You're use of the term "significantly" is up for debate.Attorneyatlawl wrote: »See my chart. There are inherent diminishing returns... on some of the passives, there is a large artificial factor added in, while others it is a very slight one. In both cases, the gains do go down significantly for each set of points you toss in, as a result.This is the point I try to nail home with everyone. The "large artificial factor" must be applied to every passive, not just some. Diminishing returns must be more diminishing if were to make it at all balanced for the newbies.Attorneyatlawl wrote: »on some of the passives, there is a large artificial factor added in, while others it is a very slight one.
Your use of the term, "you're" is up for debate.
you know what..let them defend the whole thing..and think because they can afford to spend lot of time and money(xp scrolls)..they should be stronger than newbie or returning player in terms of stats and not in terms of skill..so a new player who is more skillful and kills them in pvp they get angry..what?? i have been playing more than him i should be able to destroy him..why i have to practice to play skillfully??my money and time should cover every thing for me.
that being said ..there are much better ways to make sure veteran players get to shine in the crowd...specific armor and mount..titles and achievements..etc..it does not have to be stats improvement like what 3rd class asian mmos are offering..this game specifically designed to milk them..let zos make money out of them.
Attorneyatlawl wrote: »you know what..let them defend the whole thing..and think because they can afford to spend lot of time and money(xp scrolls)..they should be stronger than newbie or returning player in terms of stats and not in terms of skill..so a new player who is more skillful and kills them in pvp they get angry..what?? i have been playing more than him i should be able to destroy him..why i have to practice to play skillfully??my money and time should cover every thing for me.
that being said ..there are much better ways to make sure veteran players get to shine in the crowd...specific armor and mount..titles and achievements..etc..it does not have to be stats improvement like what 3rd class asian mmos are offering..this game specifically designed to milk them..let zos make money out of them.
Money? I have over 160 XP potions right now, which time wise last 50 minutes each... earned entirely through normal gameplay. Where does the money come in? I had more than a lot of concern with cash shop XP boosters. They didn't go that route. Instead they added, just prior, in game ones you earn/craft/buy with gold while playing, and they are very affordable in game. The only real usage for the cash shop ones is for subscribers to drop their crowns on if wanted instead of cosmetics, or a brand spanking new player to grab a pack of to help level their first character. That's as far as it goes in the practical sense because of how readily available the in game ones were made. And I applaud how they handled that.
Attorneyatlawl wrote: »you know what..let them defend the whole thing..and think because they can afford to spend lot of time and money(xp scrolls)..they should be stronger than newbie or returning player in terms of stats and not in terms of skill..so a new player who is more skillful and kills them in pvp they get angry..what?? i have been playing more than him i should be able to destroy him..why i have to practice to play skillfully??my money and time should cover every thing for me.
that being said ..there are much better ways to make sure veteran players get to shine in the crowd...specific armor and mount..titles and achievements..etc..it does not have to be stats improvement like what 3rd class asian mmos are offering..this game specifically designed to milk them..let zos make money out of them.
Money? I have over 160 XP potions right now, which time wise last 50 minutes each... earned entirely through normal gameplay. Where does the money come in? I had more than a lot of concern with cash shop XP boosters. They didn't go that route. Instead they added, just prior, in game ones you earn/craft/buy with gold while playing, and they are very affordable in game. The only real usage for the cash shop ones is for subscribers to drop their crowns on if wanted instead of cosmetics, or a brand spanking new player to grab a pack of to help level their first character. That's as far as it goes in the practical sense because of how readily available the in game ones were made. And I applaud how they handled that.
you forgot the part i said "people with time" that will cover you..also the xp from store is 2 hours in oppose to 50 min..guess which one is better
Attorneyatlawl wrote: »Rook_Master wrote: »That's a nice chart, but it kind of distracts from the real problem with CP.
You're only focusing on the 25% damage increase.
There is also:
25% block cost reduction
25% dodge roll / CC break reduction
25% damage shield increase
25% stamina regen
25% mana regen
Which, if you have 600 CP at this point, you can have all of that!
Do you start to see the bigger picture?
Oh belive me he does, he preferes not to show those things.
That was covered by the chart and discussion in the OP, right off the bat. I'm sorry, but I don't get your point here?
