Do you agree with the ZoS putting a Cap on Champion Points per DLC?

  • Farorin
    Farorin
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    Yes, It will allow others to catch up.
    I don't have enough info, but no, a cap is not something I generally like the sound of, I think there are far better ways to balance CP than by a cap on earning them, all that would do is make the game feel more stagnant and would hamper people wanting to play it to progress, I know I wouldn't have any desire to play content I have already completed if there was a cap that i reached that wasn't the end of the grind.
  • Kronosphere
    Kronosphere
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    Yes, It will allow others to catch up.
    yes. brilliant idea. as it stands atm its like the game released with the level cap from 5 years into the future and you can get the level cap from the futre now just with no content. those complaining are just the no lifers who wanna feel uber good and care absolutely nothing for the game just there own uber e peen.
    ~House Indoril~
    Submit to the three, the spirits and thy lords.

  • Sausage
    Sausage
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    No, I earned all my CP and want to use them
    One reason why we need good catch-up system is that ESO has a lot of goal based playing. Cyrodil Ranks, I wont stop playing Cyrodil until Ive gotten next rank. Emperor Title, this month I aim to get Emperor title. Leaderboards, today I get to the top score. So why cant Catch-up system works the similiar way, I know top CP at 500, now I buy tons of potions and try to get myself to 200, so basically other players give the goal to aim.
    Edited by Sausage on August 1, 2015 9:17AM
  • Elloa
    Elloa
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    Yes, It will allow others to catch up.
    The cap by season is very much needed. We have talk a lot about this and this is the most reasonable solution to balance out the champion points while still having a lot of fun with the system!


    Champion point was supposed to be a fun and excitting way to progress your character while allowing players to play more together and removing the gap between players. Unfortunately the Champion system created a even bigger gap between players than the Veteran system;

    I know that some players want to just dominate others, but that's not the desire of the majority. most players want to be able to play together with their friend, and guildmates, no matter how much certain players can dedicate to the game. This difference matter in PVE but most importantly in PVP. Considering than Imperial City willoffer amazing content and fight possibilities, this is even more important to offer >EVERY player a chance to succeed at the game.
    Giving CP cap by season would stop the inflation and allow some players to catch up with others, and be able to play together on equal ground.
    Edited by Elloa on August 1, 2015 9:20AM
  • Tankqull
    Tankqull
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    instead of capping the amount of CP just cap the amount of allocatable CPs. that way people can still gather as much CP as they like, quest XP isn´t "lost" by being caped. while the power creep ist slowed down as player will not be able to spend more than lets say 300 CPs currently while having allready 1200 or what ever.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Attorneyatlawl
    Attorneyatlawl
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    Woke up early this morning... and watched about two-thirds of the ESO live before getting sleepy again :p. I did want to pop into this thread (not having seen the segment regarding it, but based on the title and poll) for a moment, before going back to bed shortly :tired_face: . So, I'm going to just belt this out really quickly and get some sleep! :mrgreen:

    Here was a portion of my feedback, to keep it succinct and to the point :), in part of a guild document a week or so before the 1.6 patch hit in early March, this year. The datestamp of when this was written, was February 26th.
    -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.

    I then followed it up with a discussion of a weighted average based on the top tenth-percentile of players, for a catch-up mechanic using Enlightenment, which I won't duplicate as I'm going to describe the same system in the context of exploit detection:

    -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.

    Essentially, I had described the idea of using the same system earlier in the discussion, as I later adapted the concept for in regards to exploits, back in February before the 1.6 patch went live. For the less mathematically-inclined, the system I outlined was, in plain English and paraphrased:

    "Take the champion levels of the top tenth or so of people playing the game who have logged in within the last month on the entire megaserver. Then, average them. This gives you a figure as to how many champion ranks the top XP earners in the game have right now. Regularly update this amount on the server side, and then make the daily Enlightenment level scale based on how far behind you are compared to them, relative to your current champion level rank. If you're a brand new player just starting out, you'd get a much higher amount of enlightenment each time it ticked for the day, to help you catch up. If you're an established player who's at two thirds or so of the top champion ranked players, then you'd get some still, but a lower amount."

    I haven't yet read @Gidorick's thread, but based on the post I read of his in this thread, it sounds like he hit upon that same idea more recently on the forums here :)!

