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Champion System and XP Feedback

  • jwboudreau1b16_ESO
    jwboudreau1b16_ESO
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    Samadhi wrote: »
    Please also increase the rate of exp generation for performing all Legerdemain tasks.

    The skill line levels fine, but it does not feel like it is contributing to overall character progress.

    In previous games, playing as a Thief was a valid way to level up through the game; presently in ESO it is a fun system that is tacked on as something extra.

    It would be great to see this system incorporated to meaningful character development. Would love to level while roleplaying a shifty thief, but presently it just is not a viable option.

    I've been getting Legerdemain experience at a reasonable rate. I haven't really played my thief much since 1.6 launched and I'm already level 6. If you could max it quickly, the progression wouldn't be as fun.
  • deathmasterl_ESO
    deathmasterl_ESO
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    Here's the copy and paste from the topic I created and list of everything that I've seen complained about. Personally I don't really have any complaints about the system, but hopefully the list of things helps out a bit.

    1. CP makes you too strong compared to new players
    2. CP takes too long to level(Not enough XP, no new content, PvP XP too low, Mob XP too low, etc)
    3. CP Should have a limit to how many you can gain
    4. CP Shouldn't have a limit to how many you can gain
    5. Grinders earn CP too fast
    6. Casuals earn CP too slow
    7. PvP players don't earn enough CP doing PvP
    8. CP will take to long to max out at 3600
    9. CP should max out at 3600 quicker
    10. CP limit should be maxed out at 1200 instead of 3600
    11. CP should be time based
    12. CP shouldn't be time based
    13. CP should be determined just from playing and not XP based
    14. XP per CP should be lowered
    15. CP Level will cause Elitism on raids/content
    16. CP is worse then Veteran Rank
    17. PvP Imbalance
    18. CP earning makes the game feel like work
    19. CP makes things where you don't get max XP senseless
    Edited by deathmasterl_ESO on March 8, 2015 9:38PM
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  • Samadhi
    Samadhi
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    Samadhi wrote: »
    Please also increase the rate of exp generation for performing all Legerdemain tasks.

    The skill line levels fine, but it does not feel like it is contributing to overall character progress.

    In previous games, playing as a Thief was a valid way to level up through the game; presently in ESO it is a fun system that is tacked on as something extra.

    It would be great to see this system incorporated to meaningful character development. Would love to level while roleplaying a shifty thief, but presently it just is not a viable option.

    I've been getting Legerdemain experience at a reasonable rate. I haven't really played my thief much since 1.6 launched and I'm already level 6. If you could max it quickly, the progression wouldn't be as fun.

    As was stated in the post you quoted, the leveling of the skill line is fine. Not asking for that to be sped up, it is paced well.
    The skill line levels independently of experience gains, as each task has its own amount that it levels the skill line by.

    What playing as a thief does not do is provide sufficient experience (Vet rank experience or Champion Rank experience) for a character to level up by being a thief.

    It makes it feel tacked-on, rather than a meaningful part of character development.
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  • DanielMaxwell
    DanielMaxwell
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    Vaelen wrote: »
    If ZOS gave out 200 CPs to all vet characters, would anyone complain except for those who wasted their time abusing the exploit to gain 200+ CPs?

    Honestly I would , but then I do not think they should have been giving out any CP's for what players did before the champion system was active in the game .
  • washlov
    washlov
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    Brandalf wrote: »
    Make the system finishable within a reasonable time or you alienate your current and future playerbase.

    It's not a system that's intended to be finished. How this is such a difficult concept to understand for so many people baffles me.


    its a system for 24/7 farmers it feels like work
    all things which does not give max xp now feel worthless
    a game should be there to play not to worry about stats the hole time

  • Weng
    Weng
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    I'd suggest you should turn down the stat numbers drastically. At the moment you already get 6% stat increase for 20 CP and on PTS I saw 25% stat increases for 100 CP. This is too much it should max out at 5% or better 3%.

    And I would put a cap on the total CP you can acquire. Maybe, put the cap at 1000 CP so people always have to choose how to distribute points and cannot max out everything. In this case you could give the 1000 CP to players in a month instead of 2 years. It wouldn't matter because the clever distribution of the points would be the goal. But then ESO would be more like other MMOs and not so TES like. Still I think it would be better for an MMO.
  • jwboudreau1b16_ESO
    jwboudreau1b16_ESO
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    One thing that my spouse mentioned is that daily dungeons could reward you 1 CP.

