Cherryblossom wrote: »What your essentially saying is once you have reached 500-600 points there is very little improvement.
Yes wonderful, awesome, but it would seem you have missed the point! You have to get there whilst others are already there, you cannot disagree that a 10% bonus gives you a distinct advantage over another player who don't have it...
This create's huge divisions within the player base, those with CP and those without. How do you balance for these differences.
PVE; New content is either too hard for new players without CP or to easy for those with loads.
PVP; pretty obvious really.
Also your whole premise is that there will be no additions to the CS, so this would beg the question, whats the point of gaining points when it at some point it gives no progression!
In DnD the DM would suit the encouters to the Party, this is not possible with CS points.
@Attorneyatlawl
One thing you forgot about the progress made with allocating more and more champion points is the stat increase that comes with it wich gives another (significant) advantage of power to those who have more CP respecively.
While it is true that from 30 to 100 CP the advantage of power might only be 14% more damage in one dmg type you alsomhave to look at other benefits. That player with 100 CP also has 14% bigger shields and 14% higher regen for example in addition to higher pools wich boost damage and survivability respectively as well so in the end he might come out with his main abilities hitting for ~2k (on smthing like a fragment or wrecking blow) more while having a 2k bigger harness amgicka/hardened ward, etc. and a higher healthpool as well.
On top of that with more CP comes the opportunity to invest in different stars more efficiently so with another 100 CP you get maybe 14% higher critical damage as well as 10% block cost reduction and a nice little ~9% cost reduction to your spells plus ofc even more stats.
With another 100 CP we get clsoe to the really dangerous territory. With the 120 point passives unlocking soon (unchained or a 14k shield on block every so many seconds) it can quickly become impossible for a lowe CP player to kill a player with high CP count even if he is way more skilled than that player. It doesnt matter if you got that sorc feared for 3.5 seconds and he was dumb enough to blow all his stamina (wich is hardly possible with that many CP) when you have to get through giant shields first only to get him to 50% when he just blocks, and shields it all up again without having to worry a slightest bit.
The problem with Cp is NOT that it is a progression system that makes your charecter more powerfull but that it provides so much power wirhout having to invest any skill or effort into it (apart from time and xp pots) that in the end strategy and skill of the inferior player just cease to matter when his opponent has several hundreds of cp on him because he decided to grind them out.
Tactics, planning and strategy become worthless with the CS when your opponent just takes 20% less damage from you deals 20% more on top of that and has no chance to run out of resources ever. This is not about finetuning everything this is about a numeral advantage that makes some fights impossible to win, very similar to a low lvl player attacking a veteran in top gear even if that low lvl player has way more skill and experience (might be an alt) than the veteran.
When you now set an actually skilled player behind the char with enourmos amounts of CP you have the perfect reicpe to slaughter everyone with new and slower players being left in the dirt.
@sypher who i think most agree is pretty decent at pvp himself, has outlined the impact of CP on fights from his personal experience.
There are many solutions to these power gaps (some good some worse) out there and i wont touch on them here but in the end it becomes quite obvious to me that simething has to be done in order to allow some kind of even playing field where skill actually matter even if you opponent has way more CP than you do.
Cherryblossom wrote: »What your essentially saying is once you have reached 500-600 points there is very little improvement.
Yes wonderful, awesome, but it would seem you have missed the point! You have to get there whilst others are already there, you cannot disagree that a 10% bonus gives you a distinct advantage over another player who don't have it...
This create's huge divisions within the player base, those with CP and those without. How do you balance for these differences.
PVE; New content is either too hard for new players without CP or to easy for those with loads.
PVP; pretty obvious really.
Also your whole premise is that there will be no additions to the CS, so this would beg the question, whats the point of gaining points when it at some point it gives no progression!
In DnD the DM would suit the encouters to the Party, this is not possible with CS points.
DaveMoeDee wrote: »While I appreciate the comparison to Planetside, it is a problematic comparison because ESO is primarily an RPG. Yes, it has PvP, but that is not the main part of the game. Look at all the DLC planned. Look at the weekly patches. The focus of the game is not PvP, so the character development will not be focused on what makes the best PvP game.