    P.S. @ZOS_BrianWheeler, @ZOS_RichLambert, <3 on the mention on the Twitch stream there! I indeed do enjoy writing ;). As to everything else... as I commented to @ZOS_RyanRuzich over here: http://forums.elderscrollsonline.com/en/discussion/201856/new-camera-view-issues-make-people-feel-sick , I've been working on something. :hushed: .

    EDIT (because I had one last thing to add): With the UI changes you're making, one other thing I wanted to hit on as I haven't done an actual, fully detailed writeup of what I felt could be improved on in the past, is something along the lines of, is letting you say right-click on an item in your backpack and click "Preview bonuses". When doing this, the game client would then pull up your skills window automatically, and the tooltips in there for each skill would show in parentheses after each number (for example, "You heal an ally for 500!" would become "You heal an ally for 500(+24)!" while this was activated, green for increases and red for decreases. Once you exited the window by closing it or using ESC (on the PC), all tooltips would revert to how they normally show. I mean, yeah... you could technically go hog-wild and show all the math behind the scenes like this: http://tamrielfoundry.com/topic/niftys-damagehealing-build-for-veteran-dsa-12210/page/2/#post-610057 ... but of course, that's hardly practical or useful while playing the game :p.
    Heya all,

    Nifty has asked me to pop in here and give a quick explanation of why the higher magicka total comes out ahead of simply adding extra spell damage in some cases or builds like this one, after I gave him the hint awhile back to look into it :D and a similar but not as refined general gear concept that was built out into his own great one.

    I’ll keep it relatively brief: in ESO, every skill has a zero base value, or just shy of it. The entire damage, healing, or effect number you see in the tooltips is derived from the main resource cost in 99% of abilities’ cases, and the matching “power” rating (aka weapon damage, spell damage, or health). So, for example, a skill might scale at your main resource cost stat, multiplied by a coefficient such as 0.01327. It then is added to the power rating multiplied by its coefficient respectively which for the majority of skills ranges from an average of 9 to 11.5x the value of the main resource stat coefficient’s value, and a tiny (often either zero, or near-zero) extra factor that’s basically a remainder, and that is what you see in your tooltip. For example, the Templar’s Puncturing Sweep has a magicka coefficient value of 0.014x (sorry, but I’ll keep the full data obfuscated just a hair :D), and a power coefficient of 0.155xx, with a “remainder” value that is simply added to that result of 6.2x. Plug in your character’s resource values after factoring in what you have after passives and all applied, and you’ll get the exact value you would see on your tooltip in-game. The ratios on these skills vary as noted, but in many cases depending on your build, you can gain extra damage/healing/etc. out of aiming for magicka, by outstripping the bonus you’d gain to the skills from simply stacking up the power value after passives and buffs. Additionally, you increase your resource pool to cast from in general to help sustain.

    All of the coefficients in the game are reverse-engineerable by using a curve fit with R, a statistical data analysis framework, alongside a custom in-game addon (one is publicly available and open-source. I have my own creation) to log values to a SavedVariables file with. The general gist of how you go about this is to equip various gear that provides isolated stat gains across a variety of ranges and values, without losing the controlled measurement by altering, for example, spell power when aiming to find the magicka coefficient information on a set of skills. Similar to Wykkyd’s Outfitter, you script it to unequip and change gear on the character from a number of ones you define in advance, and have your tool do so, then have it log the values for each skill. After parsing it with any manner of programmatic way you decide to based on how you exported your data set, to a friendlier form to programmatically analyze it, you can then process it through R and get a confidence value for the results.



    What this means could be written about for quite awhile, however the gist of it is that this “R-squared” number tells you how close, mathematically, you can be sure of the results that were calculated as a percentage. This is influenced by the smoothness of the curve, and can be helped towards “1.0000” (or “100% confidence, in other words, it is a definite) in some cases by adding additional data points for it to work with. Some numbers can’t be fit completely accurately, but typically, most users regard a confidence value of 0.98-0.985 as good enough to use for data analytics in a case such as this. An example of an R-squared number on one skill, might be “0.9841”, while most will be “1.0000”. The odd one or two that I’ve seen, have come as low as the “0.7” range, but only on the tetriary effects nearly exclusively (an example of this is Replenishing Barrier, which has a rather strong though imperfect R-squared confidence of ~0.981 for its shielding value, but the magicka restoration part only landed at ~0.67 for me).