    That way, you're encouraged to do daily dungeons, which would help with the group finder issues because more players would be doing them. Right now, if you aren't interested in gear farming, there's not much incentive to do dungeons. Just a thought, but I thought that it was a good idea!
  • jwboudreau1b16_ESO
    jwboudreau1b16_ESO
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    Samadhi wrote: »
    Samadhi wrote: »
    Please also increase the rate of exp generation for performing all Legerdemain tasks.

    The skill line levels fine, but it does not feel like it is contributing to overall character progress.

    In previous games, playing as a Thief was a valid way to level up through the game; presently in ESO it is a fun system that is tacked on as something extra.

    It would be great to see this system incorporated to meaningful character development. Would love to level while roleplaying a shifty thief, but presently it just is not a viable option.

    I've been getting Legerdemain experience at a reasonable rate. I haven't really played my thief much since 1.6 launched and I'm already level 6. If you could max it quickly, the progression wouldn't be as fun.

    As was stated in the post you quoted, the leveling of the skill line is fine. Not asking for that to be sped up, it is paced well.
    The skill line levels independently of experience gains, as each task has its own amount that it levels the skill line by.

    What playing as a thief does not do is provide sufficient experience (Vet rank experience or Champion Rank experience) for a character to level up by being a thief.

    It makes it feel tacked-on, rather than a meaningful part of character development.

    Okay, that's fair. I misunderstood. I agree, then. I would love to see it expanded to other elements in the game. For example, sometimes you need to persuade/intimidate NPC's to give you things. It would be really cool if there would be a pickpocket option, too.
  • ElliottXO
    ElliottXO
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    Copypaste from a thread I just created:

    Problem: One freaking CP needs 400k XP and you get 400k englightenment per day, but there is no way for a casual to earn that much. I am not going to grind mobs 1-2 hours every day unless ZOS pays me for it. If I can't earn 2 - 4 CP per hour playing normal, then I will just quit the game. Like I've quit it 10 months ago after my first character hit VR1. I thought ZOS would've learned by now...

    Solution: Reduce the requirement for CP to 100k XP and increase XP rewards from daily quests. Give the people different options how to achieve their CP with the daily enlightenment bonus. There are easy ways to do it by linking XP rewards to daily quests e.g.:
    • Completing undaunted dailies should net enough XP for 2 - 4 CP
    • Completing daily trial quests should net enough XP for 2 - 4 CP
    • Completing daily PvP quests should net enough XP for 2 - 4 CP
    • Completing 2 - 4 high level crafting writs should net enough XP for 1 - 2 CP
    • Completing daily legendermain (to be implemented) should net enough XP for 1 - 2 CP
    • And people who want to grind mobs, can still grind mobs for 2 - 4 CP first hour
    • Not sure what other possibilities ESO can easily offer at the moment...
    (Remember that only the first 4 CP would be with the enlightenment bonus, so doing all the daily quests above on the same day would not give ~20CP but more like 6 - 8 CP)

    This stuff can be implemented easily. A casual should be able to make 4 CP a day with stuff he actually enjoys. People who invest more time will always have superior stats, so ZOS please save your time looking for mob grinding spots to nerf and just encourage different styles of playing instead. You are not giving us any alternatives.

    I have two hours a day and with a system like above I would average 5 - 6 CP per day (including burning up the 400k englightenment per day). Cash shop items could boost that up to 8 - 12 CP per day and I would be fine with it (live and let live guys). ZOS falsely assumes that they have to keep CP gain extremely low so people will sub for a longer time. But I think right now people will just quit because they can't see any progress or any future to reach a decent amount of CP. This exactly my concern right now. The CP system got released and I have not earned 1 single CP so far, while people grinding mobs are in the two hundres already.

    Seriously ZOS. Pull yourself together...
    Edited by ElliottXO on March 8, 2015 9:55PM
  • Nazon_Katts
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    I'd like to see CP directly awarded additionally to gaining them via XP, be it with alliance ranks, achievements or quests. I believe this would offer the opportunity to have a reliable common amount of CP people would earn by playing content, which then could be brought up to par with pure xp mob grinding without having to interfere with xp gains.