Attorneyatlawl wrote: »Hehe. @Cuyler, there isn't any need for an even larger artificial factor on most of them, due to, as I keep mentioning, inherent relative diminishment. It automatically, with even hypothetically zero artificial factor, would be diminishing for each gain compared to the last. Gain 5% extra damage, and go to 10? That's double, or a 100% improvement! Go to the same extra 5% gain now and arrive at 15? That's only half more this time, or a 50% improvement. Get another 5? This time it's only a 33% gain as compared to before, going from a 15% boost to a 20% one. The most important passives with the largest potential gameplay impact already have significant overall artificial scaling factors applied to boot. The worst passive scaling caps at 15.8% gain total, rather than 25% like I used in the example just now.
Attorneyatlawl wrote: »Attorneyatlawl wrote: »you know what..let them defend the whole thing..and think because they can afford to spend lot of time and money(xp scrolls)..they should be stronger than newbie or returning player in terms of stats and not in terms of skill..so a new player who is more skillful and kills them in pvp they get angry..what?? i have been playing more than him i should be able to destroy him..why i have to practice to play skillfully??my money and time should cover every thing for me.
that being said ..there are much better ways to make sure veteran players get to shine in the crowd...specific armor and mount..titles and achievements..etc..it does not have to be stats improvement like what 3rd class asian mmos are offering..this game specifically designed to milk them..let zos make money out of them.
Money? I have over 160 XP potions right now, which time wise last 50 minutes each... earned entirely through normal gameplay. Where does the money come in? I had more than a lot of concern with cash shop XP boosters. They didn't go that route. Instead they added, just prior, in game ones you earn/craft/buy with gold while playing, and they are very affordable in game. The only real usage for the cash shop ones is for subscribers to drop their crowns on if wanted instead of cosmetics, or a brand spanking new player to grab a pack of to help level their first character. That's as far as it goes in the practical sense because of how readily available the in game ones were made. And I applaud how they handled that.
you forgot the part i said "people with time" that will cover you..also the xp from store is 2 hours in oppose to 50 min..guess which one is better
Hm? Better? At 80 cents an hour for the scroll, I think the in game one is better. I can't say it took much effort to earn these ones in game, and I don't imagine continuing to pile them up will either like I said due to how affordable they are in gold.
A lot of comments here talk about an "even playing field", but that already exists.
Everyone has the exact same opportunity and ability to earn champion points
Attorneyatlawl wrote:
The RPG genre, all the way back to Dungeons and Dragons on pen and paper, is not about 100%, flawless, meticulously crafted equality. Rather, it is based around, and designed for, tactics, planning, and strategy to win the day. On the computer, some reaction time and real-time elements have been introduced, as a compromise between purely turn-based games and purely real-time twitch-based games like Q3 and UT99, for fun factor to the broader market. These all are types of skill, but they are different ones. If you don't like basketball... rather than ask it to be changed to a monstrous hybrid of football, soccer, and baseball, don't play basketball. They conceptually are incompatible with their rulesets and the skills you need, despite sharing a pool of common traits. This is the same with videogames.
Cameron_Star wrote: »You care way too much about this game.
Cameron_Star wrote: »You care way too much about this game.
Attorneyatlawl wrote: »Not only should you get better as a player, but as a character, when you play a game more. That's true in real life in sports, where you earn more money to get better equipment, practice, and get better at shooting hoops. The same is true in hobbyist videogames.
OrangeTheCat wrote: »Cameron_Star wrote: »You care way too much about this game.
You can tell from his immodest signature.
OP, thank you for presenting a rational and well thought perspective on this issue. It's great to see that people who don't necessarily fall into the celebrity gamer camp, but are just as passionate about the game, are beginning to make their voices heard with solid facts.
Insightful, Agree, and Awesome!
Because "even playing field" is not really defined in most cases.
Systems that don't differ between PvP and PvE like ESO must accept the fact that there
will always be imbalance issues because different modes have different impact on changes.Everyone has the exact same opportunity and ability to earn champion points
How? Someone who leveled his Vets before CP existed is forced to grind because they are done with existing content to get proper exp. So how can you say this is the exact same opportunity?
Thats not an ESO specific problem tho, thats what happens when concepts are being changed afterwards because games are growing and need to be adjusted to make revenue.
Imo a very important part is missing that made RPG genre very interesting, luck and random factor and trinity. Today you get everything for free, anything can be crafted or can be bought or drops way to often and we have superhero hybrids all over the place.
