joshdm2001_ESO wrote: »I really don't understand the issue here. If someone has the time to put into it why shouldn't they be rewarded respectively?
That's kind of the point of this thread, if you spend your time pvp'ing, questing & doing daily dungeons(playing the game), you end up with less champion points for your time than if you ran in circles in a Cyrodiil Delve killing mobs over and over(grinding).
By design, ZOS is encouraging everyone to grind in cyrodiil delves. Which makes those delves important for your alliance to hold, which makes "buff servers" desirable and causes imbalance between the factions. Should AD players have an easier time getting champion points simply because they have more people? It's even further screwed up when you consider that any of us can simply switch to an AD vet character and earn champion points for all our characters. So you end up with DC & EP players who actually want to keep AD's buff server, because they can go mine CP's there.
This whole issue is exactly like the XP grinds in the past that were exploited and eventually patched. The goal is to make everything return roughly the same amount of XP, or in this case champion points, because then people can really do whatever they enjoy and they won't be gimping themselves in the process.
I bet even the guy who has those 227x3 champion points in the screen shot, wishes he could go do other stuff in the game and still get the same XP/CP return. But, currently there is very little choice when you crunch the numbers.
joshdm2001_ESO wrote: »I really don't understand the issue here. If someone has the time to put into it why shouldn't they be rewarded respectively? Since when did we become so entitled that everyone has to equal?
This is an mmo. Some people have more time to play than others. That's life. Get used to it. If someone dedicated 5 hours a day 7 days a week to playing an mmo of course they will be ahead and it's reasonable that they should be. They dedicated more time to it. Sorry that you can't catch up. Make a life change so you too can play five hours a day 7 days a week.There problem solved.
There is absolutely no system that can be created to make everyone equal because people wanted to be rewarded for their time. If people aren't rewarded for their time than their is no incentive to play. Just make everyone vr 14 and give everyone the best gear and max champion points. Where is the fun in that?
Yay, you mentioned entitlement. It had to happen. Such a red herring, entitlement has nothing to do with it.
This is a GAME. Successful and enjoyable games require parameters and a relatively level playing field on which to compete. Not totally equal, effort and skill should be rewarded. But everyone does need to at least be on the same ballpark or else things develop into a farce.
All games require this because it no fun being ground into the dust by another player with superhero powers. And unless you base your self worth on being able to grind other players into the dust in such a fashion, there's not a lot of fun to be had dominating another player like this either. This is as true in a MMO as it is in any other game or sport.
And yes, I'm talking mostly about PvP. The trap that so many MMOs fall into is they make their PVE game all about a never ending arms race of gear and skill progression, to keep players backsides on seats. But when this approach is translated into PvP you end up with certain players exponentially more powerful than others, thus sucking all the fun out of the game for the majority.
Yes players should be rewarded for effort and there needs to be a way to continue to improve and hone your character. But these things need to be properly balanced with caps, limits and diminishing returns. And yes I know there's some in ESO, but nowhere near enough and it's clear some huge mistakes have been made which will only get worse with time, not better.
JacksonCarter13 wrote: »A little long but this post is proof of the broken system.
Glad you actually posted this I have been writing a draft for a week with numbers and proof which you'veready shown how absolutely absurd the champion system is and how it is co completely broken it's dumb. Let me give everyone a prime example . I have arguably completed the most out of anyone in this game. If not I'm easily top ten I have over 13.8k achievement points and have about 20 achievements left in the entire game. I am on of the top pvpr's on the dc side of NA. I have 188 or something right around there champion points. So through about 50 days of game time maybe more and completing almost everything I have about 120 less than an average EP or AD top pvp're. Now I don't blame them one bit, @zos has created a completely invalid system. So not by playing the game but by sitting in a dungeon in cyrodiil in a completely flipped campaign where my alliance can not keep up the population to actually defend 4 servers is how your character now gains progression. So not is your system just dumb, it's created a major form of imbalance where
Either I sit in a dungeon and grind 200 champ points or just simply be weaker although I play everyday. If this is what I think imagine a new player coming into the game wanting to be a competitive gamer. It's impossible to catch up for them and although I can probably catch up I'm not going to sit in a dungeon for hours when there is good pvp outside . @zos really your system is the most imbalance in an mmo I have ever see . The champion system has destroyed almost all longevity of the game especially for new players. And zos ifYour going to try and tell me 150 champion points don't make a world of difference your simply lying. - Urukai out!
joshdm2001_ESO wrote: »Don't bash the champion system because someone has more time on their hands than you do.