I do agree that the CS could be re-made to be more horizontal with buff unlocks and a limit on how many buffs can be active at a single moment. That could be a decent design that would still provide a target for completionists who want to unlock even what they will not use. But this is all secondary to having a feel like the character is growing in power as it progresses though additional content.
Cameron_Star wrote: »You care way too much about this game.
DaveMoeDee wrote: »While I appreciate the comparison to Planetside, it is a problematic comparison because ESO is primarily an RPG. Yes, it has PvP, but that is not the main part of the game. Look at all the DLC planned. Look at the weekly patches. The focus of the game is not PvP, so the character development will not be focused on what makes the best PvP game.
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.
The message is, get the facts and think things through, before spilling directly into outrage. Here are all the facts of how the system works: http://forums.elderscrollsonline.com/en/discussion/190594/primer-champion-points-a-cliffs-notes-well-not-really-presentationSo... Basically... "Balance doesn't matter, get used to ".
Good message.
Rune_Relic wrote: »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 stopped reading at that point.
I have no time for people who sympathise with exploiters and cheaters and say...hey that's life.
That crap only exists if its tolerated and permitted.
The mistake you are making is believing the game is here for YOUR personal benefit at the expense of all others.
You feel the ability for you to become a God and wreck all before you far out weighs the desire of those around you not to be wrecked.
You feel that's the way gameplay has been to date so that makes it OK.
That originates from a single player rpg mentality where you never had to give a crap about anyone else.
The enemy was NPCs.... no one gave a crap.
My opinion is all games have failed to date for exactly that reason.
Hence the obligatory problem of people jumping ship endlessly as soon as an alternative arrives.
The elite grind and grind.
The elite become more powerful.
The masses just end up fodder time after time.
The masses leave out of frustration as soon as they realise they can never compete.
The game ends.
Your selfishness and the game creators pandering to it is what will kill this game.
Personally I avoid PVP at all costs now it has become so unbalanced and full of exploits.
When PVE ends up the same way, I too will walk away from the game and leave you to enjoy....until ZOS pulls the plug due to lack of players.
You need to look through the eyes of the masses if you want this game to prosper.
Not the eyes of the elite at the top who want nothing but more invulnerability so they can kill 50 players at once instead of 30.
Attorneyatlawl wrote: »
It's not easy to have an honest discussion when half of the participants believe one thing without having the facts they decided upon right in the first place, 49 percent are confused by the first half making inaccurate, or at the very least incomplete, statements that don't line up with the mechanics, and only 1 percent have done the math, before everyone chats.
Attorneyatlawl wrote: »The message is, get the facts and think things through, before spilling directly into outrage. Here are all the facts of how the system works: http://forums.elderscrollsonline.com/en/discussion/190594/primer-champion-points-a-cliffs-notes-well-not-really-presentationSo... Basically... "Balance doesn't matter, get used to ".
Good message.
It's not easy to have an honest discussion when half of the participants believe one thing without having the facts they decided upon right in the first place, 49 percent are confused by the first half making inaccurate, or at the very least incomplete, statements that don't line up with the mechanics, and only 1 percent have done the math, before everyone chats.
Unfortunately @Attorneyatlawl, people are creatures of perspective. A person who FEELS that a system is unfair (no matter if it is or not) will continue to find reasons as to why the system is unfair. In this case, any time a player is killed in PVP by another player they will blame it on the better player having more CPs.
Never mind diminishing returns, or anything like that: Skill should always win over.
When it doesn't the game no longer becomes enjoyable and can be likened to other non-skill games like clash of clans.
For those that believe long play time grinding CP should give MOOOAAARRR POWER, yes to a certain degree a slight numerical advantage is OK. But someone who learns to master the game, not grind, should be a better player and that skill should outweigh your grinding. Spending weeks and hours in a gym does not inherently make you a good tennis player.