CP Cap doesn't solve the problem.

Zavus
Zavus
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Regardless of what the cap ends up being 501, 600, 300 etc etc (even though it's currently 501 on PTS patch notes which are subject to change), the problem most people have will not be solved. Currently people are complaining that when pit against other players with higher CP they are at a clear disadvantage. The cap doesn't solve this problem. What we will have when the cap is implemented is a X % of players who immediately hit the cap or are already at the cap Day 1. We will also see those who hit the cap fairly quickly 2 weeks - 1month after it's introduced.

Maybe these players don't have the insane amount of CP 1k+ in use, but they are still at a significant advantage against people who haven't been able to reach the cap 7 months after it was introduced. And yes, I know there is a catch up mechanic, but let's assume that the bulk of people complaining have been playing since the CP system was introduced. If they couldn't reach the current cap that goes into effect with the release of Orsinium 7 months after it was introduced, what honestly makes you think they will hit the cap before a new cap is introduced?

These players obviously don't put enough time into to get CP, nor they know how to maximize their CP gains. They could be casual players (which I assume most are), new players, people who took breaks, etc etc etc. It doesn't really matter what kind of player they are, the only thing that matters is their inability to match the CP gains of those with higher CP than them. Now let me make it clear, I'm not calling these players bad or anything, but there are a plethora of reasons as to why they haven't been able to catch up to the people they complain about day in and day out.

What the issue I'm writing about is, that no matter what happens the people complaining about CP disadvantages will remain unable to catch up before a further gap is created. Hypothetically speaking, let's say person Y is at 100-300 CP, and person Z is at 501 CP. Orsinium is released Dec 1 (cap at 501), and the next DLC releases Mar 1 (cap 750). Now we know that the rate of CP gain is based on your total CP pool. And that if you almost have no CP (which isn't clearly defined what that means), you will gain them very quickly. We also know if you have a lot of CP (this is also not clearly defined), that you will gain them significantly slower. Now what I believe will happen is that from 0-250 you will gain them fairly quickly, from 251-501 you will gain them quickly and gradually slower until you get to the current rate of CP gain on Live. From 501+ you will gain them slower than Live and it will continue to get slower the more you have.

What I see happening is that at first it will seem like person Y is gaining CP much faster than they normally were, but eventually they will hit that bump in which CP gain is reduced to that of current live patch. Currently people are faced with the problem of not being able to catch up to the people agonizing them (person Z 501). We all know that the closer you get to the cap the slower your gains are gonna be. Basically what I've been writing all along about is that a significant amount of Y's will not even come close to hitting the cap before a new one is set in place. Unless ZOS wants to completely halt any kind of character progression they will eventually have to increase the Cap. ZOS is also notorious for screwing things up, and this will probably be no exception (allowing an increase before the average reaches the finish line in order to keep that sense of progression). It seems like a reasonable thing to do though, increase the cap so we can continue to expand up our characters. But by doing this, they will only counter the system they themselves put in place.

What it comes down to is that eventually, with every subsequent DLC release and Cap increase. Those players who ineffectively acquire CP and are not at the cap before the new one comes out will face a further gap increase. Those who more effectively acquire CP by either grinding, playing a lot, or knowing how to maximize their gains for the amount of time they can play will only continue to be stronger. Just think about it, ZOS said that the average amount of CP on PC is around 100 ( we have no idea how they got this number; could be anything from hours logged a week or how long they've been a member, inactive accounts etc etc.). I also don't see ZOS leaving the cap at 501 by the time the new DLC rolls out ( the one after Orsinium). What we can deduce from here is that while the average player (100 CP) is unable to reach the cap before a new one is introduced, we will continue to see complaints about players having much more CP. We will also continue to see people being at the cap Day 1 every time the cap is increased.

At the end of the day it all comes down to whether you're putting in the time or not. People who don't have the time nor the resources to gain lots of CP will continue to be far behind those who put in lots of time/ grind/ average a good amount of CP a day. Eventually we will end up with another situation as the one we're currently in, in which a significant gap exists between the casuals/hardcore. We will have the same complaints sooner or later down the road, all of which could be avoided if ZOS either decided to completely remove their failure of a system or introduce a reasonable hard cap that creates diversity. I would've honestly loved to see a 1200 hard cap on CP. You would of had to choose which passives you wanted to maximize, you wouldn't be able to max out every passive. With a wide variety of passives, limited range of points and thousands of possible combinations we would of had the much needed diversity the community longs for.. Instead we have this failure of a system which doesn't seem to be getting any better.

