e.g. 1% for 1st pt, 0.5% for 2nd through 5th point, 0.25% for 6th through 10th, etc., so when you have (arbitrarily) 100 points in a single champion point area, it's not significantly different from persons that have roughly 30 points in. The change to scaling would help normalize the overall gains.
Having overheard and joining into some discussions with guildies, it looks that ZOS is looking to help close the gap on champion points, where a few 2 people are over 2k points.
2 people, not a few A few over 1400.
As described to me, there will be a hard cap placed and these people will lose their points above the cap.
will loss access temporarily to anything above the cap
So... I've got a couple thoughts in general:
.1) My first thought on giving a hard cap to points would be to not upset people where they have 2k, or are close to it, set the cap at 2k... what does that mean to the rest of the world? That they've got some grinding to do. For those who would think this makes those persons overpowered, or stronger... I would suggest this scenario: change the scaling on points. The bonuses are nice for having 10, 30, 75, 120 points, and those may not need to be changed, but the individual point gains could be scaled down, e.g. 1% for 1st pt, 0.5% for 2nd through 5th point, 0.25% for 6th through 10th, etc., so when you have (arbitrarily) 100 points in a single champion point area, it's not significantly different from persons that have roughly 30 points in. The change to scaling would help normalize the overall gains.
.2) My other big thought would be on how to close the gap between those people with umpteen points and those newer players. Add points to something to encourage gameplay. Specifically, add 3 points to the undaunted quest turn ins. Yes, for turning in the silver key undaunted quest you get 1 warrior, 1 thief, and 1 mage point, then for turning in the gold key undaunted pledge you get 1 warrior, 1 thief, and 1 mage point. What does this do? .A) Helps people catch up, and .B) encourage people to actively play with other players. This would aid the overall community of ESO as a whole.
Anyone feel either of these would be of benefit?
I can only hope this hits a devs screen (thought #2 in particular) and they can weigh pros/cons; I feel it is the one that would give the most benefit, be it to get persons to log in and to encourage people to play together. I know thought #1 is quite a deal of work, but may make life easier for some of the other existing systems (leaving each point gain at 400k xp per) so they don't have to alter other mechanics beyond that which needs corrected (champion point system and gains).
Please leave any feedback.
nimander99 wrote: »Just render CP's disabled in PVP... I honestly don't understand why they don't just make a campaign that doesn't allow CP's to function in it, then everyone who thinks that every time they are face rolled is because that guy has 2k CP's can find out that they actually just need to L2P...
nimander99 wrote: »Just render CP's disabled in PVP... I honestly don't understand why they don't just make a campaign that doesn't allow CP's to function in it, then everyone who thinks that every time they are face rolled is because that guy has 2k CP's can find out that they actually just need to L2P...
Outside of l2p, these would be my thoughts too. Once agin pvp is the influencing factor. Make all pvp campaigns non cp.
But... Everybody else has catch up mechanics... And the cap doesn't actually help new players catch up... How exactly are we moving the genre forward?Im just happy its happening, they should encourage new and casual players to stay instead of scaring them away. Finally this genre is moving forwards, now is the big question if other devs are willing to listen, or is this going to be just ESO's thing.
But... Everybody else has catch up mechanics... And the cap doesn't actually help new players catch up... How exactly are we moving the genre forward?Im just happy its happening, they should encourage new and casual players to stay instead of scaring them away. Finally this genre is moving forwards, now is the big question if other devs are willing to listen, or is this going to be just ESO's thing.
How about a fast-track to the previous cap? By the time a new player reaches it, others will be already moving towards the new cap.DisgracefulMind wrote: »As long as a new player has no way to reach what players who are dedicated, long-time players have extremely fast, I'm fine with a catch-up mechanic. I don't think a new player who hasn't invested the same amount of time should be given immediate or even fast equality to a player who has dedicated much, much more time.
But... Everybody else has catch up mechanics... And the cap doesn't actually help new players catch up... How exactly are we moving the genre forward?Im just happy its happening, they should encourage new and casual players to stay instead of scaring them away. Finally this genre is moving forwards, now is the big question if other devs are willing to listen, or is this going to be just ESO's thing.
ding ding ding.... Caps are just a short term solution to a long term problem. They will need to do something else. They're just buying time.
How about a fast-track to the previous cap? By the time a new player reaches it, others will be already moving towards the new cap.DisgracefulMind wrote: »As long as a new player has no way to reach what players who are dedicated, long-time players have extremely fast, I'm fine with a catch-up mechanic. I don't think a new player who hasn't invested the same amount of time should be given immediate or even fast equality to a player who has dedicated much, much more time.
I don't want to theoretize about exact numbers because we don't even know what the cap's going to be yet.
Very good action of ZOS to introduce a moving over time cap for CP that can be employed, without taking away hard earned CP's by grinding.
I would like to add a consideration to the discussion on CP that pops up directly and indirectly in some threads, but would like to outline it here to the point:
"as long as the CP's we can employ are a fraction of total CP now 3600 (I guess up to approx 50% of total CP), the CP system will add to the diversity of builds"
To put it in another way: "if all endgame people have max CP, the CP system only amplifies the diversity of the builds coming from the diversity in gear, race, class, and abilities chosen in the class"
Because I favor a high diversity in builds between the players, I would favor that the max CP points that can be employed at any time in the game never exceeds approx 50% of the total CP.
I would recommend that if this would be implemented, that ZOS adds some perks to the CP tree for a total pool of 7200 during the coming years.
For more diversity and freedom of choice of builds