    =)

    -Attorney
     This reply was modified 2 weeks, 5 days ago by Profile photo of Attorneyatlawl Attorneyatlawl.

    I actually did overlook mentioning subtitles much ever because of "NPC Say" on the PC client, where you can use the setting under the cogwheel at the top right of the chat box, click "Options" and check that box to see all of the NPC dialogues inside of the chat box, which effectively accomplished, just less prettily, the same thing at least. Actual and proper subtitling for the consoles and PC would be great!
    Edited by Attorneyatlawl on August 1, 2015 10:25AM
    -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.
  • ChuckyPayne
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    Yes, It will allow others to catch up.
    I like the horse feeding. I know when start and when finish, I see the progress, easily can calculate the entire process. 3x60=180 day (6 month).

    The Champion System (CS) could be the same. Say that maximum CP would 360 not 3600. You can earn 1 CP / day not more. It is mean: You know when start, you see the progress and you know when will finish (360 day ~ a year). That would be good.

    I can undestand what ZOS think. Need many grindable, repeatable long-term feature to keep the interest between DLCs, but CS with 3600 points is not good. 360 day woud be acceptable as a cap and with DLC-s increased max cap would be more aceptable. For example from 360 to 400 istead of from 3600 to 4000.

    Now I feel, I don't like CS. I don't care but I play because of 12 day enightment, I hate it, because of the must to do feeling. Ok I now it is my choise but the game give it to me (push into it).
  • HxC
    HxC
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    No, I earned all my CP and want to use them
    So i'm punished because others player exploit the rules, great , thanks ZOS.

    Why the cap system punish me?

    I'm a "legit" player, i'm not grinding CP , i don't use exploit of any kind.
    I have 298Cp (starting at 70) so in 4 months and a half i have earned 228 CP (not even 2 per day on average)

    I'm playing nearly everyday, sometime i earn 1 cp a day sometime i earn 3 or 4 . I get 3 or 4 a day because i have multiple characters who have they CP xp bar close to 400000 xp not because i played 10 hours in this particular day. A daily cap will punish playing multiple characters.

    If the cap is set on monthly or quarter basis the question is how to set the limit ?
    If it's too low you can hit the cap by playing legit (quest, pledge, PvP, etc) so why create a system for infinite progression (one of the purpose of CP system) if it's the system have an end.
    If it's too high grinding will still be the way to go to and the "CP problem" is not resolve.

    So what tell me ZOS will be able to find the right number to cap CP?

    "CP problem"
    PvE
    The current system is fine as it is, when you reach 150-200 CP you can demolish all the content if you play correctly, you don't need to be a top player, with a good build(not a min/max build) and a good execution(not perfect) the serpent, mantikora or the Arena battlemaster are feasible.

    PvP/leaderboard
    Cp is not the main factor on those parts of the game, 99% of the player base don't have enough skill and knowledge to play the the build and strategy needed to be on top of the leaderboards (Arena/trials) and for PvP how you can know you have been kill because you have less CP instead of the skill/build difference.

    As all competitive system we need a division system to spread correctly players of same skill level, it's not fun to demolish noob and it's not fun for noob to get demolish all day long. For trial multiple division will bring to more players the access to leaderboard rewards instead of paying insane amount of gold to top players for gold jewelry, it will encourage them to improve their skill level and gear setup in the same time. As Top raiders team only fight for the top spot (WR and trolling other top team) everybody will be happy and have access to all the content this game offers.
    Edited by HxC on August 1, 2015 1:05PM
    "You call these baubles, well, it is with baubles that men are led… Do you think that you would be able to make men fight by reasoning? Never. That is good only for the scholar in his study. The soldier needs glory, distinctions, rewards." (Napoleon Bonaparte)
  • Sausage
    Sausage
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    No, I earned all my CP and want to use them
    Why not to use whats the current top CP, its really that hard to check it every maintenance day and change it, those who are at the top deserves it. Just like the Cyrodil top 20 guys. Everybody knows now no-lifers exist, so we are done with it too. The bigger questions is how many days new players needs to play in order to get to the top, Im thinking 3 month of heavy 8+ hour per day is good number.
    Edited by Sausage on August 1, 2015 1:23PM
  • Gidorick
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    @Attorneyatlawl. My idea is pretty much as you described but I suggested the math gets refigured every time a player earns a champion point. The idea involves 2 variables
    • The amount the highest CP earner has achieved on a server
    • How many CPs a player has

    So, as people earn more CPs the greater the CP earning buff can be. Someone far from the top earner gets CPs really fast. Someone close to the cap earns more slowly.