TLDR: In short, ZOS is trying to put a baindaid on the CP system in efforts to make it casual-friendly. The CP cap does nothing though. In order for casuals to be on even playing fields, with the people they complain about they need to put in the time required to be competitive. Even with this catch up mechanic, if you currently spend a lot of time in game doing nothing, you will gain a lot of nothing. Those who work hard and put the time in to get ahead of everyone else will still be rewarded and be far ahead of those who don't. It's that simple. The system is simply a failure, because ZOS cannot close the gap without punishing those who've put the time in to be rewarded.
Edited by Zavus on October 6, 2015 10:06AM
Zavus - Worst NB NA / First NB RANK 50
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  • Zavus
    Zavus
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    Casuals. Kilt em


    -Methuselah
    Edited by Zavus on October 6, 2015 7:51AM
    Zavus - Worst NB NA / First NB RANK 50
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  • Derra
    Derra
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    CP don´t need a cap.

    They need a logarithmic XP curve (i think they´re kind of introducing that) where you earn CP faster with low ranks and slower with high ranks (talking insanely slow here 5 to 10 times of the current xp needed).
    Furthermore the system needs actual diminishing returns.Along the lines of: A player with 25 points gets 75% of the bonus a player with 100 points in a perk has.
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  • Etaniel
    Etaniel
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    Derra wrote: »
    CP don´t need a cap.

    They need a logarithmic XP curve (i think they´re kind of introducing that) where you earn CP faster with low ranks and slower with high ranks (talking insanely slow here 5 to 10 times of the current xp needed).
    Furthermore the system needs actual diminishing returns.Along the lines of: A player with 25 points gets 75% of the bonus a player with 100 points in a perk has.

    They need a cap, just because it's illogical to think that everyone in the end will have all the passives. Zero character/build diversity, no one has to make any choices between this and that passive
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  • Leggi
    Leggi
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    This topic is another "Oh, no, I play 2 hours already and they still kill me"
    OMG, this is MMORPG. The more you play - the stronger you are.

    Go, play chess.

    P.S. I have 310 CP now, not even close to the cap.
  • Derra
    Derra
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    Etaniel wrote: »
    Derra wrote: »
    CP don´t need a cap.

    They need a logarithmic XP curve (i think they´re kind of introducing that) where you earn CP faster with low ranks and slower with high ranks (talking insanely slow here 5 to 10 times of the current xp needed).
    Furthermore the system needs actual diminishing returns.Along the lines of: A player with 25 points gets 75% of the bonus a player with 100 points in a perk has.

    They need a cap, just because it's illogical to think that everyone in the end will have all the passives. Zero character/build diversity, no one has to make any choices between this and that passive

    Well - they should just reduce the amount of cp optainable then? Like max is 1800 or sth...
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  • Turelus
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    Just bring back soft caps or add diminishing returns to stacked bonuses of the same type. That's how every other game manages these kinds of issues with insane scaling of power.

    Creating builds was much more interesting before the solution to everything was "stack as much SP/WD as you can".
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  • Zavus
    Zavus
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    Etaniel wrote: »
    Derra wrote: »
    CP don´t need a cap.

    They need a logarithmic XP curve (i think they´re kind of introducing that) where you earn CP faster with low ranks and slower with high ranks (talking insanely slow here 5 to 10 times of the current xp needed).
    Furthermore the system needs actual diminishing returns.Along the lines of: A player with 25 points gets 75% of the bonus a player with 100 points in a perk has.

    They need a cap, just because it's illogical to think that everyone in the end will have all the passives. Zero character/build diversity, no one has to make any choices between this and that passive

    Just going to say, even though im one of the top 10 or whatever who has the most CP PC NA. I could care less about these soft caps. That being said, I dont believe everyone should be equal. If I put the time and energy into making my character stronger, I SHOULD be. If someone dosen't put the time in, why would they think "I need to be equal to everyone" Same thing could be said about gear, skills, gold, ap, tv, leadreboards, whatever. It's the 'I'm entitled to something kind of people who are crying. I'm losing more than half my CP when the cap comes. Do I feel entilted to keep it even though I spent the time and energy into gaining them? No. Because I'm not a little QQer. If ZOS want's to make the soft cap 501 thats their prerogative.


