Thank you for bringing this up. I was shocked when I saw 100% XP increase for public dungeons (that would include CWC, right?) and NO increase in PvP XP gains. Now, what they should have done was increase PvP XP gains which are ridiculously low and lower public dungeons XP gains... really angry about that one.
@ZOS_BrianWheeler
please respond to this!
yeah, it's kind of strange...
not so long ago, ZoS increased PvP XP gains, so PvP would be more on par with PvE XP gains.
Those PvP XP increases actually did not put PvP on equal footing with PvE, but obviously it did help.
Now they are increasing PvE XP gains, with no mention of PvP - essentially undoing the previous balance attempt...
Francescolg wrote: »The problem is not beeing perceived as a problem by the devs and that's the problem
AhPook_Is_Here wrote: »If a solo player earns 50k AP a night, and lets say that translates into 5 champion points, after a 200% boost in PVP experience, what does a solid group make in the same night? 300k AP, 30 champion points with a 200% increase?
It seems like providing greater increases to XP earned for player kills isn't getting a huge boost as such a mechanic could be easily (and would in a heartbeat) be exploited. It sucks mind you, as I would love to be able to level my characters in PvP as opposed to repeating content for the umpteenth time in PvE but when you get actual people involved there is far too great a chance that it will be exploited and abused. Essentially, people are the reason we can't have nice things.
cazlonb16_ESO wrote: »
Yea. We told them before the last increase that 50% aren't anywhere enough. Personally I voted for a 200% increase, that should have put a decent player in a decent group roughly on par with the quest xp easily attainable for pretty much anyone but really poor players. That really shouldn't be too much to ask.
ZOS disagreed obviously. Since then, silence on that front...PvE rates are higher now and will increase even more in 1.7.
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Attorneyatlawl wrote: »
Exploiting grind spots with a bot while you sleep would be a lot simpler if you were going to go down the "but it could be used to cheat" route.
After earning ~98,400 alliance points in a group over a couple of hours last night I had gained a "whopping" ~300,000 XP, or about 3/4ths (75%) of just one champion rank. Contrast that to PVE grinding where I can go 24 hours a day, 7 days a week as I please, have no risk of performing more poorly or losing a fight or the mobs deciding not to come out and play (PVP isn't always a roaring warzone every minute of every day) and get 2.5-3 champion ranks per hour (~5-6+ in the same couple of hours) with ease while solo.
And most nights aren't always going to be that good, let alone if you decide to login at noon on a weekday. You could die. You could just not find people to fight. You could be severely outnumbered and find your group able to do little that afternoon. In PVE, the mobs are always sitting there, waiting to be farmed like XP pinata's, every hour of every day of the week. They don't pose a risk of dying and not getting the XP. They don't decide to quit because they're losing. Mobs sit there, die, respawn, and die again, ad nauseum as long as you want them to, whenever you want them to, all while providing 8-10 times the rate of champion point gain.
When killing packs of pve mobs in a game centered around not only its PVE storyline but its robust warfare system in the Alliance War of cyrodiil is a full order of magnitude better for you to progress... it's hardly difficult to see the problem. I imagine you could go to almost any gamer you could find, and even if they never had played an MMORPG they'd understand the concept of "Boring, repetitive task most people don't enjoy is the best way to win in a game that sold itself on competitive fighting and story/lore" inside of a minute.
Your argument of "don't do X because someone might cheat it!" could be extended to anything and everything in the game. "Don't have harvesting because someone could just set a macro to mine it every time it spawns!" "Don't have dungeons because someone might find a glitch and abuse it!". The solution to cheating is to make it as well as you can, and then ban anyone who violates the Terms of Service.
AhPook_Is_Here wrote: »
I don't know if more exp is what we should be asking for. Exp is essentially proportional to AP. If a solo player earns 50k AP a night, and lets say that translates into 5 champion points, after a 200% boost in PVP experience, what does a solid group make in the same night? 300k AP, 30 champion points with a 200% increase? Do you really want to have that kind of disproportional acceleration in the champion system?
AP gain and XP gain do not have a linear correlation. Gaining 10 XP for 1 AP would not mean that gaining 10 AP would equal 100 XP. Gaining AP does not always yield consistent amounts of XP and vice versa.
Just for a little bit of context, the people in Havoc who have the most champion points are the ones who got in on the viable grind spots before they were nerfed, people who have leveled multiple alts, and people who primarily PvE. Most of us are sitting right around, or just below, 300 CP. To give you an idea of how much PvP'ing we do, I would say that, without too much doubt, we are the highest PvP ranked guild in NA. There is, maybe, one other guild that comes close to having the PvP ranks that we do. This isn't meant to talk down to anyone or make any comparisons to performance, just to shed light on the PvP to PvE XP gap.
