There's no point in hiding my bias -- I'm one of the players with over 1000 CP. With that out of the way, I do recognize and accept the fact that the Champion System is a rather simplistic, boring, poorly balanced system that should have had limits/caps on day one. However, all indications from ZOS (in recent ESO Live broadcasts as well as the PTS templates) point to an initial seasonal cap of 300 CP. I think this amount is ridiculously low so I would like to suggest a different calculation...
First, some key points:
1. ZOS once stated that they wanted the Champion System to be a long-term solution for the next 10 years. (I'm not sure if this stance still holds, but anyone in software development -- myself being one of them -- knows that you should never design or expect an implementation or solution to last more than 5 years.)
2. ZOS stated that they expected the average player to gain 2 CP per day.
However, consider the fact the CP system was released in Update 6 on 3/3/2015, and Update 7 will be released almost exactly 6 months later on 8/31/2016. That means Update 6 lasted 180 days. At 2 CP per day (plus the additional 70 CP that many players started with on 3/3), the average player should have 420, by ZOS' own estimates. This means the average player is already beyond ZOS' proposed 300 CP cap. Granted, many players don't play the game every single day, but you also have Psijic Ambrosia for significant XP gains, which didn't exist when the CP system first came out.
My suggestion:
A. Assign a cap of 100 CP per month, incremented on the 1st of each month. So, in theory, if the cap is first introduced on 8/31, it would be 600 CP. At this rate, the CP system will last a full 3 years at which point players could attain 3600. That gives ZOS 2.5 years to come up with a better (or at least expanded) system, and if necessary, they can do a CP conversion to a new stat system so people don't lose out on all the XP they acquired.
B. If you stick to ZOS' estimates, the average player would gain 60 CP per month, putting them slightly above the middle for a 100-CP month. This scale is fair because it still provides an opportunity for players to go beyond the average and be rewarded, but not get carried away.
C. Eliminate enlightenment for any player who is currently 2/3 of the CP limit or above. Going back to the 9/1/2015 example of 600 CP, this means anyone that is 400+ CP would no longer get enlightenment, thereby slowing their ascent to the current cap. (This may not seem like much, but if this concept was in place from the beginning, I personally would have 127 CP less than I do now.)
D. Award double enlightenment (2 CP) per day to any player that is between 1/3 and 2/3 of the current cap. In the same 9/1/2015 example, players between 200 and 399 CP would receive 2 enlightenment per day to help them catch up.
E. Award quadruple enlightenment (4 CP) per day to any player less than 1/3 of the current cap. This means any players who rarely play, or more importantly the brand new players starting at 0 CP have a means of catching up by gaining points 4x faster than people at the top. This rate will obviously slow as they eventually climb to the top 1/3.
F. Allow players to bank up to 50 CP worth of enlightenment. This accounts for more than 2 weeks of inactivity for a casual player on the bottom third bracket.
Conclusion:
Starting a seasonal cap at 300 is drastically low for a system that has already been out 6 months. This kind of cap would have made sense back in June/July, but not now. Yes, such a low cap will cripple the top tier with 1k+ CP, so many players won't care about this (or may even rejoice in glee). But there are a large number of players at or above 300 CP also, so you will have many players buying DLCs and not gaining anything. Sticking to 100 per month is reasonable because it gives the CP system a 3-year lifespan, and with DLCs projected to be released by quarter, that's 10-11 DLCs over that timeframe. By then, ZOS should have a better system in place for long-term advancement.
Using an existing mechanic (enlightenment) as a catch-up mechanic should require minimal coding, and it's a mechanic that players are already familiar with. Dividing the player base into thirds (newbies, average, and top tier) keeps things simple while preventing anyone from being the top 1%. (Now they're the top 33%, until the rest catch up.)
Finally, consider that on 10/1, the seasonal cap in my example would increase to 700. This means that players still working toward the 600 CP cap may find themselves dropping from the top 2/3 bracket to the middle third, at which point they start gaining double enlightenment per day to help catch back up. By December this cap would be 900, as the new DLC (Orsinium) rolls out. Players would be able to tap 25% of the 3600 CP system by this point, which is not unreasonable for a system that has been in play for 9 months by then. This also means that players in my situation would remain locked at no CP gain through the rest of 2015, which I think is fair to preserve balance, as long as we can progressively use more and more of the points we already earned while others are given enlightenment bonuses to more easily catch up.