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  • Zavus
    Zavus
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    Leggi wrote: »
    This topic is another "Oh, no, I play 2 hours already and they still kill me"
    OMG, this is MMORPG. The more you play - the stronger you are.

    Go, play chess.

    P.S. I have 310 CP now, not even close to the cap.

    Looks like you didn't understand one bit. I'm not complaining, I made the thread to explain why "the more you play - the stronger you are" saying is actually true and will remain true regardless of the implementation of the cap. If you don't play enough, even with a catch up mechanic you will remain unable to compete with those who put in the time/work.

    Maybe you should go play chess ;)
    Zavus - Worst NB NA / First NB RANK 50
    "Most carried General NA" - Cent Satori

    Haxus

  • willymchilybily
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    purportedly the CP system is diminishing returns.

    % increase = (CPspent) ^0.7

    some scaling is better some is worse. So whilst the player you named Y may not fully catch up to Z before the cap is raised, the diminished returns combined with the catch up, combined with the cap should allow the gap to close.

    Eg.
    You need 2.7 times more CP than me to have double the boost. if 5% boost = 10CP you need 27 Cp for a 10% boost
    if catch up mechanic means i gain CP at 3 times the rate you do then those two factors multiply. So even if i only gain 1 CP having 1/3rd of the time to put in to get CP and you get 1 CP for 3 times the effort. Then we are earning at the same rate. but diminishing returns is then closing the gap. So 20CP later one has 30 CP= 10.8% the other 47CP = 14.8%. so the gap is closed from 5% to 4% (even though you lead on CP still and i cant catch you). this is without the cap consideration.


    The main issue with a cap i have is: In 1 year if you are new and start playing the cap will be so large it would be like there being no cap. the only way they can introduce a system that is viable for all players is if they design the catch up system with out a cap that is ever increasing.
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  • ADarklore
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    From a psychological standpoint... would you feel better knowing that the cap is 501, and that you have a chance of catching up... or knowing that some people have 1000+ CP... meaning you basically have no way of catching up- because as YOU advance, THEY will also advance.

    Thus, psychologically speaking, players are more apt to keep playing if they believe there is a reasonable chance of them catching up to other players versus knowing that no matter how long they play, other players will always have an advantage simply because they've either played longer or have no life outside of ESO and can play all day.
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  • Zavus
    Zavus
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    purportedly the CP system is diminishing returns.

    % increase = (CPspent) ^0.7

    some scaling is better some is worse. So whilst the player you named Y may not fully catch up to Z before the cap is raised, the diminished returns combined with the catch up, combined with the cap should allow the gap to close.

    Eg.
    You need 2.7 times more CP than me to have double the boost. if 5% boost = 10CP you need 27 Cp for a 10% boost
    if catch up mechanic means i gain CP at 3 times the rate you do then those two factors multiply. So even if i only gain 1 CP having 1/3rd of the time to put in to get CP and you get 1 CP for 3 times the effort. Then we are earning at the same rate. but diminishing returns is then closing the gap. So 20CP later one has 30 CP= 10.8% the other 47CP = 14.8%. so the gap is closed from 5% to 4% (even though you lead on CP still and i cant catch you). this is without the cap consideration.


    The main issue with a cap i have is: In 1 year if you are new and start playing the cap will be so large it would be like there being no cap. the only way they can introduce a system that is viable for all players is if they design the catch up system with out a cap that is ever increasing.

    That last part is exactly what I'm getting at. Basically in time we will be where we are now with huge gaps between players. Without a hard cap we again and again will repeat this cycle. I'm not against people who put in the time/work to get more CP be stronger than me, all I'm doing is pointing out the flaw in their solution.

    I personally like the way things are right now, but that isn't the point. My point is to point out that even if the gap is closed a little it will eventually revert back to the way it is now because casual players cannot compete with dedicated players.

    Those who cannot put in the time required will fall short, and the ones that can shall be rewarded as should be.
    Zavus - Worst NB NA / First NB RANK 50
    "Most carried General NA" - Cent Satori

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  • aco5712
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    I like the cap because i have uni everyday and i cant exactly play until the weekend and then its a struggle to find time then. I want to stay competitive and be the best i can be but its hard especially in PvP where every little advantage helps. I do however think, that a hardcap is necessary more then this moving cap. A cap at 1500 maybe would be nice. 500 in each, allows you to get 5 full passives maxed and you seriously dont need more then that.

