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Let's be frank about Roleplaying Games, "keeping up with the Joneses", and exploits.

  • Cuyler
    Cuyler
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    Coby19 wrote: »
    Cuyler 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.
    You're use of the term "significantly" is up for debate.
    on some of the passives, there is a large artificial factor added in, while others it is a very slight one.
    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.

    Your use of the term, "you're" is up for debate.

    Ha is ee wat u did their.

    [Moderator Note: Edited per our rules on Flaming]
    Edited by ZOS_MaryB on July 7, 2015 4:24PM
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
  • Attorneyatlawl
    Attorneyatlawl
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    parpin 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.
    Edited by Attorneyatlawl on July 7, 2015 3:56PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • parpin
    parpin
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    parpin 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
    Attorneyatlawl
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    parpin wrote: »
    parpin 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.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • sadownik
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    sadownik 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?

    My point is that you, as a smart person, use the simple discussion strategy, not lying but also not telling the whole truth. You simply pick the facts that suits your argument, and leave the rest. Diminishing returns are indeed present, but you know as well (or even better) as me that there are diminishing returns to a point where there is practicly linear progress.

    You know that the difference between 100 cp points and 600 cp points is huge.

    You know that any catch up mechanism from those now presented to us will aslo sere those that are grinding for hours in well known spots.

    Its a well known fact that 300 cp is getting to be an average on pc, furthermore there are already guilds that requre that level.

    So i ask this, is in your opinion, champion system working as intended, or is it in the need of tweaking?
    Edited by sadownik on July 7, 2015 4:05PM
  • Cuyler
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    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.

    I concur that your math is correct, but are the reductions significant enough? Is the system adding too much over time? I'm not sure atm. It's a daunting task to scale any content to such a disparity in POWER/mitigation that the CS currently provides.

    What I do know is how easy the game is for me even with 300 CPs and those with <50 CPs are having a tough time. If were all supposed to be able to complete the same content then CR scaling needs to take effect or else the CS is just an overly inflated whale of enhancement. For example, being able to complete dsa solo naked with 800+ CPs is a clear sign of adding too much as was shown recently.
    Guild: STACK n BURN (gm) PC - NA
    CP 810 18 Maxed Characters:
    "How hard can u guar?" - Rafishul[/spoiler]
  • parpin
    parpin
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    parpin wrote: »
    parpin 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.

    being easily affordable is not good at all..meaning grinders can easily get them and use them to grind hell out of CP even faster that i thought they can..you are missing the bigger picture here..those grinders will have stats advantage over others just because they have time or money or both..the game narrowed down to certain audience and sadly zos is targeting them..but what we say is this:
    this game has potential to be one of the best mmos out there..with wide variety of players from hard core to casual..but at the moment this game system is only good for grinders thanks to CP.
    Edited by parpin on July 7, 2015 4:14PM
  • Bromburak
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    A lot of comments here talk about an "even playing field", but that already exists.

    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.

    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.

    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.
    Edited by Bromburak on July 7, 2015 4:32PM
  • OrangeTheCat
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    You care way too much about this game.

    You can tell from his immodest signature.
  • AppleJuiceBox2
    AppleJuiceBox2
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    Are we all bring frank? I mean how will we know who is who if we are all frank. It'd be like hey Frank did you see what frank wrote about frank. Yeah man I did he is typical frank. So instead of Frank we should use a color system.
  • FancyTuna8
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    Didn't read whole thread, but to OP, anyone who has ever become very good at something knows that at a certain point you just can't experience improvement anymore, and it all becomes about sustaining your ability. If you are trying to argue realism, then people who are playing regularly/a lot should simply not have their skills diminish.

    I have no problem with unbalanced ability/power for players in pvp; however, I think that teams/sides in pvp should have to be balanced based on a weighting given to each character/player.
  • BlackEar
    BlackEar
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    You care way too much about this game.

    You must live a sad life.
    Bjorn Blackbear - Master Angler - Collector - Black Market Mogul - Ebonheart Pact - Exterminatus - EU.

    Achievement hunter:

    Visit my profile page to find out about which achievement I am currently hunting.

    Check out Anemonean's thieving guide!
  • Cernow
    Cernow
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    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.