There's no point in hiding my bias -- I'm one of the players with over 1000 CP. With that out of the way, I do recognize and accept the fact that the Champion System is a rather simplistic, boring, poorly balanced system that should have had limits/caps on day one. However, all indications from ZOS (in recent ESO Live broadcasts as well as the PTS templates) point to an initial seasonal cap of 300 CP. I think this amount is ridiculously low so I would like to suggest a different calculation...
First, some key points:
1. ZOS once stated that they wanted the Champion System to be a long-term solution for the next 10 years. (I'm not sure if this stance still holds, but anyone in software development -- myself being one of them -- knows that you should never design or expect an implementation or solution to last more than 5 years.)
2. ZOS stated that they expected the average player to gain 2 CP per day.
However, consider the fact the CP system was released in Update 6 on 3/3/2015, and Update 7 will be released almost exactly 6 months later on 8/31/2016. That means Update 6 lasted 180 days. At 2 CP per day (plus the additional 70 CP that many players started with on 3/3), the average player should have 420, by ZOS' own estimates. This means the average player is already beyond ZOS' proposed 300 CP cap. Granted, many players don't play the game every single day, but you also have Psijic Ambrosia for significant XP gains, which didn't exist when the CP system first came out.
My suggestion:
A. Assign a cap of 100 CP per month, incremented on the 1st of each month. So, in theory, if the cap is first introduced on 8/31, it would be 600 CP. At this rate, the CP system will last a full 3 years at which point players could attain 3600. That gives ZOS 2.5 years to come up with a better (or at least expanded) system, and if necessary, they can do a CP conversion to a new stat system so people don't lose out on all the XP they acquired.
B. If you stick to ZOS' estimates, the average player would gain 60 CP per month, putting them slightly above the middle for a 100-CP month. This scale is fair because it still provides an opportunity for players to go beyond the average and be rewarded, but not get carried away.
C. Eliminate enlightenment for any player who is currently 2/3 of the CP limit or above. Going back to the 9/1/2015 example of 600 CP, this means anyone that is 400+ CP would no longer get enlightenment, thereby slowing their ascent to the current cap. (This may not seem like much, but if this concept was in place from the beginning, I personally would have 127 CP less than I do now.)
D. Award double enlightenment (2 CP) per day to any player that is between 1/3 and 2/3 of the current cap. In the same 9/1/2015 example, players between 200 and 399 CP would receive 2 enlightenment per day to help them catch up.
E. Award quadruple enlightenment (4 CP) per day to any player less than 1/3 of the current cap. This means any players who rarely play, or more importantly the brand new players starting at 0 CP have a means of catching up by gaining points 4x faster than people at the top. This rate will obviously slow as they eventually climb to the top 1/3.
F. Allow players to bank up to 50 CP worth of enlightenment. This accounts for more than 2 weeks of inactivity for a casual player on the bottom third bracket.
Conclusion:
Starting a seasonal cap at 300 is drastically low for a system that has already been out 6 months. This kind of cap would have made sense back in June/July, but not now. Yes, such a low cap will cripple the top tier with 1k+ CP, so many players won't care about this (or may even rejoice in glee). But there are a large number of players at or above 300 CP also, so you will have many players buying DLCs and not gaining anything. Sticking to 100 per month is reasonable because it gives the CP system a 3-year lifespan, and with DLCs projected to be released by quarter, that's 10-11 DLCs over that timeframe. By then, ZOS should have a better system in place for long-term advancement.
Using an existing mechanic (enlightenment) as a catch-up mechanic should require minimal coding, and it's a mechanic that players are already familiar with. Dividing the player base into thirds (newbies, average, and top tier) keeps things simple while preventing anyone from being the top 1%. (Now they're the top 33%, until the rest catch up.)
Finally, consider that on 10/1, the seasonal cap in my example would increase to 700. This means that players still working toward the 600 CP cap may find themselves dropping from the top 2/3 bracket to the middle third, at which point they start gaining double enlightenment per day to help catch back up. By December this cap would be 900, as the new DLC (Orsinium) rolls out. Players would be able to tap 25% of the 3600 CP system by this point, which is not unreasonable for a system that has been in play for 9 months by then. This also means that players in my situation would remain locked at no CP gain through the rest of 2015, which I think is fair to preserve balance, as long as we can progressively use more and more of the points we already earned while others are given enlightenment bonuses to more easily catch up.
First of all..If you have over 1000CP and you have a full time job in software development, you botted to get there. Grinding 2 million XP per day for 180 days is impossible unless you're playing at least 10 hours a day on average, so good job on cheating/lying.