    I think ZOS put this here to add content to the game when it was lacking it, but now that you are releasing content every 3 months, you dont really need this here. If you have enough endgame raids, dungeons and PvP and everyone is happy with them (very hard to do i know) you dont need the CP system which will eventually create gods around us again. You saw what happened when you let us have 3600 on the PTS. The game's hardest group content could be beat solo. You are asking for trouble in this sense.

    1500 is more then enough progression for a casual's entire ESO life which is what they cater to most. For a hardcore, it gives you alot of power over everyone. You can see now the imbalance between 800 and 400 let alone 3600 against 600.

    Edit: Just saw you mentioned you would like a 1200 CP hardcap. I would be happy with this.
    Edited by aco5712 on October 6, 2015 9:32AM
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  • Molag_Crow
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    Great, another CP topic.

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    I know some people just can't accept changes.

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  • Kahen40k
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    Zavus wrote: »
    purportedly the CP system is diminishing returns.

    % increase = (CPspent) ^0.7

    some scaling is better some is worse. So whilst the player you named Y may not fully catch up to Z before the cap is raised, the diminished returns combined with the catch up, combined with the cap should allow the gap to close.

    Eg.
    You need 2.7 times more CP than me to have double the boost. if 5% boost = 10CP you need 27 Cp for a 10% boost
    if catch up mechanic means i gain CP at 3 times the rate you do then those two factors multiply. So even if i only gain 1 CP having 1/3rd of the time to put in to get CP and you get 1 CP for 3 times the effort. Then we are earning at the same rate. but diminishing returns is then closing the gap. So 20CP later one has 30 CP= 10.8% the other 47CP = 14.8%. so the gap is closed from 5% to 4% (even though you lead on CP still and i cant catch you). this is without the cap consideration.


    The main issue with a cap i have is: In 1 year if you are new and start playing the cap will be so large it would be like there being no cap. the only way they can introduce a system that is viable for all players is if they design the catch up system with out a cap that is ever increasing.

    That last part is exactly what I'm getting at. Basically in time we will be where we are now with huge gaps between players. Without a hard cap we again and again will repeat this cycle. I'm not against people who put in the time/work to get more CP be stronger than me, all I'm doing is pointing out the flaw in their solution.

    I personally like the way things are right now, but that isn't the point. My point is to point out that even if the gap is closed a little it will eventually revert back to the way it is now because casual players cannot compete with dedicated players.

    Those who cannot put in the time required will fall short, and the ones that can shall be rewarded as should be.

    Sorry, but what exactly are you complaining/asking about? Basically, you are saying that a dedicated player will be always better than a casual that play a few hours here and there? I mean, thats how things workin every game and expecially in mmo.
  • Minnesinger
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    So in theory everyone is "equal" when they hit 501 CPs. But everyone knows to beat someone you need "add
    anything except CPs".

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  • Zavus
    Zavus
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    Kahen40k wrote: »
    Zavus wrote: »
    purportedly the CP system is diminishing returns.

    % increase = (CPspent) ^0.7

    some scaling is better some is worse. So whilst the player you named Y may not fully catch up to Z before the cap is raised, the diminished returns combined with the catch up, combined with the cap should allow the gap to close.

    Eg.
    You need 2.7 times more CP than me to have double the boost. if 5% boost = 10CP you need 27 Cp for a 10% boost
    if catch up mechanic means i gain CP at 3 times the rate you do then those two factors multiply. So even if i only gain 1 CP having 1/3rd of the time to put in to get CP and you get 1 CP for 3 times the effort. Then we are earning at the same rate. but diminishing returns is then closing the gap. So 20CP later one has 30 CP= 10.8% the other 47CP = 14.8%. so the gap is closed from 5% to 4% (even though you lead on CP still and i cant catch you). this is without the cap consideration.


    The main issue with a cap i have is: In 1 year if you are new and start playing the cap will be so large it would be like there being no cap. the only way they can introduce a system that is viable for all players is if they design the catch up system with out a cap that is ever increasing.

    That last part is exactly what I'm getting at. Basically in time we will be where we are now with huge gaps between players. Without a hard cap we again and again will repeat this cycle. I'm not against people who put in the time/work to get more CP be stronger than me, all I'm doing is pointing out the flaw in their solution.

    I personally like the way things are right now, but that isn't the point. My point is to point out that even if the gap is closed a little it will eventually revert back to the way it is now because casual players cannot compete with dedicated players.

    Those who cannot put in the time required will fall short, and the ones that can shall be rewarded as should be.

