ZOS_BrianWheeler wrote: »Just to take this a step further, any opinions on having a non-CP standard Campaign are also welcome in this thread. EG. One that allows veterans and non-veterans, but no CP abilities.
It seems ludicrous to implement a powerful, long-term progression system, then spend more time letting players avoid it. Instead, perhaps consider the following:
- Implement actual diminishing returns into the CP system itself, all the way up to point 100 in a star
- Make the first 100 points MUCH faster (point 90 is the biggest bang-for-the-buck for most builds, due to the crit passives)
- Make points after 1,000 take more experience
- When adjusting experience gains for non-grinding activities, display your usual guardrail-to-guardrail balancing technique. Go too far. Jack experience for everything 'normal' players do
- Daily PvE and PvP kill quests should be worth 5x what they are now. These are not grindable by 14-hour/day players. They can only do them once, too
- Add in a WEEKLY quest with a huge experience bonus. Again, it can't be grinded by hardcore players, so the 'floor' for casuals rises up
- Add a CP ceiling, one that moves over time. Cap total CP at 1k for now, then move it up 50 points/ month (Marvel Heroes does something like this, and it works well)
In short, fix the problem. Don't just add ways for players to avoid the CP system altogether.
1. A No-CP campaign would by definition be the hardcore campaign. The CP campaigns is the easymode cozytime goblin grinders campaigns. So thanks for suggesting that the no-cp campaign offer greater rewards! Much helpful.
2. Diminishing returns? LMAO. After 30ish points into any star there are 0 diminishing returns. None. Nothing. Additionally you get max stats for every point spent, you get powerful passives, etc. Having 1K CP vs. 200 is like wearing 5 additional 5-piece sets of gear. The difference is massive.
All in all, I think you should maybe worry about understanding the system that you're arguing about.
no lifers that can grind all day and wreck everyone who has jobs and other hobbies
timidobserver wrote: »I would leave it at non-Vet Campaigns. On Vet Campaigns it sort of sends the wrong message if you disable them. If you have to disable your progression system on normal campaigns, your progression system has a problem not the campaigns. If you feel that it needs to be disabled on normal campaigns, fix progression system not the campaign.
ZOS_BrianWheeler wrote: »Just to take this a step further, any opinions on having a non-CP standard Campaign are also welcome in this thread. EG. One that allows veterans and non-veterans, but no CP abilities.
ZOS_BrianWheeler wrote: »Just to take this a step further, any opinions on having a non-CP standard Campaign are also welcome in this thread. EG. One that allows veterans and non-veterans, but no CP abilities.
CP in Blackwater Blade must be turned off to save this campaign. It wasn't so bad when the champion point system began, but as time goes on, it gets worse and worse. Veteran PvE guilds (on one faction in particular) enter Blackwater Blade on their lowbie characters, wipe the map, and make it impossible for THE OTHER TWO FACTIONS COMBINED to take keeps, win battles, recover scrolls, etc.
Blackwater Blade used to be awesome; it didn't matter if you had a VR character, your skill (and guild coordination) alone determined how effective you were in AvA. Now, Blackwater Blade is Saltwater Blade, where everyone ragequits for the night because they can't even recover their homekeeps at 3AM, then log in during the morning to be pushed back all the way. For many of us, Champion Points are ruining the game. I only started leveling my VR character JUST to be more effective in non-vet, yet my measly 40CP cannot even hope to compete with those that have 300CP+.
I only play this game for RP and Non-vet PvP. Thankfully, you can't take RP away, but removing CP from Blackwater Blade is something you -can- do. Fix it.
1. A No-CP campaign would by definition be the hardcore campaign. The CP campaigns is the easymode cozytime goblin grinders campaigns. So thanks for suggesting that the no-cp campaign offer greater rewards! Much helpful.
2. Diminishing returns? LMAO. After 30ish points into any star there are 0 diminishing returns. None. Nothing. Additionally you get max stats for every point spent, you get powerful passives, etc. Having 1K CP vs. 200 is like wearing 5 additional 5-piece sets of gear. The difference is massive.
All in all, I think you should maybe worry about understanding the system that you're arguing about.
So folks not wanting to be in campaigns with veteran players and now no CP is hardcore? LOL Crying and whining about how unfair the system is, is hardcore mode? Guess that depends on what your definition of is is. :-) funny logic.
I love how the most bizarrely extreme examples are given such as pointing to players with 2500 and 3000 points THAT DON'T exist! At this point nobody is sporting a point spread like that. And if you call getting .1%. That's 1/10th of 1% per Champion Point spread around over 9 categories with multiple subcategories is making the difference your're deluded. Especially at this point in the game. The more I read this the more I'm seeing folks that just want an excuse when they die. After the QQ'rs get what they want (and they probably will) it will be something else. From my perspective this crowd isn't much different than the crowd that wants to toggle PvE and PvP mode while in Cyrodiil.
The failure on ZoS's part in all this is not getting rid of VR yet, which the CP system was designed to replace. So now there is a prohibitive grind which keeps newer players from being at least on equal level especially if they like to experiment with multiple classes and builds. And because they are not motivated to stay in middle-school they earn XP, AP and CP at reduced rates. Additionally ZoS can't really get a good look at the impact of CP until they remove VR and subsequently the uber gear differences as a result. Not only are the values of this gear much higher at the base level it's also upgraded whereas lower level players typically don't upgrade beyond green with some blue. So the differences are exacerbated even more.
For folks to be talking about CP now when most players are probably below 500 points is a bit premature IMO. And I see no reason at this point a primary feature of the game should be removed so as to limit those that would like to use what they earned in game.
Obviously it's harder to play without CP = hardcore. Sorry, you lost this argument already.
600 champion points would for example give you:
-10% magicka costs
-10% stamina costs
+15% magicka recovery
+15% stamina recovery
+25% elemental damage
+25% magic/poison damage
-15% elemental damage taken
-15% magic/poison damage taken
+10% healing received
+15% spell resistance
And this doesn't include passives like doubling your ultimate regen at low health, setting enemies off balance when roll dodging, etc etc.
Now you tell me;
1. How is it more hardcore to have these perks than not have them?
2. How is this not unbalanced when 600 CP is a fairly reasonable number that a large amount of the grinders will have achieved long before IC is released, not to mention that people already have beyond this?
3. Also.. what gear sets can give me these bonuses? I really, really want to know because then I don't have to care about CP. As long as you just point me in the general direction of the set combinations!
Give us one campaign with no CP, then we'll see.. when there's 1000+ people in queue for that campaign maybe ZOS will realise that everyone hates their *** """progression""" system.