    The biggest I problem I see, even with counter measures, is that playing the game as it is meant to be played - taking your time and enjoying the story elements - will put you at a serious disadvantage compared to those that rush content and grind mobs. Especially group content will suffer from this, even more than we're used to, since the cap is so high that people won't get out of progression any time soon and will be in an ever constant hurry.

    Other than penalizing rushed questing, with the risk of alienating those on multiple play-throughs or bonuses to story questing, with the risk of unbalancing the level and quest flow through zones, I don't really see how else this could be tackled. However, if VR is removed, giving bonuses to story questing (through time based XP multipliers during conversations for instance) would not have that unbalancing effect anymore and could be a viable option.

    All in all the biggest downside remains the long running system and the still palpable power increase even with points in the higher counts. Shortening it (4CPs worth of Enlightenment per day was a step in the right direction and backing down to 1CP just made it worse again) and making diminishing returns kick in earlier and constantly decreasing the worth of point is needed or character power increasing points have to be moved to the lower half and only cosmetic/convenient improvements be available in the upper half.

    In conclusion I can only say that I'm against long running vertical progression systems and I'd rather see the CS removed and replaced with a long running horizontal progression, than improved, since the progression speed of the player base will always differ enough to bring up disparity issues and entry problems, no matter which measures you'll take.
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  • derpsticks
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    I've posted this before but figured I'd copy it here:

    How about a system not based on time or xp?

    How about giving a preset number of champion points per day based on completed objectives. For instance, lets say an account can earn up to 10 champion points in a day maximum but each of those champion points is awarded upon the completion of an objective such as:

    "Complete both undaunted dungeon dailies"
    "Complete X crafting dailies"
    "Complete X pvp dailies"
    "Complete <insert trial name>"
    "Complete DSA"
    "Earn X alliance points"
    "Catch the rare <insert fish name> fish from <insert zone>"
    "Help capture X keeps, scrolls, or resources"
    "Mine/Pick/Chop/Extract/Collect X resource nodes"
    "Kill X <insert mob name> in <insert level appropriate zone>"
    "Steal X items without being caught by a guard"
    "Pickpocket X items without being caught by a guard"
    "Literally anything that takes some amount of measurable effort that players like to do anyways"

    Now here is the interesting part, the player is given the opportunity to choose which 10 of these objectives to complete to earn their daily champion points from a list of 12-16 possibilities. Furthermore, the list is randomly generated and may have multiple objectives to do the same thing or slight variances where applicable. The randomness could be based on how "easy" or how much time the objective practically takes so things like harvesting resources would be available less often because it is relatively easy, but often enough because it can be time consuming.

    What this does:

    Prevents players from having to grind for anything except if they choose the grindy objective.

    Randomization prevents players from picking the same thing over and over and will effectively average that player's ability to complete the objectives (If players could pick what they were good at all the time they would have too easy a time). Forcing players to complete at least some of their least favorite / hardest to complete things mixes the game up for them and guarantees all players average about the same amount of time to gain all their points over time.

    Allows Crafters, PVErs, PVPrs, Grinders, Farmers, Fishers, Thieves, etc. equal access to the champion system. (Sorry RPrs, I don't RP so I can't think of a measurable objective for you, maybe you can).

    Allows all players an equal opportunity to advance in the champion system at the same rate. It would also be possible to implement 3 days worth of champion point "backlog" to a player, allowing them to earn up to 30 champion points if they missed a few days or didn't finish an objective from the day before, but no more than 30 after the 3rd day.

    Gives PVP players a viable option to gain champion points without worrying about the xp rates in Cyrodiil. They will just do what they normally do to earn a point, but can't earn them all doing just PVP unless RNG works out for them.

    Gives VR14 characters viable options to gain champion points and does not punish those having completed most quests/achievements/events/etc.

    Does not require players to create alts just for additional sources of XP.

    Prevents any player from gaining a significant advantage over any other player who plays an average amount of time per day. Players who join later or do not have the ability to play every 3 days may be awarded additional champion points per day if they are significantly far behind (say 6 - 8 months down the road when others have 2/3-3/4 the points).

    Does not allow players to sit idle and gain champion points on a daily basis based on a timed release of points.

    Does not make certain time frames of xp gain worth wildly larger amounts for no apparent reason (current enlightenment). Instead merely allows players to choose alternative objectives so they can actually play the way they want in order to earn their points.

