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.
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.
Waffennacht wrote: »
I know if I had nothing left to strive for in on online game, I would stop playing and probably never come back as a new game would fit my fancy.
If im down to PvP only, ill play CoD.
So what if there is a small percentage of players you can't reach? Oh no you died! The world isn't over, go to a different location.
Finally a game is created that has just about everything I want and everyone wants to turn it into another common game.
Celas_Dranacea wrote: »We don't need an elite class off grinders 2x as powerful. Folks can get more powerful with gear and skill already
Ok so in 1-2 years when the cap is back at 3600 CP we are right back here, new players are still going to be way behind. The real solution isn't in caps but in simply lowering the bonus you get from each benefit. There still will be a benefit and a progression, but having 1000 more CP won't be as big a deal if you actually just cut the active abilities from a max of 25% to a max of 12.5%. The whole reason they added a "0" to all our stats is so when you get a smaller percentage bonus you could see it well make the CP system a smaller bonus and we will still see it and those with more CP will still have an advantage but it won't give such a large gap between players.
@ZOS_GinaBruno
timidobserver wrote: »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.
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.
They could make this hands off by just coding what I've suggested. Some kind of a script that gets an average from the database and sets the bonus CP gain. It could run automatically at certain intervals.
Celas_Dranacea wrote: »We don't need an elite class off grinders 2x as powerful. Folks can get more powerful with gear and skill already
Yes but, you can only get to a certain point before you get cut off and can no longer get any better. And at that point every other player can catch up to you and then you're just another ordinary player and there's nothing special about you.
Celas_Dranacea wrote: »We don't need an elite class off grinders 2x as powerful. Folks can get more powerful with gear and skill already
Yes but, you can only get to a certain point before you get cut off and can no longer get any better. And at that point every other player can catch up to you and then you're just another ordinary player and there's nothing special about you.
What should be special about you should be you're a better player.
Celas_Dranacea wrote: »We don't need an elite class off grinders 2x as powerful. Folks can get more powerful with gear and skill already
Yes but, you can only get to a certain point before you get cut off and can no longer get any better. And at that point every other player can catch up to you and then you're just another ordinary player and there's nothing special about you.
What should be special about you should be you're a better player.
It's not possible to be a better player when someone else has:
1. You're exact same gear
2. Are at your exact same level
3. Same Glyphs
4. Same abilities
And this is exactly what happens with CAPS. Most top players have cookie cutter builds that they copied from Youtube videos and in these videos they tell you exactly what gear to use with what glyphs to use and what abilities to use. So you and 99% of other max level players are running around and the only difference is the class that you're using.
How are you supposed to stand out or be a better player when you're a DK and the 10 other DKs running next to you are all exact duplicates. More often than not it comes down to luck with CAPS.
I don't know. Coming from a Templar perspective, I have seen Rendolf, Blabafat and the ebonheart templar guy post their builds and videos of what they can do, and of course people try to copy it, but I have never seen any of the clones be nearly as good.
If you need more than player skill to be special, you really are not that special to begin with.
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?
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.
timidobserver wrote: »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.
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.
They could make this hands off by just coding what I've suggested. Some kind of a script that gets an average from the database and sets the bonus CP gain. It could run automatically at certain intervals.
I don't know. Coming from a Templar perspective, I have seen Rendolf, Blabafat and the ebonheart templar guy post their builds and videos of what they can do, and of course people try to copy it, but I have never seen any of the clones be nearly as good.
Just because you don't see it doesn't mean it does not happen. There are people who use builds, such as Syphers' who are just as good as he is but, they don't have YouTube channels so no one knows their names.
If you need more than player skill to be special, you really are not that special to begin with.
That's your opinion. You are also talking, like many others who want a CAP, strictly about PvP play. While others, like myself, are talking about the game as a whole (PvE and PvP).
I agree that there should be campaigns where CPs are not used and other campaigns where they are used but, I also believe that if you put the time into the game, especially on the PvE side of it, that you should continue to get rewarded.
Attorneyatlawl wrote: »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?
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.
(Cliff notes/tl;dr section at the end of this post.)
I'm in a progression raiding guild now, and have played with dedicated hardcore PvP guilds, both in ESO and other games. Hoping soon to join up with a hardcore PvP one (to be continued...) again here.
Here's the interesting thing about allowing for character strength to grow beyond the content: limit it enough so that it isn't overwhelmingly powerful to where the content is like sleepwalking, and it doesn't make it "easier" or trivialize it. It alters it. Some of the best leaderboard-scoring strategies, lately, have involved leveraging those points to do complete the Trials/Veteran Dragonstar Arena, while still killing everything, that would be difficult or impossible otherwise including concepts like split groups even mid-pull. This doesn't result in it being easier... but rather, different, and on the edge cases where it's only just above the mark of being practically possible, it actually becomes harder to pull off.
@MaximusDargo additionally brought up a pretty good point, as far as individual progression. I've posted more than a bit before, about the champion system, its power gap potential (or lack thereof, depending on your opinion), and leveling speeds between different game activities. One of the reasons I basically had stopped posting about PVP and PVE XP parity even in a thread directed at @ZOS_BrianWheeler, was that I realized something: "Maybe those mobs, in the massive Imperial City sewers I'd seen @Dominoid's datamined maps of, provide good XP, enough so that it's worth the risk to kill them for currency as well as leveling, with the risk of PVP attackers and mixing up the action in gameplay! That might be why they aren't mentioning much about really and definitely looking into raising the XP from player kills directly?"
