The problem is that previously we could catch up. People skyrocketed to VR12 and then VR14, but everyone else got there too sooner or later. With 3600 champion points, that's not going to happen. Casual players will earn up to 2 CP a day, reaching their first 120 point passives anywhere between 5 months to over a year from now. Grinders will be there much, much sooner and the gap will only continue to grow. I won't go as far as to say it will kill the game... but it's going to be interesting to watch how new players joining later this year are going to react.I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
The problem is that previously we could catch up. People skyrocketed to VR12 and then VR14, but everyone else got there too sooner or later. With 3600 champion points, that's not going to happen. Casual players will earn up to 2 CP a day, reaching their first 120 point passives anywhere between 5 months to over a year from now. Grinders will be there much, much sooner and the gap will only continue to grow. I won't go as far as to say it will kill the game... but it's going to be interesting to watch how new players joining later this year are going to react.I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
Tannakaobi wrote: »If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
It's a good question. Personally I would have to say yes and no. Of course I want rewards for my time, but I also want the game to be about skill over grind. It's a fine balance and often what makes or breaks a games PVP for me.
I'm not in a position now to say about ESO
They need to decrease the strength. Maxed out champion points should give something like +10% to a stat. At the current values of +25%, the gap between someone with no champion points and maxed is way too high. Instead of a small bonus over time, it becomes a mandatory grind to remain competitive.
infraction2008b16_ESO wrote: »I feel what is missing is the replacement for plain old grinding, like another avenue to earn champion points rather than earning xp. Something that would work well would be to actually include them in a daily/weekly quest system or even something like expanding the undaunted pledge system so you can trade gold/silver keys for champion points and having pledges not just for dungeons but all content like trials, craglorn quests, delves and even open world stuff like anomalies and dolmens.
For pvp they could also have a similar system tied to the daily missions.
Doesn't that sound more fun than mindlessly grinding mobs to get ahead? It's the reason other mmo's have dailies.
I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
Dagoth_Rac wrote: »Most players want to feel like either there is a big power gap but they can catch up in a reasonable amount of time, or that there will always be a power gap but that it is minor. The Champion System feels like the opposite. It will take an extremely long time for the average player to close the power gap and the power gap is significant.
I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
This is not true at all. If gear mattered more, this wouldn't be an issue. And the RNG was strong enough that gear that was superior to crafted gear took a long time to get. Simply grinding ad nauseum is a very poor way to band-aid the real issue here:
There's essentially nothing for a V14 who has done gold and silver to do that doesn't require endless spamming chats for groups. And now the importance of doing so is magnified. That's really bad. Alot of people are going to leave when they see they have to do Craglorn dailies every single day forever.
The CP does not need capping. An infinite horizontal progression system is great, it just shouldn't award power. Increase player power up to level 50 and then no more. Change the CS to reward non-combat passives, such as harvesting time, carry capacity, move speed, fast travel cost, barter skills, thieving skills, guild slots, guild bank slots, player housing skills, and so on.
The CP does not need capping. An infinite horizontal progression system is great, it just shouldn't award power. Increase player power up to level 50 and then no more. Change the CS to reward non-combat passives, such as harvesting time, carry capacity, move speed, fast travel cost, barter skills, thieving skills, guild slots, guild bank slots, player housing skills, and so on.
If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?
But you are being rewarded because your L2P level rises: You simply get better at the game. You also get a much higher chance at having better gear. Is that not enough? Do you really also need a flat base advantage in damage and protection?I see where you're coming from. But, someone who has more time to put into the game grinding will always be ahead of a more casual player. Champion System or not. If you could and wanted to play for 8 hours a day, you'd want to feel rewarded for that time compared to someone who only put in 2 hours a day, wouldn't you?