    Many other wonderful things can come of this system. Given a proper set of difficult/time consuming/measurable accomplishments and objectives every single player's play style could be accounted for and given equal weight.

    This system would make the champion system 3600 times better than the current implementation (see what I did there).

    Please feel free to comment on this, I would love to hear your feedback. Constructive criticism is welcome.
  • LtCrunch
    LtCrunch
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    washlov wrote: »
    Brandalf wrote: »
    Make the system finishable within a reasonable time or you alienate your current and future playerbase.

    It's not a system that's intended to be finished. How this is such a difficult concept to understand for so many people baffles me.


    its a system for 24/7 farmers it feels like work
    all things which does not give max xp now feel worthless
    a game should be there to play not to worry about stats the hole time

    No it's a system that passively progresses as you play the game as you otherwise would. If you or anyone else treats it like a race to some sort of end goal you're doing it wrong, simple as that. I haven't gained one single CP since update 6 launched and I'm content.
    Edited by LtCrunch on March 8, 2015 10:01PM
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  • Roechacca
    Roechacca
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    I'd like to see AP give just as much CP as XP does . Also would like XP go back to the way it was in the VR areas .
  • Animal_Mother
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    Get rid of the game changing major perks from the Champion system and you get rid of the grind and make the game fun again.

    I already made a suggestion in another thread with something like @10 points able to port to the corresponding mundus stone on any map, @30 receive an ability for your skill bar, something like teleport to leader or combat rez, @75 get a title, and @120 CP receive a vanity item - pet or costume.

    Give us some way of acquiring CPs in PvP. This had been mentioned several time since 1.6 appeared on the PTS and nothing, absolutely nothing has been done to address this short-coming.

    Give us ways of earning CPs through crafting. I believe this was suggested during PTS as well.

    Stop nerfing XP gains - this has happened more than once over the last year and it always seems to be a knee-jerk reaction and since the original players were rewarded (not punished) it only serves to penalize those that come later.

    Give us some content.

    I disagree with the first point. Quite a few of the gamechanging perks are pretty cool. It makes it worth getting champion points and it feels great to further customize your character.

    Minor perks are the customization and can be expanded with @Faugaun 's suggestions from this post to for even more custom characters.

    http://forums.elderscrollsonline.com/en/discussion/155940/a-novel-observation
  • bugmom
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    Thought we were supposed to get around 1 CP and hour. I'm earning about one per DAY in PvP.
  • LtCrunch
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    bugmom wrote: »
    Thought we were supposed to get around 1 CP and hour. I'm earning about one per DAY in PvP.
    One every hour when enlightened, one every 4 hrs hours when not.
    Edited by LtCrunch on March 8, 2015 10:07PM
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  • Roechacca
    Roechacca
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    Take that poll into consideration and realize most players don't like CP Caps
  • Godspeed
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    PVP needs to be a viable alternative to gain champion points. Currently is it not.
  • Natjur
    Natjur
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    (1) Daily Pledges and trails are not worth doing for CP
    (2) Craglorn daily quests did gave TONS of exp towards CP, but is now nerfed, those that farmed them for 200+ CP, do they get to keep them?
    (3) Should there be a daily limit? So those who find bugged grinds spots, its automatically fixed?
    (4) What is ESO 'expected, CP earn rate? 1 - 10 per day?
    (One every hour when enlightened, one every 4 hrs hours when not.)
    (5) Do V14's have any good exp\cp earning spots now? Or are we forced to level V1 toons and get quest exp?

    Ok there are still a few good spots still but I am guessing ESO will class them bugged like the Craglorn daily and soon be FIXED, so you can't get CP per hour.
    Edited by Natjur on March 8, 2015 10:16PM
  • Curragraigue
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    Why not make enlightenment a diminishing returns system with milestones. If someone has x number of CPs by a certain date then they get 100% enlightenment. If they have x+1 they get 95% enlightenment and if they have x-1 they get 105% enlightenment then cap it so enlightenment can only be reduced to 10-20% and can only be boosted to 200%. Not sure how it works with gains but again a cap of enlightenment can only be used to gain no more than 3 CPs in a 24 hour period.