    I really like your idea of the top tenth being averaged... that would make it so one player who is able to play 20 hours a day and grind and grind wouldn't throw the system completely off. I'm actually going to add that bit to my concept. :wink:

    http://forums.elderscrollsonline.com/en/discussion/184576/champion-points-catch-up-mechanic-concept/p1
    Edited by Gidorick on August 1, 2015 2:29PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • lance_lindbergub17_ESO
    lance_lindbergub17_ESO
    Soul Shriven
    No, I earned all my CP and want to use them
    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

  • Snit
    Snit
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    Yes, It will allow others to catch up.
    I was in favor of the CP system when it was implemented, but I didn't imagine the gaps would grow so large and so quickly. The idea that people are already rolling around with 700 to 1k CP's frankly shocks me. I thought that would take a year.

    That was stupid. MMO's always attract a core group of people willing to play for 12 hours a day grinding down the path of least resistance. Some also exploit.

    A rolling soft-cap would make some unhappy. But I think it would make for a better environment overall.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Soulshine
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    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.
  • ZigaZuzek
    ZigaZuzek
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    Yes, It will allow others to catch up.
    I of course agree with the CP cap! At this very moment the message this game gives is - GRIND TO WIN!
    Guilds:„„„„„ ● Hodor ● The Wabbajack ●
    Main: Vraan - EP, Nord, Dragonknight DD/Tank
    Alts: Saves-Many-Lives (EP, Argonian, Templar Healer), Nevos Salvani (EP, Dunmer, Sorcerer DD), Al-Jabbar (EP, Redguard, Templar DD), Do'Purr (EP, Khajit, Nightblade DD), Smargroth (AD, Altmer, Sorcerer DD)

  • Rinmaethodain
    Rinmaethodain
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    No, I earned all my CP and want to use them
    Soulshine 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?
  • technohic
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    No, I earned all my CP and want to use them
    @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.

    I agree with this completely. Let there be goals and progression for those who want it without a cap. Have just an alternative for those who don't. I'd limit it to 2 options of simply with or without for population issues sake, but less than that; going entirely capped or entirely wide open, you are bound to alienate a lot of people.
  • Talemire
    Talemire
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    No, I earned all my CP and want to use them
    Yeah, let's put a cap on everything else too while we're at it.
  • TequilaFire
    TequilaFire
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    No, I earned all my CP and want to use them
    Really don't like the no choice wording as it seems kind of bias making those of us that would like another solution look like we don't want one.

    DLCs do not come out at regular intervals (so far), so I would hate to base the cap on that.
    I would rather see a catch up, or maybe do away with enlightenment after so many CP to slow CP advancement down type of cap.
    Edited by TequilaFire on August 1, 2015 3:25PM
  • Soulshine
    Soulshine
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    Soulshine 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?

    Have you ever played with a progression raiding guild? Have you ever played with a dedicated hardcore PvP guild? Have you ever thought that those people do NOT enjoying facerolling content by just lamblasting past all mechanics because the DPS, shields, blocking, etc. is so over the top? There have already been umpteen threads posted about this as far back as the earliest rounds of PTS testing of CP system.

    We are also not talking about getting "stronger" here. The CP system allows for ALL stats to be completly maxed out and all possible combat passives as well -- regardless of your build, your role, or yoour skill at playing.

