Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
-Don’t implement daily caps on earned xp per day. I’ve seen this suggestion a handful of times, and it would serve no positive purpose. One thing it would cause is making people feel as though they’re losing out if they don’t earn the capped amount every day since they can’t spend extra time later to catch back up. Another major problem with the suggestion is it also would punish people who want to play the game more than whatever amount of time allows them to get the capped amount, since they’d be leaving a lot on the table continuing at that point instead of just finishing what they wanted to do once it had reset.
-The whole Enlightenment idea currently in 1.6 is probably the best solution here as it accrues over a few days before topping off and gives a strong bonus to champion experience earned while active, diminishing the pool proportionately.
-Honestly just like earning gold or AP or any other activity in the game, enforcement of the TOS against exploiters is the real issue versus people just earning quickly or playing a lot. Also as I mentioned a hard cap based on time also would literally stop anyone from being capable of catching themselves up to people who played on any days they didn't (or weeks, or if someone took a break from the game...), if they wanted to put in the effort to.
-Another option, though much more prone to false positives in flagging for GM review and therefore CSR burden too, would be to use a weighted average calculated behind the scenes at some regular or even randomized intervals of the around the 85th through 90th percentile of players that earned XP, then multiplying that by a moderate buffer amount to use as the flag threshold. For example if the top players on any given check period are earning a weighted average of (a random number here for illustration) 50 million XP, anyone who earns more than the buffer amount added to that (let's call it 40%, which would be another 20 million), or 70 million+ would be flagged for manual review.
lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
CP does NOT "primarily" affect PvP. It impacts every aspect of play and completely trivializes it to the point of making it irrelevant to the Godmode options it renders for players. You put in a system which allows for essentially infinite progression into all possible passives and then sit back and watch PvE challenge go completely out the window (already happened) and class balance - such as it was anyway even before CP... - totally irrelevant.
The system design at core was flawed from the get go and is not conducive to meaningful choices let alone in harmony with that concept, and in fact is a departure from it in the wost way. Considering the massive litany of rationlizations for the 5 skill action bar alone, you would think someone on the dev team would have realized that allowing for everything to get maxed for every stat, would not be a smart let alone sustainable system in an MMO.
SourishWhale wrote: »@Sausage
Yes, but even with the catch up mechanic, you don't have a choice on how to play.
Say Im a PVPer and I want to PVP all the time and actually be able to compete and enjoy it, I have to grind mobs or quest for several hours in order to do so. For most of the PVPers, this is not enjoyable at all, and takes much of the fun away from playing the game.
I like PVP, and I want to play PVP as much as I can. I shouldn't have to spend the first month of the DLC period grinding to cap, just so I can do what I want when I play ESO.
Any player of any level should be able to jump in to a PVP server and compete against similar leveled players.
Even with a cap, you still would be expected to grind/quest a lot of hours each DLC period in order to play competitively.
Even with a great catch-up mechanic, I still have no desire to grind XP. Regardless of how much fast it is. A minute of mob grinding is a minute I would rather be doing something better with my time. And I'd probably not even log on if that was the case.
This is the problem. Catch up is fine if you have high and mighty goals of one day becoming the top tier pvper. So I think that is certainly something that needs to be implemented, to cater to those who want it.
However, some people are happy playing in a 100 CP cap for PVP forever. They don't NEED to catch up. They just want a level playing field to enjoy the game with friends.
MaximusDargus wrote: »lance_lindbergub17_ESO wrote: »CP is primarily a problem for PVP. There's a much easier solution than capping it for everyone, give PVP players a choice, by making a campaign that uses CP, and one that does not. Simple.
If I want CP points to count in PVP , I join the campaign that incorporates CP.
If I don't want CP points involved in PVP, I join the campaign that ignores them.
CP has an (smaller) impact on PVE. Instead of capping it for everyone, give PVE players a choice, to use CP/not for ranked content.
If I want to run VDSA using CP, I choose to do so and am ranked with others using CP
If I want to run VDSA without CP, I choose to do so, and am ranked with others ignoring CP
CP does NOT "primarily" affect PvP. It impacts every aspect of play and completely trivializes it to the point of making it irrelevant to the Godmode options it renders for players. You put in a system which allows for essentially infinite progression into all possible passives and then sit back and watch PvE challenge go completely out the window (already happened) and class balance - such as it was anyway even before CP... - totally irrelevant.
The system design at core was flawed from the get go and is not conducive to meaningful choices let alone in harmony with that concept, and in fact is a departure from it in the wost way. Considering the massive litany of rationlizations for the 5 skill action bar alone, you would think someone on the dev team would have realized that allowing for everything to get maxed for every stat, would not be a smart let alone sustainable system in an MMO.
Then the problem is not CP but lack of content scaled up to people with that much CP?
Have you ever thought that people who grinded CP might enjoy the fact that now everything is easy? Have you thought they might have done this on purpose? That they like it when their character gets stronger?
622 CPs here, and I totally agree with CP cap.
I'm curious though, what will happen if you have already exceeded the cap they intend on placing?
Regardless, character progression in my opinion should come through gear.
That way, you can have it be mostly skill based progression, rather than simply time based.
Very PvP-centric answer. Good points, but from a very PvP POV.Celas_Dranacea wrote: »Cap CP and put any CP that anyone had above the cap on hold - to be fair when the next cap is released those people who had already earned the new max amount can instantly hit the cap again. This is me trying to be sympathetic to the hardcore grinder, who IMO should have never been able to earn 500+ cp by now.
Anyone who plays that much does not need a numerical advantage over players who play 1-3 hours a day since they should be more skilled from all their practice. They will already have more gold, more Ap more TV, they do not need to be able to gain a huge difference in CP.
Gear isn't skill. Unless all gear is equally good, depending on play style. That would be actual horizontal progression.622 CPs here, and I totally agree with CP cap.
I'm curious though, what will happen if you have already exceeded the cap they intend on placing?
Regardless, character progression in my opinion should come through gear.
That way, you can have it be mostly skill based progression, rather than simply time based.
Wow, grats.
96ish CPs here. I agree that character progression should come through gear. Though I have difficulty contemplating how to determine that skill is king when everyone from 0 to 700 CPs is on the same playing field.
[edit] typo
timidobserver wrote: »I really want to say leave it uncapped, but it just isn't working like that. I really like the Champion System, but as it is just poorly designed. Even if they move caps per DLC, the power levels are going to be really bad in another year or 2. The only way the system will work long term is if they a few things.
1. Apply the caps per DLC.
2. Every quarter, do a database query and get the average CP level of all players that have unlocked the CP system, and then significantly increase the CP gain of anyone below that average. I would make the boost slide based on how close they are to the average. For example 600% if you are 700 below the average, 400% if you are 500 below the average, ect.
3. Decrease the stats earned by spending champion points a bit.
4. Disable champion point bonuses on non-vet servers.