    If what you want is for people to not get too far ahead of each other using enlightenment then this would make more sense to me. It doesn't prevent people grinding or people getting ahead of others it just assists those that want to catch up but that do not have the same amount of time to play an opportunity to catch up.
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  • Roechacca
    Roechacca
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    Despite the over whelming amount of yes choices the no choice still out numbers them all combined


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  • hollywood
    hollywood
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    The way I see it 3600 being the cap is way too high , once someone hits that lvl they are so ridiculously stronger than a person with 0 CP that it isn't even funny.

    My main concern is the power gap between new players/casuals and veterans/hardcores.

    One way you could fix this is making the first CPs easier to earn and increase the amount of exp it takes to lvl up as you progress in the system (And keep enlightenment) , capping the benefits received for each star (Or introducing really harsh DR) and lowering the total amount os CP's available.

    Let's assume a 360 CAP , the first 90 take 100k xp to lvl , the next 90 take 200k and so forth. With the stars giving a max benefit (say Mooncalf gives a max 15% stamina regen) or having a high DR the players with the max CP lvl won't be terribly stronger than player with half that amount.

    That way it won't take forever for the hardcore group to max it out , while allowing a new player or casual to at least achieve a lvl where they can compete.

    And something must be done about the PvP Exp. With enlightenment you get xp at an ok rate in PvP , but it doesn't hold a candle to the xp/time ratio you get on PvE.
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  • xherics
    xherics
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    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    Well, the last night XP nerf was huge. At the moment we can not do anything to get CP properly.

    The reason is, that there is no viable content to do to earn XP. If you at ZOS do not want us to grind, we need proper content for XP.

    As you said, for example Trials and dailies.

    - We completed Sanctum Ophidia today, we got approx. 70k XP - this should be like 250k XP for one finished run - it is hard content. And for example if people got with their points to top 50, 40, 30, 20, 10 -> this should give XP bonus on completing the Trial quest.

    - My opinion is, that completing Veteran Arena should be one complete CP - 400k XP - this is more harder than SO - and then the same with TOP positions and bonus XP.

    - Daily Pledge dungeon should give something about 150k XP and not like atm, it gives 10k from dungeon and 10k from Quest.

    Imagine, that people do dailies and then maybe one Sanctum Ophidia or Veteran arena run, after what their Real Life calls them. So, 2 points/day is not that much.
    To be sure, that the all the day players can not gain so so much CP, for example after a daily limit of 5 points, they will receive 50% of XP - which penalty resets at midnight.

    Enlightenment should be active on account, when people are offline for 12h; then this system should give min. 2 CP from the mentioned daily 5.

    These changes can offer daily max 5 CP for players - is this really so much? 3600 is the max. Daily 5x365 = approx 1600/year if people playing actively on daily base.

    To avoid exploiters and hardcore grinders, lets make softcap of daily max 8 points, but as I said, after 5th point, with 50% less XP receive.

    Edited by xherics on March 8, 2015 10:28PM
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  • Attorneyatlawl
    Attorneyatlawl
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    Assilma wrote: »
    Maybe make AP give exp progression toward champion points. Definitely not on a 1:1 basis, but in some way, I think it should.

    Not enough CP in pvp compared to pve grinders!

    Just a thought. (trying to stay constructive despite hating 90% of the changes this update has introduced for me)

    This. Raising xp from dungeons etc is good, and while you can't make them even just due to differences, you should be aiming for more parity on xp gains to a reasonable extent. PVP xp for both vet and champ levels is way under par, even if you are slaughtering everyone out there you're making much less than pve activities such as questing. And grinding is being nerfed enough that it's leaving no fun ways of gaining viable amounts of xp now, but for that. Not everyone even likes questing, but most REALLY don't enjoy doing it five times over or more for alts. Things need to be rebalanced upward, toward where grinding was and vet levels like launch. You now run out of every type of content well before vr14 and pvp gives little for it as do trials and dungeons.

    Without fixing the xp scale from its currently essentially broken state, and this includes pvp, the champion system doesn't make sense, even moreso since it is a bit too top heavy due to constellation passive tier unlocks. I'd also like to see a bit more of a curve on how the passives scale, to go along with that. For the system to work it needs to be bottom heavy and those bottom parts should be earn able by any way you enjoy playing, with more towards group activities like pvp and dungeons. I still am hoping you change Craglorn to what was originally teased as a group required zone with far higher difficulty and proportionately higher rewards. When basically all of it is soloable including delves other than trials, and the rest durable otherwise, it just doesn't match up with the original intent at all.
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  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    There is no VR level xp to get for a solo player apart from Caldwell silver and gold in the entire game. When you combine this with enlightened giving x4 xp but only for 1 cp per day then you force solo players to choose between only play for an hour a day doing quests or waste 75% of the possible champion xp available to them before the solo content runs out.

