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.
derpsticks wrote: »Does a VR3 think they should be soloing VR13 mobs with ease? Without knowing what levels things are a player would never know what limits they have until they are dead and frustrated.
Back during the guild summit, this was Sage's perspective: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.
At this point then, I would be more concerned about asking not whether Champion rank should be displayed, but rather how can it be displayed since it is a given that there has to be a way to gate content tiers as the game wears on, especially if they ever do in fact remove VR ranking.
Rook_Master wrote: »Back during the guild summit, this was Sage's perspective: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.
At this point then, I would be more concerned about asking not whether Champion rank should be displayed, but rather how can it be displayed since it is a given that there has to be a way to gate content tiers as the game wears on, especially if they ever do in fact remove VR ranking.
Ah, thank you, that is very revealing.
I didn't even consider the point that future content must be gated behind Champion points somehow. That makes a lot of sense, and I'm fine with an approximate ranking as well.
theweakminded wrote: »All that would do is lead people to statements like "champ 150+ only" preferring grinders over other players.
Rook_Master wrote: »The separation is inevitable, really.
V14 is a good proxy for skill right now, but I expect that to not be the case after a few weeks or months.
theweakminded wrote: »Rook_Master wrote: »The separation is inevitable, really.
V14 is a good proxy for skill right now, but I expect that to not be the case after a few weeks or months.
V14 is not a measure of skill, its a measure of time spent. Just as champ 200, 300, etc will be.
derpsticks wrote: »VR rank is not a measure of skill or time spend, it is a measure of relative power. The same way champion points are a measure of relative power and not skill or time spent. Sure they might take a while to grind them out, but I mean time measured equally. Some players will be able to grind them much faster so we can't say it is a direct measurement of time spent.
derpsticks wrote: »The point I am trying to make is that levels, ranks, and values give a player the ability to gauge their own limits. Maybe the example I gave was not the best but it is obvious that encounters are not favorable towards a mismatched player.
Take health for instance, if a healer can see another players health and know that it is too low, that healer can at least inform the player that they will be one shotted and that there is no heal that could save them. This allows the player to get valuable feedback and adjust accordingly. It also saves the healer a ton of resources and saves them time and trouble and wasted potions. If players had no way of knowing what health their group member had then they would end up wasting time and potentially couldn't resolve the issue. How would you like every player's health to be hidden? Do you want a tank who has 14k hp and not know until he is repeatedly dying, causing wipes?
The same applies to vr ranks. The same should apply to champion points. Players should be able to gauge others so that they know what their groups limits are. They should also be able to judge if a player is going to hold them back as they try to reach their goal. If a group of three hardcore players is attempting to be at the top of the vet dsa leaderboards, you can bet they won't want a vr1 let alone anything less than a vr14 with 70 points to come along with them.
I'm beginning to think this common mistake is the reason why they changed the name from Wrothgar to Orsinium.traigusb14_ESO2 wrote: »when Hrothgar comes out
So... if they're going to gate and/or scale based on CP instead of VR... then why even do away with VR?
So... if they're going to gate and/or scale based on CP instead of VR... then why even do away with VR?
derpsticks wrote: »We are talking a big difference here. By the time new content comes out players will have played in 1.6 for around 6 months. Assuming 3 points a day that is somewhat close to the numbers you just mentioned between an old player and a new VR14.
There should be some sort of additional scaling based on the number of points someone has. Maybe creating separate instances based on the number would be reasonable. Are new areas going to allow vr1s? Will they strictly be vr14+? If you have vr1s then how do you separate the vr1s with 600 points from the fresh vr1s?
Perhaps a standardized ranking system should be put in place. Every player gets to run a hard instance with wave after wave of mobs. There could be a test for tanking, healing, and dps. So players would get a score and based on that are eligable for a higher difficulty tier of the content. Players could run the test over and over and progress to higher ranks if they are skilled or if they have simply outgrown that difficulty tier.
derpsticks wrote: »It would be more or less, but I meant hidden as in no possible way to know without getting the player to tell you. As of right now, a players health is partially hidden but is ultimately accessible, whereas the number of champion points their account has is completely hidden and inaccessible. Otherwise we wouldn't be having this conversation because an addon would be available and the topic moot.
Of course it should be shown. If all will be lvl50 I want to know how many champ points guy has. This will give me a handle what he can do.
theweakminded wrote: »All that would do is lead people to statements like "champ 150+ only" preferring grinders over other players.
derpsticks wrote: »So what I am proposing is to have pieces of armor require players to have more champion points to use as their quality improves. So a current vr14 gold piece would require 70 points in the new system.