The Champion System is designed with diminishing returns. If memory serves correctly, the maximum boost to regeneration stats is 10.8%. At 10 points invested into the respective stars, you are at a 5% boost.
The gap between 0 and 3600 may be large, but between 200 and 700 may not be as big as you want to think.
Keep in mind, the highest boost any star grants is +25%, and half of that is achieved before you invest 20 points into a star (actual amount varying by star).
coryevans_3b14_ESO wrote: »So people are rewarded for having more time in the game and putting in more effort? WUT!!!!!!
Plus with diminishing returns at a certain point the bonus gains are very small.
The Champion System is designed with diminishing returns. If memory serves correctly, the maximum boost to regeneration stats is 10.8%. At 10 points invested into the respective stars, you are at a 5% boost.
The gap between 0 and 3600 may be large, but between 200 and 700 may not be as big as you want to think.
Keep in mind, the highest boost any star grants is +25%, and half of that is achieved before you invest 20 points into a star (actual amount varying by star).
coryevans_3b14_ESO wrote: »So people are rewarded for having more time in the game and putting in more effort? WUT!!!!!!
Plus with diminishing returns at a certain point the bonus gains are very small.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The Champion System is designed with diminishing returns. If memory serves correctly, the maximum boost to regeneration stats is 10.8%. At 10 points invested into the respective stars, you are at a 5% boost.
The gap between 0 and 3600 may be large, but between 200 and 700 may not be as big as you want to think.
Keep in mind, the highest boost any star grants is +25%, and half of that is achieved before you invest 20 points into a star (actual amount varying by star).
r.jan_emailb16_ESO wrote: »The Champion System is designed with diminishing returns. If memory serves correctly, the maximum boost to regeneration stats is 10.8%. At 10 points invested into the respective stars, you are at a 5% boost.
The gap between 0 and 3600 may be large, but between 200 and 700 may not be as big as you want to think.
Keep in mind, the highest boost any star grants is +25%, and half of that is achieved before you invest 20 points into a star (actual amount varying by star).
I remember every star maxes out at 20% or 25% increase/decrease.
It's true that you get the most of it rather early on, but please don't forget about two things: the passives you unlock, and the fact that you can spread your points over many stars. It's unlikeley that someone with 700 points will max out only 7 stars, but rather spreading the points to 15-20 different ones. So we're not only talking about a, let's say, 10% increase to fire damage, but on the other hand also 10% reduced incoming fire damage - which creates a bigger gap compared to only looking at 10% or 14% increased damage.
joshdm2001_ESO wrote: »I really don't understand the issue here. If someone has the time to put into it why shouldn't they be rewarded respectively? Since when did we become so entitled that everyone has to equal?
This is an mmo. Some people have more time to play than others. That's life. Get used to it. If someone dedicated 5 hours a day 7 days a week to playing an mmo of course they will be ahead and it's reasonable that they should be. They dedicated more time to it. Sorry that you can't catch up. Make a life change so you too can play five hours a day 7 days a week.There problem solved.
There is absolutely no system that can be created to make everyone equal because people wanted to be rewarded for their time. If people aren't rewarded for their time than their is no incentive to play. Just make everyone vr 14 and give everyone the best gear and max champion points. Where is the fun in that?
How to lose at ESO:
-Play as you want, with your friends, with the race and class that you want to be. Choose your armor based on look and unique bonuses. Be social and enjoy the world of Tamriel!
How to win at ESO:
-Pick an OP race (imperial or redguard) and grind goblins in a cyrodil delve until your eyes bleed, ensuring you harass any other player that messes up your grind rotation. Spend hundreds of thousands of gold on PVP gear to stack weapon damage to the max, even though the only time you have spent in PVP is in a delve grinding. Only break the grind cycle to run endgame content when needed to reclaim you spot on the leaderboard.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Different strokes... play it the way you enjoy it and stop worrying about the way others play it.
The problem comes in when you think the way you enjoy playing it is the best way and you want others who play it differently to be penalized for their lack of good sense
It seems to be a competitive PVP thing that could only possibly be fixed if everyone was given the identical stats regardless of gear or CPs. Where would be the fun in that? Besides... the complaining would then just shift to the other favorite PVP gripe: "class x is OP'd... nerf them!"
700 CP no-life < 300 CP pro-player
Thank you!
coryevans_3b14_ESO wrote: »So people are rewarded for having more time in the game and putting in more effort? WUT!!!!!!
Plus with diminishing returns at a certain point the bonus gains are very small.