    I suggest that you do away with the enlightened system and reduce the cost of CPs to 200k each. This will give players much greater freedom in playing like they want.

    Then you need to increase the cp xp gain in pvp to about 4 times greater than they are now. Not the quest rewards but the basic reward for killing enemy players and taking or defending pvp objectives.

    Last for the love of god, begin to put soloable repeatable content into the game that is not in Cyrodiil! When daoc got its champion system they also put in the random instances that scaled to group size to everyone always had some way to get those champ xp.
  • Sacadon
    Sacadon
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    People who are competitive will always achieve progression at the fastest possible pace and sometimes even if they are miserable doing it (self). You just can't change/fix this people. Ok, enough of the obvious.

    I know you are not going to pull new PvE content out of nowhere magically. So for now, we need places to grind in the interim that don't interfere with others.

    The pace of CP in Cyrodiil is insanely slow, but you already know this. So please fix it already.

  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    @ZOS_GinaBruno , this thread is the right thing to do in the current situation. I'll try and list the CP related problems that I can think of.

    1. First and foremost, the perception of the whole CP system is a problem. Right now, it is designed to be never-ending. But right now, quite a few (or maybe a lot?) players don't accept this. Why? Because it is so STRONG. There are diminishing returns, yes; but if I can get +25% damage, -20% (or so) spell costs + X by having 360CP (10% of total), a lot of players will actively aim for those numbers instead of just picking up bonuses along the way. Furthermore, new player need a long, long time to get these bonuses. By the time they get them, "older" players have gained even more PC, making them even stronger in almost every aspect of this game (Dungeons, Trials, PvP). On top of the bonuses, they accumulate raw stats that add up quite significantly over time.

    2. Bugs with Enlightment. I guess those will be fixed very soon, which solves one of the problems. I don't like to say that, but something has to be done about the CP that were earned because the buff never ended. I don't think players should be overly punished because they got this bug, but this puts them at an advantage that can possibly never be evened out by any player. Please think about this, and find a fair solution.

    3. XP (and therefore CP) gain. You said you're going to do something about Trial/Dungeon XP, fine. What about PvP? There are players that don't want to do PvE just to be competitive. Give us a viable way of gaining CP when we choose to only play PvP! I've read somewhere here on the forums that you are aware of players racking up significant numbers of XP in PvP; but those are a very small minority. Balance the XP gain for the majority, not the other way round. Additionally, why are you nerfing grind spots? First, if players decide to spend hours doing the same boring stuff all over and over just to get progress on a (supposed to be) never-ending system, there is a major flaw somehwere in this system. Second, players don't want to be forced into a certain way of acquiring XP. I don't really like questing, why can't I get the XP somewhere else? This is also a huge problem for the VR ranks, which should've been removed with 1.6. Correct me if I'm wrong, but the average player will need some weeks to go from lvl 50 to v14, just to find out that he/she has made 13 million XP = 32,5 CP. He/she will need another 57,5 to unlock some very powerful passives (+12% crit chance) and so on. Everyone can see the huge rewards that are inside the Champion System, but also the painful grind to get there - all while knowing that they're not able to catch up to someone who plays this game more often/started earlier. They never will. Also: why do you punish players XP-wise in a group with more than than two players?

    4. Impact on PvP/PvE. The CP system gives bonuses to about everything that could be important in this game, plus raw stats that come for free and are always useful (since damage/healing/tanking capabilities are directly tied to those stats). In my eyes, it is okay that more seasoned players have an advantage to newcomers. But, let's make up some numbers, 20% more damage, 15% lower spell cost, higher regen, more HP/Magicka/Stamina and so on? This is plain unfair, even more if you know that the newbie can't catch up. They will eventually get the extra damage, but guess what? The veteran player already maxed out the defense, so yeah. Another year needed to be on par. Also, I'm curious if you came to a conclusion here: How will you balance the existing and new PvE content? New players hitting a wall, or free loot and boredom for veteran players? Neither of this is good.

