something like... well it will take a long time, it WILL NOT for players who play 24/7. They will gain an advantage that will make the VR power gap, look like NOTHING.
Also, the EXP potions are P2W with the CP system being involved. They give you an advantage in gaining CP's faster and therefore will create a gap between players who don't use them.
People on here need to speak up about how this system is going to ruin the game. There needs to be some people who understand that the gap that is about to be created will ruin the game for new players, and even existing players who don't play 24/7 and use EXP potions from the Crown shop.
you are worrying too much about the system. as mentioned above EQ had a similar system. if they keep the CP experience requirement constant and not change it, the amount of time will be substantially less as you progress through the system, and levels are added. don't forget that the more levels/CPs you ahve the more powerful you are, and the less time it takes to get the needed 400k per point. i won't take the 24/7 comment seriously because you it would literally kill you to play 24/7, so thats just dramatics for the sake of dramatics.
i agree with the experience potions theory though. the other question is does it stack with the subscriber's buff? this, i am not interested in supporting. im not concerned with a power-gap issue, as much as a "*** player with a CP ego".
the difference in overall strength bewtween the EQ system and the champion system is like day and night.
and that is the true problem. instead of horizontal progression you have a very steep vertical progression with certain breaking points(passives) on top of that especially the first 600-1200 points are by far to powerfull. but allready contain the XP grind of 200000-400000 VRs...
the problem is, there will be some freaks grinding that much completly stomping PvP afterwards, while in PvE certain threshhold of CPs will be demanded by you or you won´t get a spot, its the same now you don´t get a trial spot as vet 3 char in 99% of the cases and you will not in the near future if have not grinded to 120 CPs to get the +12% crit passiva e.g.currently its free but i doubt it stays that way expect it to be some cashshop item.I am not sure why the CP system is against build diversity ? can't you respec your champion points after all or is it at a too higher cost ? (I haven't tested on PTS).
It would be nice if we could save how we have spent our champion points and have several set ups.
ZOS needs to make revenues - and a CP-respec option is a perfect way to do so. 150 crowns each = 10 respecs if you stay subbed each month seams reasonable...
PVP do not always have to be fair. They played longer they get stronger.. Don't see the problem.
I however think that getting all point should be almost impossible. So make the CP exp needed higher with a % for every CP you gain. So the first ones come really easy and all get some. And the late ones are really really hard to get.
That will give all people some CP and a chance, and balance people around the middle.
Sky Chancellor wrote: »ahstin2001nub18_ESO wrote: »Sky Chancellor wrote: »People will get gain CP's and ruin this game for new players down the road. There is a huge difference in power for those who get these CP's. New players will be turned off by this, and not want to play (years down the road from now). There needs to be a limit or simply there is no future for this game (it will die with the CP system).
I did a poll last week and apparently people think there is no advantage in CP's. They don't believe there is a difference between 360 and 3600. These people CLEARLY DO NOT understand what is about to happen to ESO if they allow players to maximize their CP's. You could say something like... well it will take a long time, it WILL NOT for players who play 24/7. They will gain an advantage that will make the VR power gap, look like NOTHING.
Also, the EXP potions are P2W with the CP system being involved. They give you an advantage in gaining CP's faster and therefore will create a gap between players who don't use them.
People on here need to speak up about how this system is going to ruin the game. There needs to be some people who understand that the gap that is about to be created will ruin the game for new players, and even existing players who don't play 24/7 and use EXP potions from the Crown shop.
you are worrying too much about the system. as mentioned above EQ had a similar system. if they keep the CP experience requirement constant and not change it, the amount of time will be substantially less as you progress through the system, and levels are added. don't forget that the more levels/CPs you ahve the more powerful you are, and the less time it takes to get the needed 400k per point. i won't take the 24/7 comment seriously because you it would literally kill you to play 24/7, so thats just dramatics for the sake of dramatics.
i agree with the experience potions theory though. the other question is does it stack with the subscriber's buff? this, i am not interested in supporting. im not concerned with a power-gap issue, as much as a "*** player with a CP ego".
Don't worry people will grind the points out and find away to max out there character, then ever thought possibly before the patch was released. People will find away. It doesn't matter what words we call these people "CP people" or what not. Perhaps the advantage in having more points is not important to PVE people, and maybe the gap is more important for pvp balance down the road (which many on here supposedly don't play). That is why some people haven't understood the importance of this topic.
The potions will most likely stack. Why? Because it's about making money. They will stack.
ahstin2001nub18_ESO wrote: »to everyone preaching about how "new players keep the game alive".... stop, its not "new" players its the "consistent" paying players that keep a game alive. i highly doubt they are interested in getting the 320 million people in the United States onto the NA server to "keep their game alive".......