    Yes, but within limits. In order for a sport or hobby to be fun everyone has to be at least able to exist on the same ballpark. This is why most sports and hobbies rank people and team them up with or against other players of similar skill and power. This is as true of team sports as it is individual sports, physical games as it is of mental games. Leagues, rankings, handicaps etc etc.

    So, whilst progression is good, it needs limits, checks and balances to keep things broadly competitive for everyone. Skill and time invested into your character should definitely give you the edge. It should not however turn you into an unstoppable superhero. There's no fun being cannon fodder for someone else's enjoyment as they steamroller you. And for most players who don't have self esteem issues they need to play out via a computer game, it's no fun doing the steamrolling either. Any game where this starts happening is fundamentally broken.
  • hereiamhereibe2
  • hereiamhereibe2
    *clap**clap**clap**clap**clap*
  • Attorneyatlawl
    Attorneyatlawl
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    EDIT: Merged accidentally edited post into post made shortly after.
    Edited by Attorneyatlawl on July 7, 2015 5:32PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Tre_775
    Tre_775
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    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!
    "He was already insane before he left Tamriel. Mad as a box of frogs..."
    - Lyris Titanborn in reference to Sir Cadwell
  • Attorneyatlawl
    Attorneyatlawl
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    You care way too much about this game.

    You can tell from his immodest signature.

    Listing your guilds, that you have played for a long time, one PVE achievement, one link to a small game guide you wrote, and two links to feedback you have is an immodest signature? I'd like to see what you think is bragging, then. :p

    Tre_775 wrote: »
    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!

    Thanks... I appreciate the feedback, from everyone who has taken the time to state their thoughts, agree or disagree. <3
    Cernow wrote: »
    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.

    It's not, indeed. That's why I have tried to place some guides as to what I consider to be an even field, and have been implying that it's smart to qualify what you call an imbalance or not a little more firmly :).

    Not only have existing players lost opportunity to gain XP for champion levels as easily, but they have gotten hit hard directly too, in some cases having had things outright taken away that they'd earned, multiple times. You are right on that. I have lost, due to objectively and obviously incorrect scaling during the patches moving the cap to VR12 from VR10, and VR14 from VR12, in the neighborhood of several hundred thousand gold (if I fully checked it all off, I'd probably come close to a million gold here) outright.

    One of the easiest examples being VR8-10 glyphs when VR12 came in. Having had a significant number of top-level glyphs I crafted as legendary for sale on an ongoing basis, my existing stock immediately became nearly unsellable to other players (I tried, for months) and instead of staying as the top level range as you'd expect (they even took the exact same materials as the VR10-12 ones did... Kura/Kude, an essence, and an orange Kuta aspect rune), they were moved down a full range, morphing into VR7-9 glyphs on patch day unannounced.

    There are other examples, too, including upwards of a good, I'd hazard a guess, an extra 35-40 million XP on my main characters alone that was entirely discarded when the Champion System was introduced due to the artificial limit being set at 70 champion points grandfathered in, which would have been equivalent to nearly another full 100 champion levels, completely uncredited for ;).

    Like you said, things get changed. I accept that. I'll admit, on a personal level I am to this day a bit miffed about the lost gold to what was a very obvious oversight with those glyphs. But I moved on. I've made more gold. I've gotten more gear. I didn't, even then, make dozens of threads complaining about it being unfair and that the game was going to die because of it. I've leveled more characters, and had more fun anyway. Champion Levels are a very good example of not simply being handed things for free and easily, with extremely high and readily available drop rates like you mentioned.

    It also is not a simple factor of time, because even the same in-game activity in the exact same location will yield wildly different XP gains depending on who's doing it. I've told guildmates about grinding spots, and the XP they can get per hour from them at peak/optimally... and had them come back two hours later, telling me they only earned a third of that. There is timing, DPS and resource optimization, survivability, tethering radiuses, movement in the area, spawn spots, and numerous other factors that affect it. We do need XP parity to be closer across activities.