    In my eyes, this are the major problems. But what about solutions? I haven't spend that much time on them, but my ideas so far are:
    • Weaken the CP system, or speed up progress: Back to my firedamage example, either cap the damage at, let's say, 15% or keep it at 25% while putting the 20% threshold at 50CP or so.
    • Even out XP gain throughout every major game aspect: Questing, Dungeons/Trials, PvP. If you feel you have to, cap the CP/week in a way that it is reachable by 60% of the players, while 20% get less and 20% would get more otherwise. This should be fair. Would be nice to combine this with the point above in a way that players get, let's say, 75% of the power inherent to the CP system within a year
    • Please: tell us about your ideas of progression (other than the CP system) - Dungeons/Trials tied to an amount of CP?
    • Introduce ways for solo players to get XP besides the Silver/Gold quests. That doesn't concern me at all, but seeing that you try to appeal your ES playerbase already this would only be fair.

    Can't think of much more. Whatever ZOS decides to do, a statement on it (rather very soon, before 17th of March) is mandatory. Thanks for reading :smile:
    Edited by r.jan_emailb16_ESO on March 8, 2015 11:14PM
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Kragorn
    Kragorn
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    Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.
    The fundamental problem for me: there's no viable NON-GROUP way to get XP.

    Yes, it's an MMO, but NO, I want to be able to progress when it suits me not when it suits a bunch of others at the same time. Your plans do nothing for me, you're still fixated on 1990s-group-or-die methods of character progression beyond VR10.

    The only way I can get CP at VR10 is to grind mobs and you're doing NOTHING to help that, at all. No one's running Craglorn any more even if I were inclined to group up for very point of XP I can get. Craglorn is a ghost-land now, except for 'hot' grinding spots, questing is dead as are the dungeons, I've looked and nothing.

  • Audigy
    Audigy
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    xherics wrote: »
    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    Well, the last night XP nerf was huge. At the moment we can not do anything to get CP properly.

    The reason is, that there is no viable content to do to earn XP. If you at ZOS do not want us to grind, we need proper content for XP.

    As you said, for example Trials and dailies.

    - We completed Sanctum Ophidia today, we got approx. 70k XP - this should be like 250k XP for one finished run - it is hard content. And for example if people got with their points to top 50, 40, 30, 20, 10 -> this should give XP bonus on completing the Trial quest.

    - My opinion is, that completing Veteran Arena should be one complete CP - 400k XP - this is more harder than SO - and then the same with TOP positions and bonus XP.

    - Daily Pledge dungeon should give something about 150k XP and not like atm, it gives 10k from dungeon and 10k from Quest.

    Imagine, that people do dailies and then maybe one Sanctum Ophidia or Veteran arena run, after what their Real Life calls them. So, 2 points/day is not that much.
    To be sure, that the all the day players can not gain so so much CP, for example after a daily limit of 5 points, they will receive 50% of XP - which penalty resets at midnight.

    Enlightenment should be active on account, when people are offline for 12h; then this system should give min. 2 CP from the mentioned daily 5.

    These changes can offer daily max 5 CP for players - is this really so much? 3600 is the max. Daily 5x365 = approx 1600/year if people playing actively on daily base.

    To avoid exploiters and hardcore grinders, lets make softcap of daily max 8 points, but as I said, after 5th point, with 50% less XP receive.

    This would only be abused by farmers. They make grind groups and the Casual doesn't get in those due him being to bad / less worthy in the eyes of them.

    It would not change anything, those who now farm in Cyrodil just go farm VR´s - its still a broken system, just the place is now different.

    We need to get away from the idea that someone can do the same thing all day and gain an edge over those who do various things.

    As others said, Achievements should grant CP´s. Its a one time opportunity for everyone and even catching a rare fish is worth as much as running a dungeon or doing a story related quest. People need to be able to gain CP´s by playing this game, not by working it. ;)
  • infraction2008b16_ESO
    infraction2008b16_ESO
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    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points.

    This is welcome news but what about craglorn itself? I mean since craglorn hit it's been nothing more than a mob grind zone. I'd like to see some focus on getting people out of the grind spots into questing and other activities like anomalies/burial sites without over abusing a particular activity for it's xp value.

    Maybe bump the quest turn ins up a bit and maybe add a daily quest with a nice bit of xp for the open world group activities?
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