AlienDiplomat wrote: »It has been discussed much already. A new level 10 player goes into PVP and runs into an "immortal" player with full nirnhoned and 300+ CP, and doesn't stand a snowball's chance in Oblivion regardless of skill.
The current "cap" on total CP is 3600, however I propose a "tiered cap" of 360 per "season" which limits the maximum total CP you can gain during a period of time. This would allow new players a chance to catch up to the no-lifers and remove the incentive for those "quantity over quality" types to marathon their way into an embolism-induced early grave.
I propose that for this first "season", lasting until sometime in Q3 2015, that the maximum CP anyone should be allowed to accumulate should be 360. I know some no-lifers have already passed that, but as a general rule.
Once you have reached this point your progress will be halted until the cap is raised.
I think this is a fair way to prevent the game from becoming totally repellant to new players which will only cause ALL of us to suffer when revenue continues to plummet and the game is eventually abandoned to go the way of so many cash-shop cash-outs to compensate.
theweakminded wrote: »People care far to mucus about comparison to other players. PvP is not about 1v1. Learn strategy and how to work as a group.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
MaximillianDiE wrote: »CP power creep will be the death of this pvp in this game in the long run (if lag, nirn and other issues don't kill the pvp population first). I already lost well over half my guild which was an exclusively pvp guild when 1.6 came out with the main reason being the predicted power creep and as people ground out CP and they couldn't be bothered grinding pve mobs to compete in pvp - including most of our vets who played for the first 6+ months and came back to check out the game when it went FTP. Now we're actually starting to see the power creep as a reality it will only get worse as pve carebears who grind CP get progressively not just a little but a lot more powerful than the pvp'rs who don't want to grind pve mobs to compete in pvp.
The rest of the people I play with (including myself) have progressively stopped logging on for other reasons such as nirn, lag and the like. Anyone with half a brain must be able to see the collapse in population on the pvp servers. From my perspective as an Oceanic player its like the bulk of the Oceanics have stopped playing altogether so the servers are like ghost towns now in my time zone. CP gap will be a deterrent to new players sticking around so there will be no regeneration of the player base. That's pretty dire for a game which looks like its reaching its tipping point anyway. Hopefully once console release has happened ZOS will take a look at what's happened to its PC player base and re-evaluate some of its decisions around things like CP.
For me its most likely too late now as I've lost most of the people I play mmos with from ESO now anyway so I'm really just treading water here until the next decent pvp game comes along. CU can't come soon enough.
If you are only level 10, maybe play non vet until you start earning CP. Also not quite sure why you think a level 10 should have any chance against a V14 that has likely been playing for the last year.
AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
AlienDiplomat wrote: »It has been discussed much already. A new level 10 player goes into PVP and runs into an "immortal" player with full nirnhoned and 300+ CP, and doesn't stand a snowball's chance in Oblivion regardless of skill.
The current "cap" on total CP is 3600, however I propose a "tiered cap" of 360 per "season" which limits the maximum total CP you can gain during a period of time. This would allow new players a chance to catch up to the no-lifers and remove the incentive for those "quantity over quality" types to marathon their way into an embolism-induced early grave.
I propose that for this first "season", lasting until sometime in Q3 2015, that the maximum CP anyone should be allowed to accumulate should be 360. I know some no-lifers have already passed that, but as a general rule.
Once you have reached this point your progress will be halted until the cap is raised.
I think this is a fair way to prevent the game from becoming totally repellant to new players which will only cause ALL of us to suffer when revenue continues to plummet and the game is eventually abandoned to go the way of so many cash-shop cash-outs to compensate.
It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
Very enjoying indeed. Because progress right? Baaahh.
/end sarcasm
Yawn. If you consider player skill, then yes, but it is simple math. That player will always have better stats than you just because he grinded more. Is this really ok?It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
Very enjoying indeed. Because progress right? Baaahh.
/end sarcasm
Do you think grinding champion points = win in pvp? I don't. If you spend 6 months grinding points and then go pvp expecting to own everyone, lol, I think you're going to be surprised.
It's constant progression, which is nice, and you don't have to grind any of it.