To give you an idea of the discrepancy, there are people in my PvE guild who have over a 1k CP, that earned them legitimately, albeit while mindlessly grinding.
Attorneyatlawl wrote: »
That basically matches up with what I have seen on the DC side of the fence, for what it's worth. People who primarily PVP or do other activities tend to be between 180-300 CP, while those who slam into mob grinding and looping runs of veteran Dragonstar Arena usually have hit the 600-700+ mark and occasionally more. As I can see (and appreciate) the purpose and tone of your post, I won't drag random names out to compare, but like I said at the start, it's very much in line with what I know of and have seen on the Realm of the Smurfs (aka Daggerfall).
I'll add another voice to this observations:
My primary guild is a PvP guild, and we spend most evenings in Cyrodiil playing in ~12 man groups, reasonably successfully (50-80k AP on most evenings).
Most of our members now are somewhere in the 200-300 CP bracket.
Two of our members decided just two weeks ago that they are falling behind on CP (they had slightly over 200) and basically stopped interacting with the guild. Instead. they now spend all their playtime in some cave grinding NPCs. After only two weeks of doing so, their CP count has overtaken that of the rest of the guild and hit 400.
AhPook_Is_Here wrote: »
This is why there should be 2 champion systems, one for pve and one for PVP.
ZoS, this issue is drowning and strangling every reasonable player out of your game. Please reward pvp and endgame content on par with caves
Attorneyatlawl wrote: »
And most nights aren't always going to be that good, let alone if you decide to login at noon on a weekday. You could die. You could just not find people to fight. You could be severely outnumbered and find your group able to do little that afternoon. In PVE, the mobs are always sitting there, waiting to be farmed like XP pinata's, every hour of every day of the week. They don't pose a risk of dying and not getting the XP. They don't decide to quit because they're losing. Mobs sit there, die, respawn, and die again, ad nauseum as long as you want them to, whenever you want them to, all while providing 8-10 times the rate of champion point gain.
Attorneyatlawl wrote: »
Or, as suggested, simply scale champion XP/veteran XP earnings with your Alliance Point earnings, and assume a reasonable baseline of being in the top 10% in a campaign to balance it with PVE mob grinding. Above that, you're coming out ahead (and should, given your statistically far above-average performance)... below that, you'd be behind but still earning a good bit. Right now, EXP earned from PVP is just so low it's insignificant.
AhPook_Is_Here wrote: »
The only problem I have with that is how far ahead a group like mine will pull ahead of others. I suppose I shouldn't protest since it will give me a huge statistical advantage over players closer to the mean. Separating the systems would be the most fair.
I know you get this, our group earns around 600% of what an average group earns in the same time in terms of AP from player kills. If they scale an average groups performance to match a cave grinders champ pt generation that will put us at 6 times that grinders point generation making what we do the very best way to get champ points in the game, by a long shot.
AhPook_Is_Here wrote: »Well the public dungeon in IC is going to be a pvp dungeon too, so it should be a good place to farm exp I'd think.
I don't know if more exp is what we should be asking for. Exp is essentially proportional to AP. If a solo player earns 50k AP a night, and lets say that translates into 5 champion points, after a 200% boost in PVP experience, what does a solid group make in the same night? 300k AP, 30 champion points with a 200% increase? Do you really want to have that kind of disproportional acceleration in the champion system?
I get that we want to kill PVE as a progression mechanic in this game so that anyone who plays that side game can never compete with those of us that PVP but do you think this will also partition PVP players into larger groups in hopes of being able to even nip at the heels of the best?
Emma_Eunjung wrote: »
Yes, and I'm sure ZoS has done the math, too, and that's why they won't increase PvP XP to a reasonable amount, even though everyone is asking for it. If they did, you would have a small number of elite PvPers reach 3600 CP in a few weeks, and the whining that would ensue would dwarf everything we've heard so far.
However, there IS a solution, and it's a very simple one: grant XP for both killing AND DYING in PvP. If you got, say, half the XP for a noble death in battle that the player who killed you got, there wouldn't be nearly so large an XP (or CP!) gap between the haves and have-nots. If ZoS was really smart, they would throw in some AP for dying, too, as this would also have the beneficial side effect of incentivizing bad PvPers and PvEers to spend more time in Cyrodiil.