I think that turned out to be the case! The sewers mobs I've been killing packs of so far, give around 1255 champion XP/regular XP without enlightenment, when not subscribed to ESO Plus but using a crafted Psijic Ambrosia drink on the Imperial City 2.1 PTS. Is that going to be enough to bridge the parity gap? Not necessarily. But, it may bring it close enough along with the whole idea of a rolling cap average as @Gidorick's been advocating for, that it overall becomes a non-issue in the practical sense when playing. Hop in a duo or trio and rampage through which makes the killing much easier and more reliable along with giving you better odds when enemy players inevitably jump on you to go for a fight, and it's a very fun & varied source of XP gain, Tel Var stones, and AP!
CLIFF NOTES: So basically, to sum up my mini-wall of text here, I'm thinking that:
-The rolling cap average idea (taking into account server processing load, it would have its effect almost entirely the same way by doing it once a day at an off-peak time, for the boost) that scales based on your current champion rank vs. the top ten or so percent's, granting you more Enlightenment on your daily tick based upon how big the difference is (remember, Enlightenment causes you to earn champion points at quadruple the speed you do when you aren't Enlightened).
-The Imperial City may have already hit the answer, if that were implemented, as far as making up the rest of the parity gap in PVE/PVP. I'm sure most people can relate: if you have Enlightenment, it really doesn't feel like it takes long to grab a champion level. Therefore, even in PVE activity that doesn't give as much insane XP as solely focusing on your earnings per hour, you still would be progressing at a nice rate then.
Well that's one opinion - long winded as usual.Attorneyatlawl wrote: »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?
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.
(Cliff notes/tl;dr section at the end of this post.)
I'm in a progression raiding guild now, and have played with dedicated hardcore PvP guilds, both in ESO and other games. Hoping soon to join up with a hardcore PvP one (to be continued...) again here.
Here's the interesting thing about allowing for character strength to grow beyond the content: limit it enough so that it isn't overwhelmingly powerful to where the content is like sleepwalking, and it doesn't make it "easier" or trivialize it. It alters it. Some of the best leaderboard-scoring strategies, lately, have involved leveraging those points to do complete the Trials/Veteran Dragonstar Arena, while still killing everything, that would be difficult or impossible otherwise including concepts like split groups even mid-pull. This doesn't result in it being easier... but rather, different, and on the edge cases where it's only just above the mark of being practically possible, it actually becomes harder to pull off.
@MaximusDargo additionally brought up a pretty good point, as far as individual progression. I've posted more than a bit before, about the champion system, its power gap potential (or lack thereof, depending on your opinion), and leveling speeds between different game activities. One of the reasons I basically had stopped posting about PVP and PVE XP parity even in a thread directed at @ZOS_BrianWheeler, was that I realized something: "Maybe those mobs, in the massive Imperial City sewers I'd seen @Dominoid's datamined maps of, provide good XP, enough so that it's worth the risk to kill them for currency as well as leveling, with the risk of PVP attackers and mixing up the action in gameplay! That might be why they aren't mentioning much about really and definitely looking into raising the XP from player kills directly?"
I think that turned out to be the case! The sewers mobs I've been killing packs of so far, give around 1255 champion XP/regular XP without enlightenment, when not subscribed to ESO Plus but using a crafted Psijic Ambrosia drink on the Imperial City 2.1 PTS. Is that going to be enough to bridge the parity gap? Not necessarily. But, it may bring it close enough along with the whole idea of a rolling cap average as @Gidorick's been advocating for, that it overall becomes a non-issue in the practical sense when playing. Hop in a duo or trio and rampage through which makes the killing much easier and more reliable along with giving you better odds when enemy players inevitably jump on you to go for a fight, and it's a very fun & varied source of XP gain, Tel Var stones, and AP!
CLIFF NOTES: So basically, to sum up my mini-wall of text here, I'm thinking that:
-The rolling cap average idea (taking into account server processing load, it would have its effect almost entirely the same way by doing it once a day at an off-peak time, for the boost) that scales based on your current champion rank vs. the top ten or so percent's, granting you more Enlightenment on your daily tick based upon how big the difference is (remember, Enlightenment causes you to earn champion points at quadruple the speed you do when you aren't Enlightened).
-The Imperial City may have already hit the answer, if that were implemented, as far as making up the rest of the parity gap in PVE/PVP. I'm sure most people can relate: if you have Enlightenment, it really doesn't feel like it takes long to grab a champion level. Therefore, even in PVE activity that doesn't give as much insane XP as solely focusing on your earnings per hour, you still would be progressing at a nice rate then.
I dont agree with CPs caps as a solution to the problem which the CP system has created in an already problem plagued leveling system at end game.
Temporarily capping stats by DLCs is just a band aid on a bigger issue few are willing to look at square in the face. The game was already a sleepwalk before CPs let alone now, and no amount of delays in people still being able to acquire all of them will change it. Allowing for all possible combat passives from the CP system allocation to be applied to a single build is the issue.