    Sorry, but what exactly are you complaining/asking about? Basically, you are saying that a dedicated player will be always better than a casual that play a few hours here and there? I mean, thats how things workin every game and expecially in mmo.

    I'm just saying that they're trying to put a bandaid on the CP system to try to appease casuals, but that it won't work. Because casuals don't put enough time in the game, that even with a catch up mechanic they are ironically not going to be able to catch up. All i'm doing is pointing this out. I'm not complaining, I'm just exposing their halfassed solution. I'm in favor of dedicated players being stronger.
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  • VagabondAngel
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    Zavus wrote: »
    I'm in favor of dedicated players being stronger.
    Dedication simply amounts to total time spent in your definition. Is someone who works 8 hours a day, spends some time with the family, has dinner and then plays for the remaining 3/4 hours of their day any less dedicated? They are still giving a large proportion of their available free time to the game but have no option to play more.

    I'm not disagreeing that the proposed idea of setting seasonal caps for cp will not fix the power gap - clearly it will not for the reasons you propose. That said, something needs to be done.... although any system that rewards simply time spent and not aptitude or skill will always create the same problems.
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  • Hexyl
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    it does.

    it's not just a cap. There is also a mechanic to catch up those who have already a lot of cp. They also decrease the amount of xp needed to gain CP.

    So you will hit the cap in a balanced time. What do you want more ?
  • Zavus
    Zavus
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    Zavus wrote: »
    I'm in favor of dedicated players being stronger.
    Dedication simply amounts to total time spent in your definition. Is someone who works 8 hours a day, spends some time with the family, has dinner and then plays for the remaining 3/4 hours of their day any less dedicated? They are still giving a large proportion of their available free time to the game but have no option to play more.

    I'm not disagreeing that the proposed idea of setting seasonal caps for cp will not fix the power gap - clearly it will not for the reasons you propose. That said, something needs to be done.... although any system that rewards simply time spent and not aptitude or skill will always create the same problems.

    Dedicated in being able to put in the amount of time required. If you dedicate more hours than someone else, you should be stronger. I guess we're getting tangled in semantics. I'm not saying you don't care about the game or aren't committed, but some people simply don't have as much free time as others. That's okay, but those people can't expect to compete on the same level as those who do.

    If I take the time to grind/farm end game gear, I should be putting out more DPS than those who didn't put the time in to get those sets.

    @Hexyl

    I already explained the catchup mechanic in my post. My point is that people who complain they can't compete on leveled playing field, are the the same ones who will be unable to reach the cap because they don't play enough or they just aren't as effective in getting CP.

    I don't need more, I don't need anything in fact. I will be well above the cap when it's released. I just believe they're trying to fool people into believing they can catch up without nearly putting out any work. It just doesn't work like that. There's a reason they're so far behind and it isn't because other people grind.
    Edited by Zavus on October 6, 2015 10:27AM
    Zavus - Worst NB NA / First NB RANK 50
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  • anitajoneb17_ESO
    anitajoneb17_ESO
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    Zavus wrote: »
    Leggi wrote: »
    This topic is another "Oh, no, I play 2 hours already and they still kill me"
    OMG, this is MMORPG. The more you play - the stronger you are.

    Go, play chess.

    P.S. I have 310 CP now, not even close to the cap.

    Looks like you didn't understand one bit. I'm not complaining, I made the thread to explain why "the more you play - the stronger you are" saying is actually true and will remain true regardless of the implementation of the cap. If you don't play enough, even with a catch up mechanic you will remain unable to compete with those who put in the time/work.

    Maybe you should go play chess ;)

    @Zavus : of course you are complaining. What you wrote is actually another of those hundreds of wall-of-text messages that could be summarized by "Let's get rid of the CP system because it favors players who play more and longer and it's not fair to players who play less and I don't care about anything else".

    What @Leggi wrote is a two-line concise way of saying "it's perfectly normal that people who play more become stronger".

    We've had hundreds of threads, ad nauseam, to confront these two points of view with the same incompatible arguments everywhere.

    What ZOS does with the CP cap is maintaining the gap (to please category "B") while reducing it (to please category "A"). I think it's perfectly clever and fair and if it's not enough or not radical enough for you it means that you're not willing to compromise. Which doesn't matter much.