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sky Chancellor wrote: »Another thing is... what about just creating a limit for the sake of a limit to create BUILD diversity. Why not make a limit for points available so people can create unique builds based on the points given. This makes a lot more sense rather than to allow everyone the ability to get ALL the points. I don't think that makes the system fun or exciting. Thinking about where the points should go.... making decisions that are meaningful should make the system better for the short run and the long run.
By your logic, players should also not have access to all 320+ skill points either because, you know, diversity.....
If only they hadn't removed the LOL button, you'd have accrued quite a few.
Rune_Relic wrote: »If the pvp was symmetrical I would see your point, but it's a team game. If you don't have a lot of champion points yourself, there will be a good chance that a teammate does.
I think it's a great thing to have virtually limitless progression in a game like this. It gets rid of my urge to be on a level playing field with everyone, because the playing field isn't level anymore.
I think the more dedicated players should get a return on their time. I think it will add depth to the combat when players have to start questioning the ability of their enemies. It won't be so much of a "our 15 guys assaulting can beat your 5 guys defending" game.
I have to admit thinking about the situation a new player will be in, with no champion points versus our head start. I wouldn't like being at a disadvantage, but it's the nature of the game and I like that the game is setup that way. I don't ever expect to be near the top of the list, but the idea that one players character can be statistically better than all the rest is awesome to me. None of this everyone gets a trophy stuff for me please.
I see where you are coming from and I respect that.
On the other side of the coin...
People play these games to have fun.....losing 100% of the time is not fun.
For that reason the game has to have a way to equalise people or at least make them competitive to some degree.
This is not single game [cant believe I just said that lol]...so you have to keep "everyone" happy.
Even the bad players have to feel PVP gives them some reason to continue playing.
I really like the idea of a running limit on the CP.
So after 365 days no one would have more than 300 CP for instance.
Those that grind are regulated from a run away situation.
Those that have no time to spare don't get completely left behind.
The playerbase as a whole is more equal.
I agree with the OP though.
There does need to be a cap for build diversity sake.
No one wants the situation where everyone with 3600 cp has identical class/race/loadout/gear.
The CP cap is the only way to stop this.
Doing the 5 daily PvP quests + Vet Pledge... Not even gain 100K. So how long to reach the 3600 CP ? Ten years ?
dylanjaygrobbelaarb16_ESO wrote: »Sky Chancellor wrote: »Another thing is... what about just creating a limit for the sake of a limit to create BUILD diversity. Why not make a limit for points available so people can create unique builds based on the points given. This makes a lot more sense rather than to allow everyone the ability to get ALL the points. I don't think that makes the system fun or exciting. Thinking about where the points should go.... making decisions that are meaningful should make the system better for the short run and the long run.
By your logic, players should also not have access to all 320+ skill points either because, you know, diversity.....
If only they hadn't removed the LOL button, you'd have accrued quite a few.
I think you would get the lol.
it dosent matter how many skillpoints you have you can only have 7 armor, 3 jewel, 2 weapon, 10 abilities and 2 ults an any given time; you are limited by this and make a build with these options, even if you have 320 your set up is only capable of using a fraction of that. cp is completely different every point is ALWAYS IN USE.
It would be nice if there was diversity from your gear/ability choice AND diversity from limited cp
I admire your optimism.Sky Chancellor wrote: »New players will be turned off by this, and not want to play (years down the road from now).
As you said, this issue is not here yet and will be addressed in due time.
ahstin2001nub18_ESO wrote: »to everyone preaching about how "new players keep the game alive".... stop, its not "new" players its the "consistent" paying players that keep a game alive. i highly doubt they are interested in getting the 320 million people in the United States onto the NA server to "keep their game alive".......
have to disagree here, every game has a loss of "old" playerbase this loss has to be covert by new players to keep the game healthy. players get older over the existing time of a game, the former student may get a job and a family negating his options to play or in the worst case by the grim reaper.
at that point you need newcomers but if you place the "north face of the Eiger" in front of them to be climbed to have any fun at all they will not stay in 99% of the cases. and exactly that is the champion system.
i´m comming from a game that faced exactly this issue with a broadly hated addon, the sad part is Matt Frior was a vital part in the development of that addon and he obviously learned nothing from it. [if you are scratching your head wich addon i mean its ToA for DAoC] as he is doing the exact same mistakes as 11 years ago, a to steep system with to steep breakingpoints resulting a horrible grindfest to reach mandatory goals to participate on an equal lvl.
sure you can sugar-coat that pill and say to yourself i do not have to play with them but in the end you will or you are going to leave the game. and here we are at the start again, needed newcomers to coverup losses in the player base...
your telling me a v14 that been PVPing for the last 4-5months should not be able to advance until new players are some what caught up? To me that makes me want to hate new players even more.