    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.
    Edited by Attorneyatlawl on July 7, 2015 5:34PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Cernow
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    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.
  • gard
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    As the OP alluded to, the only way for the game to be 100% balanced is for everyone to have the exact same attributes and skills available (e.g. chess). If we had that today, the people screaming for equality or balance (or whatever) would instead be screaming because the game is boring.

    Someone else in the thread mentioned having different campaigns for superhero toons. I rather like that idea, assuming there are enough players so that a given level campaign isn't empty. Have campaigns for VR1-5, 6-10, etc. and also a free-for-all campaign for those of us who are just suckers for punishment.

    I've been at the low end of the power spectrum in other games. If I got stomped by someone with better stats, it just gave me that much more resolve to hone my skills and become more powerful. Heck, with my highest toon at vr 3 I'm at the low end of the power scale right now!

    My wife complains that I never listen to her. (Or something like that.)
    -- I'm a one man smurf zerg!

    My ESO addons:
    Midnight - Find out when midnight is so that you can check for ww/vamp spawn.
    Goto - Adds a tab to the map pane allowing you to teleport to a friend, guildmate, or groupmate for free.
  • Attorneyatlawl
    Attorneyatlawl
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    Cernow 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.

    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.

    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.

    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. But the real point there, is what I was getting at originally. And even when other players have similar levels of the same factors... you won't win every time anyway. Balance isn't winning every time against even odds :p. I don't think many would argue that Entropy Rising had a very large amount of skilled players in their ranks at that time, and while I haven't kept up much with their activities more recently, I imagine they do to this day.

    If you're saying that player skill is what you want... that doesn't match with what you're asking to be changed =).
    Edited by Attorneyatlawl on July 7, 2015 5:57PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • ItsRejectz
    ItsRejectz
    ✭✭✭✭✭
    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
    Xbox EU - GT: o69 Woody 69o

    VR16 Sorc: Vlad V Impaler
    VR16 Sorc: Yes it's Woody
    VR16 NB: Prince of Wallachia
    VR16 Templar: Sir Lancelot the Brave
    VR16 DK: I'm Better Than You


  • ch.ris317b14_ESO
    ch.ris317b14_ESO
    ✭✭✭
    Levels are meaningless contrivances....

    You can do so much more to make more content in a game

    New class skill trees

    New world skill trees

    New story

    New PVP maps

    New gear

    .... there is no need for more grind, only more content
  • Smiteye
    Smiteye
    ✭✭✭
    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.

    i remember hearing about that the same day... it was CRAZY.
    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

    THIS so much.
  • ch.ris317b14_ESO
    ch.ris317b14_ESO
    ✭✭✭
    Right now I can think of dozens of skill lines you could add to this game and keep people playing, tell lots of new stories.... and get rid of levels altogether.

  • Cernow
    Cernow
    ✭✭✭✭
    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.

    Yeah, because standing in the middle of a zerg spamming one or two skills while never running out of resources has everything to do with skills, tactics, awareness and positioning and nothing to do with broken game mechanics, right?
  • ElricFrancis
    ElricFrancis
    ✭✭
    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.
    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:

    6VHGAVI.png
    "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.
    ala you want a fighting chance do not participate in the vet ranks Got it.
    Previous MMOs: Everquest Fennin Ro 99-04 / Star Wars Galaxy Wanderhome 03-04
    World of Warcraft Whisperwind 04-12 / FF 14: ARR 14
    Named Usually: Realmreaver
  • ElricFrancis
    ElricFrancis
    ✭✭
    Armitas wrote: »
    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.

    Not worried about player gap as much as end game content. Since I don't like to pvp another player's stats means little. Like wow there is the actual raids then there is the random raids which gives slightly weaker gear but it's all content for all types. The problem is outside pvp really little to do but grind or watch paint dry in the game.
    Previous MMOs: Everquest Fennin Ro 99-04 / Star Wars Galaxy Wanderhome 03-04
    World of Warcraft Whisperwind 04-12 / FF 14: ARR 14
    Named Usually: Realmreaver
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    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.
  • ch.ris317b14_ESO
    ch.ris317b14_ESO
    ✭✭✭
    Bromburak 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.

    There is SO MUCH untapped potential in ESO's morphig system and skill line system in general...

    If they would have done it right, there'd be no need for character levels at all.
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