    Edited by anitajoneb17_ESO on October 6, 2015 10:45AM
  • warpower9
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    HEY GUYS! Anyone ever thought that the CP system is supposed to be like eq2's alternate advancement system. A system that lets one strengthen their build. THE SOLUTION IS ALLOW ALL CP TO BE EARNED FROM LEVEL 1-50 and end the crap fest. Then we all have 3600 cp and absolutely nothing to *** about. I can not for the life of me see any reason to make the CP system something a vet must earn. Every other mmo I have played had these systems and they all were complete by end game level. Maybe zos needs to wake up here.
    Edited by warpower9 on October 6, 2015 10:46AM
  • Prof_Bawbag
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    warpower9 wrote: »
    HEY GUYS! Anyone ever thought that the CP system is supposed to be like eq2's alternate advancement system. A system that lets one strengthen their build. THE SOLUTION IS ALLOW ALL CP TO BE EARNED FROM LEVEL 1-50 and end the crap fest. Then we all have 3600 cp and absolutely nothing to *** about. I can not for the life of me see any reason to make the CP system something a vet must earn. Every other mmo I have played had these systems and they all were complete by end game level. Maybe zos needs to wake up here.

    It's obvious they've attempted to implement the Diablo 3 paragon system and not very well at that.
  • silky_soft
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    d5a.png
    This recent update has made me sad. Sad for the game. Sad for the community. Sad to pay whatever it is now. I want the previous eso back.
  • Molag_Crow
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    Hexyl wrote: »
    it does.

    it's not just a cap. There is also a mechanic to catch up those who have already a lot of cp. They also decrease the amount of xp needed to gain CP.

    So you will hit the cap in a balanced time. What do you want more ?

    post-43123-Boromir-it-is-true-gif-Imgur-L-uyXt.gif
    --ϟ-- Crows_Descend - Templar - Ebonheart Pact [PS4]&[PC] [EU] --ϟ--
    YoutTube ESO Playlist
    The greatest prison that people live in, is the fear of what other people think. - David Icke
    Be your true, authentic self.

  • Ballzy321
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    I love the hate on casuals but without them the game dies. Hilarious the way tryhards think only they matter and so what if new players want to try the game out, they don't matter. Love the forums keep it up. Wouldn't make it through work without em
  • Zavus
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    Zavus wrote: »
    Leggi wrote: »
    This topic is another "Oh, no, I play 2 hours already and they still kill me"
    OMG, this is MMORPG. The more you play - the stronger you are.

    Go, play chess.

    P.S. I have 310 CP now, not even close to the cap.

    Looks like you didn't understand one bit. I'm not complaining, I made the thread to explain why "the more you play - the stronger you are" saying is actually true and will remain true regardless of the implementation of the cap. If you don't play enough, even with a catch up mechanic you will remain unable to compete with those who put in the time/work.

    Maybe you should go play chess ;)

    @Zavus : of course you are complaining. What you wrote is actually another of those hundreds of wall-of-text messages that could be summarized by "Let's get rid of the CP system because it favors players who play more and longer and it's not fair to players who play less and I don't care about anything else".

    What @Leggi wrote is a two-line concise way of saying "it's perfectly normal that people who play more become stronger".

    We've had hundreds of threads, ad nauseam, to confront these two points of view with the same incompatible arguments everywhere.

    What ZOS does with the CP cap is maintaining the gap (to please category "B") while reducing it (to please category "A"). I think it's perfectly clever and fair and if it's not enough or not radical enough for you it means that you're not willing to compromise. Which doesn't matter much.

    But I'm not though... Time after time, all I've done is explain why ZOS wants fool people into thinking they can catch up. Like I've stated so many times, even with a catch up mechanic if you spend a lot of time doing nothing, you'll end up gaining nothing. Why do you think it took a lot of players 7 months to get 200 cp? Even with the catch up which eventually slows down the more CP you get, these people will not catch up and continue to complain there's a gap.

    And btw, I'm over the cap already, so I'm not against the CP system because it favors people who log in everyday. I'm just pointing out that ZOS's band-aid fix will not actually do anything. They should just admit that their system failed to put everyone on even grounds. You can't expect to put in a system, that rewards based on time and then expect the people who don't play a lot to be on the same level as those who do. ZOS wants to do that, but it failed and it will again, hence the system is a fail.

