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.
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
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
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.
willymchilybily 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.

willymchilybily 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.

willymchilybily 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.
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 in favor of dedicated players being stronger.
VagabondAngel wrote: »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 in favor of dedicated players being stronger.
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.
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
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 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 ?

anitajoneb17_ESO 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.
willymchilybily 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.