Attorneyatlawl wrote: »I agree. But I have a hard time agreeing that the boosts you can earn here fall even remotely into the definition of not being in the same ballpark. Two, three times the power of another player... sure, I'd agree and ask for a rebalance. 10? Even 20%? That doesn't turn someone into an unstoppable superhero in a one on one, let alone a group fight of 10 on 10 on 12, or other arious numbers that turn up.
Attorneyatlawl wrote: »I agree. But I have a hard time agreeing that the boosts you can earn here fall even remotely into the definition of not being in the same ballpark. Two, three times the power of another player... sure, I'd agree and ask for a rebalance. 10? Even 20%? That doesn't turn someone into an unstoppable superhero in a one on one, let alone a group fight of 10 on 10 on 12, or other arious numbers that turn up.
10% or 20%, it matters not really, it's just a number. It all depends how these differences in power actually translate into player performance. It depends on what stats, passives, skills and abilities are being affected and how they impact on gameplay.
I've spent a lot of time in Cyrodiil and I know what I've seen. It's not about players being much better 1v1 or 10v10. It's about players being better 1v10, even 1v20. I've seen players holding their own solo or duo against 10+ players. And the players they were fighting weren't unskilled idiots, didn't need to L2P, had decent gear etc etc. I've seen players running through the zerg with almost total impunity, impossible to kill. Not pure tanks or healers either, built for survival, but characters capable of also dishing damage. I've teamed with some of these players and I've seen it from both sides of the fence. Many of the players don't seem that comfortable with the power gap, once the initial novelty wears off there's not a lot of fun steamrolling the opposition without any challenge.
What makes this happen? CPs? Broken game mechanics? Broken builds and skills? Probably a combination of all of these things. ZOS threw a crazy amount of variables into the pot when it comes to PvP balance and even if everything was working 100% as intended (which never happens anyway) it was likely to be very difficult to balance. For a team making their first MMO it's probably impossible. But they aren't helping themselves putting open-ended progression like the CP system into the equation. This is already causing problems and it can only fester and worsen over time.
"Attorneyatlawl wrote: »This won't be a popular remark... but yes, they do indeed need to, as you termed it, "L2P" in that instance. If they have already obtained reasonably powerful equipment and "weren't unskilled idiots" (which means they know how to create a good, viable build for themselves, or failing that, ask someone for help doing so)... what's left but the skill factor? 10... 20... hell, call it 30% power (which the champion system actually can't provide even at 3600 points versus enemy players with 600 points, but I digress...)... that is not enough in the slightest, remotest, most far-out-there way to cause a 10v1 fight to end in defeat because you were lacking.
In beta, long before the Champion System was ever even announced to anyone, even guilds in private, or anyone outside of the company presumably, some players were able to do the exceptional. I had quite a lot of memorable fights where I fought alone, or with one other person who randomly was nearby, 10 or 20 people and came out on top. The most memorable one I'd ever pulled off back then, was in a keep siege where one other player on my side was defending when I came in through the breach of our outer walls. Around 30 players from Entropy Rising, a coordinated guild mind you, were getting close to breaking down the inner. They all died, with the ally inside the inner only realizing what was happening and coming out to help as the last few fell.
How? I could tell you how, nearly exactly, even though it was that far back, because it was a fun time and I remember it well.
ItsRejectz wrote: »Best post on these forums for a long time and I agree with it all.
Deltia writes that big post about people having to high of a cp level and undoubtedly the devs will probably actually listen to what he put, yet he spends his entire time playing grinding and using what some consider farming exploits ( mud crab ) ..
Sorry but that to me sounds not like someone who has an issue with CP, but more of an issue of other people having higher cp than him.
Now, to my main gripe about what is happening at the moment.. I totally agree that people who play the game longer should feel stronger! Otherwise what is there to aim for? Why do I want to get better gear? What's the point spending hundreds of hours in getting materials to up grade my equipment? What's the point in all them if every new player is buffed to match me?
I'm sorry, but this is a god dam rpg!!!!! Like all other rpgs you should become stronger the more time you put in.
It's ok saying it's not fair on new players, but how is this fair on longer term players?