    I'm not asking the CP system to be removed, I'm just stating that as long as it remains in place those who don't put the work in can't expect to be on the same level as those who do. All I see on the forums is, "There's a cap, I can finally catch up" and all I hear in my head is, "Even with the cap you don't play enough, so you won't catch me."
    Zavus - Worst NB NA / First NB RANK 50
    "Most carried General NA" - Cent Satori

    Haxus

  • Deheart
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    If they are going to cap CP, then they should reward those players who leveled up enough toons that require a cap. Some unique mount or pet that is not anything like the other models.

    Something to say, sorry we are listening to the whiners but we still appreciate the elder members.
    As a casual player I was satisfied that at one point I had a char max level and near max crafting with almost all motifs and I pretty much lost interest. Then ESO discovered DLC's and now my main is just a wanabe and I am happily pulled back into the game.
  • Levo18
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    501 is a joke on consoles.nothing changed pc transfers will still be the kings..
  • Sausage
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    CP isnt the only endgame progression, theres also gears. CP system is there so we have all the time something to do. In most games, you grind best gears, then its finger twiddling.
    Edited by Sausage on October 6, 2015 6:23PM
  • Funkopotamus
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    Zavus wrote: »
    Kahen40k wrote: »
    Zavus wrote: »
    purportedly the CP system is diminishing returns.

    % increase = (CPspent) ^0.7

    some scaling is better some is worse. So whilst the player you named Y may not fully catch up to Z before the cap is raised, the diminished returns combined with the catch up, combined with the cap should allow the gap to close.

    Eg.
    You need 2.7 times more CP than me to have double the boost. if 5% boost = 10CP you need 27 Cp for a 10% boost
    if catch up mechanic means i gain CP at 3 times the rate you do then those two factors multiply. So even if i only gain 1 CP having 1/3rd of the time to put in to get CP and you get 1 CP for 3 times the effort. Then we are earning at the same rate. but diminishing returns is then closing the gap. So 20CP later one has 30 CP= 10.8% the other 47CP = 14.8%. so the gap is closed from 5% to 4% (even though you lead on CP still and i cant catch you). this is without the cap consideration.


    The main issue with a cap i have is: In 1 year if you are new and start playing the cap will be so large it would be like there being no cap. the only way they can introduce a system that is viable for all players is if they design the catch up system with out a cap that is ever increasing.

    That last part is exactly what I'm getting at. Basically in time we will be where we are now with huge gaps between players. Without a hard cap we again and again will repeat this cycle. I'm not against people who put in the time/work to get more CP be stronger than me, all I'm doing is pointing out the flaw in their solution.

    I personally like the way things are right now, but that isn't the point. My point is to point out that even if the gap is closed a little it will eventually revert back to the way it is now because casual players cannot compete with dedicated players.

    Those who cannot put in the time required will fall short, and the ones that can shall be rewarded as should be.

    Sorry, but what exactly are you complaining/asking about? Basically, you are saying that a dedicated player will be always better than a casual that play a few hours here and there? I mean, thats how things workin every game and expecially in mmo.

    I'm just saying that they're trying to put a bandaid on the CP system to try to appease casuals, but that it won't work. Because casuals don't put enough time in the game, that even with a catch up mechanic they are ironically not going to be able to catch up. All i'm doing is pointing this out. I'm not complaining, I'm just exposing their halfassed solution. I'm in favor of dedicated players being stronger.

    Then please explain why you made a post with CP's in the title??

    I mean if CP's are not the issue then why are you posting a threat basically QQing about a cap?

    Look you and I both know CP's were a broken system.. If not then why else would people nolyfe it for days at a time just to pile up CP?s

    I have done the math at yes CP's were the problem. 15% stat boost/Regen is a HELL of a lot of an advantage. And when you throw that onto a lower level character like a level 15 alt and then go roflstomping new players it is going to cause problems.

    I myself am out of work because of a WC accident and right now I have the time to grind CP's so I am one of the people that actually can grind CP's, but do I think it was a fair system? NO! This runaway CP system would have only killed this game 8 months from now. No new players would have bought/joined a community were they would only get :trollface:-ed by CP grinders and never be able to play on a competitive level.

    When I kill someone in PvP I want to know I killed them because I was better than they are on that day. Not that I was able to grind more CP's than they were able to. Maybe that is the kind of person you are, but not me.

    I have enjoyed PvP in MMO from the very first MMO's one of those game we could actually loot eachothers gear after killing the other player.. The gear that we spent weeks/months farming to get. so I am far from a "Casual" player..

    I just do not support a runaway CP/stat advantage in a MMO sorry.
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!" Sallington
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