    Players in every single MMO I have ever played also always outpace the rate at which content is delivered. You cannot put in a system like this one as just say the solution is that well we just need to have more content scaled up.
  • monoliet
    monoliet
    No, I earned all my CP and want to use them
    best solution = no champ points in pvp
    al lev 50
    ful bar set of skils special to pvp (no skils from other places , so them balanced very good to pvp)
    so no advantage

    i play on ps4 : i try pvp cirodile but wil not return
    where fun to do quest in cirodile when others are kiling 1 pers whith 15 from other faction ?
    them farming goblin cave whith ebon pact like crazy to earn lots of xp /champ point ( others are almoast never geting in )
    if you cal that fun i 100 % quit pvp


    to me best ting to make al peopel happy bring out dlc to al type of gamers
    explores = new places dungeons -caves - 60%solo - 40%mp content
    pvp = place on al new dlc places a arena whith random stats changes so them have a bith a chalenge ;)

    i refuse to buy imperial city ( i want to enjoy the city ficht npc monsters + do quest en dungons ) arena ore fichting other players = no ( pvp to me noting to do whith a rpg in first place )

    ps. pc players who have transfer to console ( them are gods en no fun ath al to console gamers )

    stil mising 9 tread armore en weapons you are abel to find on monsters ;)
    Edited by monoliet on August 1, 2015 3:46PM
  • pema
    pema
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    No, I earned all my CP and want to use them
    I would agree with some sort of cap. but not dlc bound.
    why not time bound or more in that direction.
    what if you don't dlc, how would that work?
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  • Korah_Eaglecry
    Korah_Eaglecry
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    All Im seeing in this thread are people that dont have the time to earn a lot of CPs attempting to punish others for actually having the time to earn them.

    Penniless Sellsword Company
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  • Gyudan
    Gyudan
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    Yes, It will allow others to catch up.
    DDuke wrote: »
    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.

    The power gap from CPs is so high that the slight difference between purple and gold gear isn't even noticeable anymore. :neutral:
    Please add the cap with IC instead of later @ZOS_JessicaFolsom.
    Wololo.
  • DaveMoeDee
    DaveMoeDee
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    Kinda, If you can still earn CP even-though you wont be able to always to use all of them.
    The 3rd answer is flawed. I don't have many points, but I am fine letting those who have a lot of CP having them.

    The 3rd answer should be phrased in such a self-centered manner.
  • DaveMoeDee
    DaveMoeDee
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    Kinda, If you can still earn CP even-though you wont be able to always to use all of them.
    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.
    Very PvP-centric answer. Good points, but from a very PvP POV.

    Are the caps global, or just for certain content, like PvP?
  • DaveMoeDee
    DaveMoeDee
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    Kinda, If you can still earn CP even-though you wont be able to always to use all of them.
    k2blader wrote: »
    DDuke wrote: »
    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
    Gear isn't skill. Unless all gear is equally good, depending on play style. That would be actual horizontal progression.

    Otherwise, gear can analogous to CP -- more power to those willing to do the grind.
  • Caspur
    Caspur
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    No, I earned all my CP and want to use them
    Why is everyone so worried about catching up to the top people who have the most CP. And then what happens when everyone reaches the cap? They raise the cap again and everyone hits that?

    I guarantee that most people who want a cap now will start complaining ,when they hit the cap that there's nothing left to do or they want a higher cap, if ever such a feature is implemented.

    The way it is lets everyone play towards something at their own pace. I agree with having PVP zones where only people with CP are allowed to play and zones where CP isn't used (people who have CP can still play but, it isn't used).

    Capping CP will give everyone the opportunity to be exactly the same and like almost every other MMO that gets boring real quick.


    A place where everything and nothing exists, this is my playground.
  • timidobserver
    timidobserver
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    Yes, It will allow others to catch up.
    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.
    Edited by timidobserver on August 1, 2015 4:55PM
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  • Gidorick
    Gidorick
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    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.

    The issue I have with this is it involved continued maintenance. They need to implement a system that is self sustaining and regulating. Everyone throws a fit when I suggest they add something because there are "more important things to fix" well, I want ZOS to be working on something else rather than having a quarterly chore to maintain the CP boosts.

    The CP fix really should be something that is hands off for ZOS after initial implementation... but I know it probably won't be.
    Edited by Gidorick on August 1, 2015 5:08PM
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  • Jar_Ek
    Jar_Ek
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    Yes, It will allow others to catch up.
    In order for PvP to work and hence ic, they need to introduce a soft cap mechanism where you can keep earning CPs, but you can only spend them up to the current cap. So a spend cap, not an earning cap. On and remove all enlightenment when the cap is reached.
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