Doesn't sound very logical to me. That would either eliminate all the r120 passives, as you're better off spreading the points into other signs; or if these were extremely powerful, minimal diversity. We should be glad they've cut down from the 14k CPs they started withSky Chancellor wrote: »Three trees is 360 points, so that is one of the logical numbers.
so there already isnt any new content coming out...so lets limit the players on how much they can level. thats a terrible idea.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sky Chancellor wrote: »your telling me a v14 that been PVPing for the last 4-5months should not be able to advance until new players are some what caught up? To me that makes me want to hate new players even more.
I am VR14. What I am saying is that the gap should be lessened from 3600. That ZOS should think about new players coming in the game a few years from now, instead of their wallets. In the long term it may even benefit them financially to create less CP's available, in order to bring in new players.
Less than 3600 CP's should be the number. What is the number? I think that people on here could come up with a number that is reasonable, and that would create cool build diversity. I don't know what that number should be. Three trees is 360 points, so that is one of the logical numbers. That is still a lot of grinding Sirston that can be done with that many points. That should keep you busy for quite awhile. Although, don't be surprised when people are able to grind those points out before you do (long before you do). Unless you play 24/7 its going to take along time to get 360 points, even with starting with 70 (like myself). Thanks for post Sirston.
Shadesofkin wrote: »The problem I keep seeing with these sorts of posts is that they insist that limits are good. Limits must be reasoned and balanced otherwise you end up with limits for the sake of limits. Nothing about limiting how many CP's a player can gain has ever sounded reasoned or well balanced. Even arguments for the sake of the new players are usually rife with cries that these imaginary new players will find it unfair and leave. They'll have plenty of chances to gain that experience, just like the rest of us. It will take them the same amount of time (maybe even less) to get to where we are...We just happened to have gotten their first.
As for diversity: my Heavy Armored Tank might someday have all 3600 Champion Points, but he will still be different *to me* than the guy who is playing the Light Armored Fire Mage (both builds I've leveled, so I'm using them as an example).
I'm not concerned that said Fire Mage player is also able to use block bash to gain back a small bit of health, I'm playing an Imperial, he's playing a Dunmer, I'm in heavy armor and he's in light. I'm tanking, he's doing DPS. The fact that he made it to this level is deserving of a nod of respect, not a whine that my diversity is compromised.
My initial gain of CP's will go towards the build I want, and yes eventually I might start putting them in other places, but that's a ways down the road and will do absolutely nothing to make me feel less diverse in my playing.
http://forums.elderscrollsonline.com/en/discussion/149933/why-champion-system-will-kill-the-game-if-its-implemented-as-is <= You mean like this post?
As I came to the conclusion a long time ago, the best way to make the progression smoother for everybody is to remove the steps (X CP unlocks this bonus) and implement a progression towards a max amount of points.
I.E.: For the 12% crit, instead of unlocking it at 30 CP, every CP invested in the tree could give you some % of crit and the more CPs you invest the less crit you gain until you reach the cap at 12% for 30CP invested.
I admire your optimism.Sky Chancellor wrote: »New players will be turned off by this, and not want to play (years down the road from now).
As you said, this issue is not here yet and will be addressed in due time.
I think there will always be a power gap between new players and vet players, trying to change that only screws over your existing vet player base, which I don't think is a good idea. A new player shouldn't come in and expect to go toe-to-toe with someone that has been playing for months and years.
That said, I think maybe as the CS grows, they can have more tiered campaigns in cyrodiil so players are on even footing, like how they have a non-vet campaign now (not that that works perfectly, but could with some work). I also think that the fact they have stuff like diminishing returns and enlightenment to give a boost to those behind are already good enough. I mean, I can't speak for other vets, but I wouldn't play the game anymore if someone could come in and equal months of my work with a fraction of time played.
What I really don't like about the CS is they tiered passives you pick up as you put points in. I liked the concept of small bonuses as you added points in, but then suddenly having a huge gain like 12% extra crit is just going to make that many points equal to needing to be a given level for some players. I wish they didn't have those at all, but too late now. At this point, it would be better if they broke all those bonuses up into four part and the stages and you pick up, like 3% crit at 10 points, then another three at 20, etc. that way the power gap would be smaller for a player that had only put 75% as many points into that line. As it is now, having 30 points per line (90 total) is a huge power difference between having 29 points per line (87) and it shouldn't be like that IMO.