Sick and tired of been gimped to acomodate for new players or players who hardly play
Attorneyatlawl wrote: »The math isn't there. The facts aren't there. The extra small meta bits you can pull off with that, simply aren't there to support it. This is the most literal example of skill, including positioning, battlefield awareness, terrain awareness, game mechanic practice and knowledge, timing, reaction, coordination, and planning (both on the fly, and from planning your character to achieve your goal) that you could provide.
ala you want a fighting chance do not participate in the vet ranks Got it.Attorneyatlawl wrote: »I saw a post by @reapthetempestrwb17_ESO recently, that very much stuck out to me, and struck a chord. I feel that it hits such a crucial, and core, argument as to how roleplaying games are designed and work in an online environment, that it really needs to be expanded on and discussed.reapthetempestrwb17_ESO wrote: »I only have 100 CP, I don't grind, have played since beta and I listen to the dialogue and take it slow. As a result my main is only VR 10. Yet my character has a 3.0 + KD in Vet Cyrodiil. I don't know if that is good or not since I didn't PVP that much until recently but I don't see what the problem is with CP? Am I the only one that thinks the system is fine as it is?
I also don't understand why someone like Deltia who grinds constantly and uses any exploits he can to get max level (crab grind, sheep killing etc) and gain CP yet he is sooo upset that people have an unfair advantage with too many CP because he still can't keep up with literally one or two other people out of hundreds of thousands of players.
In MMOs you want your character to feel powerful. Why do people want to nerf the ability to gain very slight ability buffs that have diminishing returns to the point that the difference between putting 99 and 100 CP in one skill tree ability is literally to low a decimal place to even register an increase in buff %?
I also disagree that if I have been playing every day for over a year someone who picks up the game today should be able to catch up to me in progression unless I quit the game. As long as people are earning CP legitimately whether grinding or questing or doing dailies or trials or PVP they have earned those CP through hard work, time and effort.
People not prepared to put work time and effort into the game have no right to feel entitled to have the same level of reward and ability as those who do.
Well, I have to tell you @reapthetempestrwb17_ESO, you aren't the only one. Not only should you get better as a player, but as a character, when you play a game more. That's true in real life in sports, where you earn more money to get better equipment, practice, and get better at shooting hoops. The same is true in hobbyist videogames.
This really does sum up the core of the discussion, I think. The bottom line ends up being that this is an online RPG. RPG's inherently are based around character progression, player skill and tactics, obtaining better gear/gold coins, and learning the combat system to work with the mechanics of the gameplay. A lot of comments here talk about an "even playing field", but that already exists. Everyone has the exact same opportunity and ability to earn champion points, and they are already diminishing in usefulness rapidly the more you gain. You can't balance a game around what the fringe cases are. It simply doesn't represent how nearly anyone really plays, in general. Exceptional people, players, and examples exist in just about anything you can name in life. And yes, so do cheaters, exploiters, and other "not cool" things.
I've seen a startling acceptance among some crowds of exploiting, to "level the field" and top scores up, or even outright showing off using them for leveling champion points (or even veteran ranks and normal character levels), getting into keeps or outposts in Cyrodiil PVP, and more. These players feel entitled, for whatever reasons, to cheat ahead of the crowd.
Whether they think they simply deserve it outright, or that the system is somehow "broken", they rationalize it. There are some players, probably in the mid-double-digits if I were to guess, running around with 600, 700, even upwards of a thousand champion points right now. Mind you, this is in a game with millions of players. Guess what? Not only did the majority of these people bot by exploiting bugged mobs or botting grind spots while they slept, but they usually do get banned given some time, and the odds of you running into one of 50, 60, or however many of those players ever is astronomically low. If you lose one fight because of that? That doesn't mean the system's bad. It means cheaters suck, just like they always do, in online gaming.
Now, to get back to the main contention at hand here (the Champion System, Veteran Ranks, and progression as a whole), I wrote a succinct and raw-facts summary of how it all works along with the relevant examples here:
http://forums.elderscrollsonline.com/en/discussion/190594/primer-champion-points
Yes, you can gain "14.2% more damage" (quote-unquote, because unless you're only using one type of attack, that's a misnomer and not correct) than someone else near the beginning of the system by getting to 270 champion points if they only have 90, for one damage type such as elemental, physical, or magical (poison, disease, and magicka) attacks, by maxing out that one star while they "only" can get 30 points in, for 10.8% damage gained of that attack type.
Let me once more link this in, because it is being fully overlooked, I think, by most of the people recently discussing the champion system who are staunchly against the entire idea of progression in an MMORPG, a genre which incidentally is a subgenre of the RPG:
"Champion Point scaling works in five primary groups, with one or two minor exceptions. The table above shows what you are gaining as you invest more into a single passive, and the lessened value per point between inherent relative diminishment, and the slight exponent on the boosts' power curves."