AlienDiplomat wrote: »If you are only level 10, maybe play non vet until you start earning CP. Also not quite sure why you think a level 10 should have any chance against a V14 that has likely been playing for the last year.
It doesn't work that way. People in non-vet will have 300+ CP at pre-vet levels since you can use the CP you get on your vet characters on your alts starting at level 1. That means non-vet campaign will be the MOST unbalanced, not the least.
Yawn. If you consider player skill, then yes, but it is simple math. That player will always have better stats than you just because he grinded more. Is this really ok?It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
Very enjoying indeed. Because progress right? Baaahh.
/end sarcasm
Do you think grinding champion points = win in pvp? I don't. If you spend 6 months grinding points and then go pvp expecting to own everyone, lol, I think you're going to be surprised.
It's constant progression, which is nice, and you don't have to grind any of it.
Dont be so naive. It is constant progression only for "casuals". Rest will grind all the way.
So how about PvP progression? What should small scale/solo players do? Do pve or gtfo? I suppose it is. Because it is currently what it(game) force you to get some power.Yawn. If you consider player skill, then yes, but it is simple math. That player will always have better stats than you just because he grinded more. Is this really ok?It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
Very enjoying indeed. Because progress right? Baaahh.
/end sarcasm
Do you think grinding champion points = win in pvp? I don't. If you spend 6 months grinding points and then go pvp expecting to own everyone, lol, I think you're going to be surprised.
It's constant progression, which is nice, and you don't have to grind any of it.
Dont be so naive. It is constant progression only for "casuals". Rest will grind all the way.
Yawn. If someone went and grinded all those points, would it not be ok for them to have better stats?
It is progression whether you grind it or not. 3600 points, do you think someone is going to grind to 3600 points before quitting? I don't, but hey if they get there then more power to em. They may grind some of it, to get ahead of everyone, and.... that's the entire point of them doing it.
So how about PvP progression? What should small scale/solo players do? Do pve or gtfo? I suppose it is. Because it is currently what it(game) force you to get some power.Yawn. If you consider player skill, then yes, but it is simple math. That player will always have better stats than you just because he grinded more. Is this really ok?It only requires grind. Any form of it, say mob grind or AP grind. And that is very attractive way to progress. Yeah. I would gladly enjoy hours of mindless grinding for the next year. Because I have no life and have looots of free time. And I will crush everyone in PvP who actually have a life outside of the game by having plain 25% advantage for every stat and unique passives available for me.AlienDiplomat wrote: »Korah_Eaglecry wrote: »AlienDiplomat wrote: »
And your beating a dead horse topic is SOOOOO original.
Have seen a LOT of threads talking about the CP gap problem, which is real and needs to be dealt with to prevent a loss of new player revenue.
I haven't seen ANY threads proposing an actual solution like capping CP gain in increments.
So someone spends months and months getting points, and then someone new comes a long and is less powerful, this is by design is it not?
If someone hit the cap, they might just stop playing, so I don't think this is a good idea.
I also don't think there should be a way for players to easily catch up, it should require as much effort put in by everyone.
Very enjoying indeed. Because progress right? Baaahh.
/end sarcasm
Do you think grinding champion points = win in pvp? I don't. If you spend 6 months grinding points and then go pvp expecting to own everyone, lol, I think you're going to be surprised.
It's constant progression, which is nice, and you don't have to grind any of it.
Dont be so naive. It is constant progression only for "casuals". Rest will grind all the way.
Yawn. If someone went and grinded all those points, would it not be ok for them to have better stats?
It is progression whether you grind it or not. 3600 points, do you think someone is going to grind to 3600 points before quitting? I don't, but hey if they get there then more power to em. They may grind some of it, to get ahead of everyone, and.... that's the entire point of them doing it.
And well done to the grinder. He earned it in some way. I just can't understand the logic behind "To improve your character for PvP, you need to do PvE or zerg". "If you do not, you will be punished with low CP/level" mentality.
Keep PvE CP open ended, Limit PvP CP to 360 CP (Have a PvP/PvE allocation that is switched when transitioning from PvP/PvE and vice versa)
That's... assuming you want a competitive pvp atmosphere. If not, then enjoy the pos we will have when a new veteran meets my thousand's of CP decked out vet.