This will create an aura of exclusion. Building groups and requiring a minimum amount of respect to even join. Then it will also give a false sense of expertise. Just because someone has a high respect, doesn't mean they are a skilled player.
LEGENDARYYY wrote: »Hello... [Snip] What do you think?
How do you plan to handle content gating using the new system and how players will know which tier of endgame content is appropriate for them?
The details of this are still being brainstormed, but some ideas that might happen include some sort of “champion rating”, increased character levels, or some other sort of indication to the player as to what they should be working on.
What is your stance on the visibility of champion levels, do you want a character’s champion progress to be public knowledge?
We’re playing with different sets of iconography to represent a character’s Champion achievement visually within the UI. There’s a lot of potential also for Champion Ratings as a composite statistic based both on their champion rating as well as the attribute levels of an enemy.
Eh, it's well thought out, but I have to disagree. Most significant achievements have titles to show, especially PvP. Also if you're experienced enough for this to matter, you can usually tell by talking with someone for a minute how experienced they are.
I really don't know where number of armor sets comes into play. I would suspect most people only keep 2 sets if that, and being able to buy high ranking armor really is no indication of skill. To be honest, the armor situation could be easily solved if ZOS would give us the very useful option to inspect other players to see what armor and such they're wearing. I know many times I have seen armor on someone and wanted to know what set it comes from.
Some games use a system where once a day you can "praise" someone and it keeps a running total of how many times they've been praised. This could work for your purpose, however it is a system which is subject to abuse.
Given the amount of CP are available, I do think you should be able to see this in some form though, considering the different is will make between someone with 0cp and someone with 100cp.
I don't feel that people should be forced to play with other people, but I do think it's nice for experienced players to "coach" less experienced and help them get through stuff they're struggling with. Realy that comes down more to player ethics than something which can be tangibly enforced by any game company. It's a symptom of the community.
The game design can play a part in fostering this though. For example, in GW2 when a player dies, any other play can resurrect them for free and gain xp out of it. In WoW you have skills with an easily regenerative resource to revive people. I don't know why in ESO they opted to go with a expensive consumable. It does kinda make sense with the lore, but it pushes on self preservation. Most games at least have a class which can revive people. Here you have to use a skill that's virtually useless except to make soul gems, which you still have to have empty ones to make, pay for pricey soul gems at the store, or find one on bosses or in chest, or other such things. Most people are not going to waste a soul gem when they know they may need it later unless you happen to be psuedo grouped against bosses, dolmens, dungeons, pvp, ect and even then it's only a marginally higher chance.
Really there's little about ESO which is designed to encourage people to work together short of the challenges. 1.6 will compound this problem even more with buffs not stacking. If you can give yourself all the buffs why rely on others?
Point is, as others pointed out, elitism is already a problem no need to make it worse. If ESO was designed more to get players to help each other and work together rather than millions of individuals who are forced together to overcome parts of the game's content, a system like "respect" wouldn't have so much of an impact and could be viable.
LEGENDARYYY wrote: »Eh, it's well thought out, but I have to disagree. Most significant achievements have titles to show, especially PvP. Also if you're experienced enough for this to matter, you can usually tell by talking with someone for a minute how experienced they are.
I really don't know where number of armor sets comes into play. I would suspect most people only keep 2 sets if that, and being able to buy high ranking armor really is no indication of skill. To be honest, the armor situation could be easily solved if ZOS would give us the very useful option to inspect other players to see what armor and such they're wearing. I know many times I have seen armor on someone and wanted to know what set it comes from.
Some games use a system where once a day you can "praise" someone and it keeps a running total of how many times they've been praised. This could work for your purpose, however it is a system which is subject to abuse.
Given the amount of CP are available, I do think you should be able to see this in some form though, considering the different is will make between someone with 0cp and someone with 100cp.
I don't feel that people should be forced to play with other people, but I do think it's nice for experienced players to "coach" less experienced and help them get through stuff they're struggling with. Realy that comes down more to player ethics than something which can be tangibly enforced by any game company. It's a symptom of the community.
The game design can play a part in fostering this though. For example, in GW2 when a player dies, any other play can resurrect them for free and gain xp out of it. In WoW you have skills with an easily regenerative resource to revive people. I don't know why in ESO they opted to go with a expensive consumable. It does kinda make sense with the lore, but it pushes on self preservation. Most games at least have a class which can revive people. Here you have to use a skill that's virtually useless except to make soul gems, which you still have to have empty ones to make, pay for pricey soul gems at the store, or find one on bosses or in chest, or other such things. Most people are not going to waste a soul gem when they know they may need it later unless you happen to be psuedo grouped against bosses, dolmens, dungeons, pvp, ect and even then it's only a marginally higher chance.
Really there's little about ESO which is designed to encourage people to work together short of the challenges. 1.6 will compound this problem even more with buffs not stacking. If you can give yourself all the buffs why rely on others?
Point is, as others pointed out, elitism is already a problem no need to make it worse. If ESO was designed more to get players to help each other and work together rather than millions of individuals who are forced together to overcome parts of the game's content, a system like "respect" wouldn't have so much of an impact and could be viable.
*missclick*
LEGENDARYYY wrote: »Eh, it's well thought out, but I have to disagree. Most significant achievements have titles to show, especially PvP. Also if you're experienced enough for this to matter, you can usually tell by talking with someone for a minute how experienced they are.
I really don't know where number of armor sets comes into play. I would suspect most people only keep 2 sets if that, and being able to buy high ranking armor really is no indication of skill. To be honest, the armor situation could be easily solved if ZOS would give us the very useful option to inspect other players to see what armor and such they're wearing. I know many times I have seen armor on someone and wanted to know what set it comes from.
Some games use a system where once a day you can "praise" someone and it keeps a running total of how many times they've been praised. This could work for your purpose, however it is a system which is subject to abuse.
Given the amount of CP are available, I do think you should be able to see this in some form though, considering the different is will make between someone with 0cp and someone with 100cp.
I don't feel that people should be forced to play with other people, but I do think it's nice for experienced players to "coach" less experienced and help them get through stuff they're struggling with. Realy that comes down more to player ethics than something which can be tangibly enforced by any game company. It's a symptom of the community.
The game design can play a part in fostering this though. For example, in GW2 when a player dies, any other play can resurrect them for free and gain xp out of it. In WoW you have skills with an easily regenerative resource to revive people. I don't know why in ESO they opted to go with a expensive consumable. It does kinda make sense with the lore, but it pushes on self preservation. Most games at least have a class which can revive people. Here you have to use a skill that's virtually useless except to make soul gems, which you still have to have empty ones to make, pay for pricey soul gems at the store, or find one on bosses or in chest, or other such things. Most people are not going to waste a soul gem when they know they may need it later unless you happen to be psuedo grouped against bosses, dolmens, dungeons, pvp, ect and even then it's only a marginally higher chance.
Really there's little about ESO which is designed to encourage people to work together short of the challenges. 1.6 will compound this problem even more with buffs not stacking. If you can give yourself all the buffs why rely on others?
Point is, as others pointed out, elitism is already a problem no need to make it worse. If ESO was designed more to get players to help each other and work together rather than millions of individuals who are forced together to overcome parts of the game's content, a system like "respect" wouldn't have so much of an impact and could be viable.
you misunderstood the whole consept. It's not a measurement of player skill.. but character power and progress. And that may be because I wrote "skill" once in my post by a mistake. It was meant to say character power and progress. It is now fixed
Regen is also superfluous because potions and food.
On a semi-related note, I would love for the achievement points to actually mean something. The give the achievements point values and give you a cumulative total, but what for? It's like the points from "Who's line is it anyway"