Read that table. On the BEST scaling group of the five main ones these passives use, you have to spend three and a third times the points, to get a two and a third times the bonus. However, that may sound like a big number, yet it's actually only 14.2% to one damage type as discussed above. It's rare, and difficult, to make anything but a niche build that only uses one damage type. Generally, you'll get about 3/4ths to 4/5ths of your damage overall from that primary type, so already that advantage is dropping in its usefulness towards the ~11% range. That's with having three times the champion level, and this is in the most extreme range of gains and changes you obtain from the system being at the very start. Once you reach the level 500 to 600 range, you see a sharper drop-off.
Ultimately, if you wanted pure, raw balance, you would be playing Chess, or failing that because it's too "boring" for you... you'd be playing a computer-based game that was designed strictly around balance with absolutely zero progression in any way, shape, or form, such as Quake 3 or Unreal Tournament (1999). Battlefield has progression that stays with your account, as does Call of Duty. So does Counter-Strike, and even League of Legends inside of a specific match as you earn cash/gold to buy upgrades as the round goes on. Starcraft 2, does not, but it automatically matches you against players of objectively closer skill levels, so you are progressing on the leaderboard rankings and getting tougher opponents as you get better in your personal skill.
The RPG genre, all the way back to Dungeons and Dragons on pen and paper, is not about 100%, flawless, meticulously crafted equality. Rather, it is based around, and designed for, tactics, planning, and strategy to win the day. On the computer, some reaction time and real-time elements have been introduced, as a compromise between purely turn-based games and purely real-time twitch-based games like Q3 and UT99, for fun factor to the broader market. These all are types of skill, but they are different ones. If you don't like basketball... rather than ask it to be changed to a monstrous hybrid of football, soccer, and baseball, don't play basketball. They conceptually are incompatible with their rulesets and the skills you need, despite sharing a pool of common traits. This is the same with videogames.
/two-dollars' worth of thought. Thanks for reading, all.
@ZOS_GinaBruno, @ZOS_JessicaFolsom, @ZOS_BrianWheeler, @ZOS_RichLambert, @ZOS_ChrisStrasz, @ZOS_KaiSchober.
I think there should be a player gap in any game. It is healthy when managed and prevents stagnation. There should be gear that is better than other gear and more difficult to obtain, and CP is very similar to that classic system. That gap should be managed though, it should never appear insurmountable or overwhelming as to cause a new person to give up on closing that gap.
In the case of gear gap there is a reset every time there is an expansion or level cap increase. CP will never be reset, the gap will only stop growing when someone caps out. The potential it provides isn't a linear progression either, it's gestalt, it runs across several aspects that when combined create greater outcomes then their separate parts provide individually.
This gap should be managed, right now it's being mismanaged and flat out encouraged by the cash shop. Just as gear has seasons, CP should as well.
Attorneyatlawl wrote:Grinding should not be the only good way to earn champion XP. PVP should provide a nearly equivalent, on average, amount per hour, bearing in mind that by its nature the level of action can be very spikey, as well as whether you're winning or not. Questing should be a bit below as it's readily doable 24/7, low in difficulty, and solo at that. Dungeons should be in-between, and Trials should be a bit higher than everything else because there is downtime involved with forming between runs and it takes 12 people to run them. Now, mind you... I'm not saying that questing should be 1/50th of the XP. I'm talking about more along the lines of 85% of what PVP and PVE grinding yield on average while Trials/etc. would have a bit higher potential on average.
Attorneyatlawl wrote:Grinding should not be the only good way to earn champion XP. PVP should provide a nearly equivalent, on average, amount per hour, bearing in mind that by its nature the level of action can be very spikey, as well as whether you're winning or not. Questing should be a bit below as it's readily doable 24/7, low in difficulty, and solo at that. Dungeons should be in-between, and Trials should be a bit higher than everything else because there is downtime involved with forming between runs and it takes 12 people to run them. Now, mind you... I'm not saying that questing should be 1/50th of the XP. I'm talking about more along the lines of 85% of what PVP and PVE grinding yield on average while Trials/etc. would have a bit higher potential on average.
I would redesign the CP tree , differ between PvE and PvP and include active skills with deeper morphing that you can buy for ranks.