And before you try to defend yourself, ZOS has stated that there are less than 35 people with above 650CP as of a couple of weeks ago and the highest CP player had less than 1200 as of a couple of weeks ago, so if you have over 1000CP you are among a handful of people in the whole game who cheated to get there.
As far as your estimates for the average player go, they are just as ludicrous.
The average player never made it to VR14 and has stopped playing long ago.
The average active casual player(who plays at least once a week) in any given MMO plays an average of 10 hours per week or less so they will just barely be keeping up with the 1 enlightened CP per day.
ZOS had to increase the enlightened CP buffer from 3 CP to 12 a while ago and they wouldn't have done this if a significant number of people weren't falling behind the 2 CP every 6 days marker, much less 2CP every day.
If you run a bell curve distribution with 180CP(1 per day) at the 50th percentile and 35 people above 750CP then you find that the number of people above 300 CP is going to be less than 2% and as low as .1%.
2% is a best case measure if you "squeeze" the entire left side of the curve toward 180(so basically excluding all new player and players who don't have any CP yet) and the far right side of the curve(the 35 people above 750CP) toward 1200(so basically assuming almost all of those 35 people have very close to 1200 CP).
So putting the cap at 600 per DLC "Season" is pointless since 99%+ of people will never reach that cap.
Putting the cap at 300 when Orsinium launches ~3 months from now will put the 50th percentile very close to the Cap at that point, which is likely why ZOS is targeting that number.
Of course all of this is a generous estimate, because the reality is that ZOS just saw an influx of Console players who are more likely to have 0 CP by the time they implement the cap than 180, so the XP increases in IC will correct for that skew on the left side of the curve at best.
ZOS_RichLambert wrote: »This is just too good to only get a /lurk....
First off, great post @Vashna! This is the kind of post I love reading - it's well thought out and you've articulated your concerns perfectly. Really appreciate the time you took to write it.
Couple of quick notes:
- Just because the templates on PTS have 300 CP, doesn't mean that's what the cap will be when the system is released.
- We know the break down of CP per player and will make sure the cap we choose impacts as few people as possible.
- The current design allows you to keep earning CP past the cap, just at a slower pace. You will only be able to spend CP up to the cap though. (i.e. - no lost CP and you can keep grinding away if that's what you love doing)
- Leveraging enlightenment is a good idea. We need to do more to bootstrap people up though.
Again, thanks for the post! Keep 'em coming!
ZOS_RichLambert wrote: »This is just too good to only get a /lurk....
First off, great post @Vashna! This is the kind of post I love reading - it's well thought out and you've articulated your concerns perfectly. Really appreciate the time you took to write it.
Couple of quick notes:
- Just because the templates on PTS have 300 CP, doesn't mean that's what the cap will be when the system is released.
- We know the break down of CP per player and will make sure the cap we choose impacts as few people as possible.
- The current design allows you to keep earning CP past the cap, just at a slower pace. You will only be able to spend CP up to the cap though. (i.e. - no lost CP and you can keep grinding away if that's what you love doing)
- Leveraging enlightenment is a good idea. We need to do more to bootstrap people up though.
Again, thanks for the post! Keep 'em coming!
Tyr, I don't know you, and you don't know me, but I think your comments were inappropriate, not so much for the name calling, because I've heard worse, but your gross assumptions about what is possible or impossible in this game.First of all..If you have over 1000CP and you have a full time job in software development, you botted to get there. Grinding 2 million XP per day for 180 days is impossible unless you're playing at least 10 hours a day on average, so good job on cheating/lying.
And before you try to defend yourself, ZOS has stated that there are less than 35 people with above 650CP as of a couple of weeks ago and the highest CP player had less than 1200 as of a couple of weeks ago, so if you have over 1000CP you are among a handful of people in the whole game who cheated to get there.
ZOS_RichLambert wrote: »This is just too good to only get a /lurk....
First off, great post @Vashna! This is the kind of post I love reading - it's well thought out and you've articulated your concerns perfectly. Really appreciate the time you took to write it.
Couple of quick notes:
- Just because the templates on PTS have 300 CP, doesn't mean that's what the cap will be when the system is released.
- We know the break down of CP per player and will make sure the cap we choose impacts as few people as possible.
- The current design allows you to keep earning CP past the cap, just at a slower pace. You will only be able to spend CP up to the cap though. (i.e. - no lost CP and you can keep grinding away if that's what you love doing)
- Leveraging enlightenment is a good idea. We need to do more to bootstrap people up though.
Again, thanks for the post! Keep 'em coming!
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell