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NEW champion point system - lol!

anton_tatarov
anton_tatarov
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ZOS are you ok? Probably something happened and you need some help in your development department? You implement new catch up system and you just make it worse for those who will grind new CP, because those who already grind those 500 CP are ok, and we are casual players will grind them with CAP already. After 338 CP you need more exp then now! That means you make it even worse for ppl who want to catch up those who farmed CP already. You guys need to fix that before LIVE for sure, or you will just destroy the game, witch is already broken meh.
  • Elsonso
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    There needs to be a sliding XP cost to Champion Points so that the more Champion Points you have, the more XP they cost.

    We can quibble over the slope of this line or the tightness of the curve as this increases, but it has to be there.
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  • Molag_Crow
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    No but seriously, what do mean exactly?

    how much more XP is needed after 338? and 338 would take some time to get anyway, as most of us fresh players on console have around 100-200.

    I feel that it makes sense for CP to be gained slightly slower, the higher/closer you get towards the cap. It is only fair, because players with 500+ aren't exactly happy that they can only use 500 when the cap comes, and I doubt they'd be pleased with a casual player suddenly, quickly rising straight up to 500 CPs, which they've spent months, if not years gaining.
    Edited by Molag_Crow on October 7, 2015 1:44PM
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  • willymchilybily
    willymchilybily
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    I agree @lordrichter and its so simple to make a suitable code for an incremental progression system I cant see why they are making a rock for thier own backs out of stupid unflexible if statments, isntead of a code that could be dynamic and changed with minimal fuss when the cap etc changes.
    eg:
    Based on current XP per CP 400,000, and enlightened XP per CP 100,000 being the new max and min of the limits

    suggested linear method for scaling XP farming based on cap (500)
    where
    Y = XP required per CP
    X = current player CP

    and Y = m(X) + c

    when: x=0, Y = 100,000 therefore C = + 100,000
    When x=500 Y = 400,000 therefore m = (400,000-100,000)/(500) = 600

    Result:
    CP | Xp required
    00 | 100,000
    100 | 160,000
    200 | 200,000
    300 | 280,000
    400 | 340,000
    500 | 400,000

    suggested slightly exponential linear method for scaling XP farming based on cap (500)
    where
    Y = XP required per CP
    X = current player CP

    and Y = m(X)^i + c

    if, i = 0.8

    when: x=0, Y = 100,000 therefore C = + 100,000
    When x=500 Y = 400,000 therefore m = (400,000-100,000)/(500^0.8) = 2080

    Result:
    CP | Xp required
    00 | 100,000
    100 | 182,806
    200 | 244,174
    300 | 299,416
    400 | 351,021
    500 | 400,081

    so simple and easy to code, and get a balance they are happy with. Would take an intern a few hours on excel to optimize given some parameters. As for enlightened it would only need to then half or quarter the resulting XP required to earn a CP
    Edited by willymchilybily on October 7, 2015 2:19PM
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  • RDMyers65b14_ESO
    RDMyers65b14_ESO
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    From the hours that I spent on the PTS yesterday, the new Champion System is working well. It actually felt like there was some progression. Mind you, I am only at 204 Champion points on Live so I am seeing the catch up mechanic on the PTS. It works.
  • FireCowCommando
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    Ishammael wrote: »
    Here is the current data:
    https://docs.google.com/spreadsheets/d/1SXo8O6ro7AaIilYg11rZzH4DP7kQaYE6Qy5vB9XlO5g/edit?usp=sharing

    I am guessing there is an inflection point at 501 CPs. If I segregate data points below and perform a linear fit I get:

    y = 1088 x + 31630

    where y is the total experience required to get x champion point.

    To calculate the total amount of XP required for 501 now, integrate:

    y_tot = 644 x^2 + 31630 x

    and evaluate from 1 to 501:

    y_tot = 177459000

    which compares to 501 CPs at 400k/ea: 200000000

    Thus it takes less total XP to get to 501 by about 11.27%

    The problem is the following -- if you are currently sitting at 338 CPs, your next one costs more than 400k. Thus you are burned by this scaling, requiring more effort to get to 501 because your total XP (338 * 400k = 135200000) should put you at <solve quadratic eqn> 434 CPs!!

    @ZOS_GinaBruno @ZOS_BrianWheeler Y'all need to re-calculate everyone's CP based on total experience. Otherwise players in the mid-300s are gonna get burned by this switch!

    EDIT: put in OP.
    [/quote
    smacx250 wrote: »
    Ishammael wrote: »
    Can anybody provide some more data points for this, pls?
    Here is a plot of data so far. Good enough for engineering, I'd say:

    cpxpcurr_zpsucnhcxtk.png

    Edit: Added current rate as "No-cap". "Pre-cap" is after patch less than cap, "Post-cap" is after patch greater than cap.
    Edited by FireCowCommando on October 7, 2015 2:27PM
  • Gerardopg
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    So that's it for consoles, we don't have more than 500 cp and now we will never reach those pic transfers,?they already make me cancel my sub because I never get my crowns on time, now they don't want us to play anymore
  • Gilvoth
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    this is crazy
  • Salmonoid
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    how much more XP is needed after 338? and 338 would take some time to get anyway, as most of us fresh players on console have around 100-200.

    Average CPs are a lot lower than that
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  • Slurg
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    Wow that's some ZOS logic - let's make that "catch up" mechanism slower than what we have in the game now!

    Sounds like they really want to prevent the majority of players from even approaching the cap, not catch up to it. So those who are already above the cap will keep whatever advantage they may have for a while.


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  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Well seeing as no one else has said it yet this whole system cap is a joke everyone will grind to the cap while doing their normal gears. Yes it will hold players at 501 but it will also give weaker players time to catch up (grind before the caps is increased).

    We will all have the same number of points just that some will have a much bigger reserve. This is just kicking the problem down the road for two or three more caps. I can honestly say every part of me believes people will always grind to the cap just cause not doing so will put you at a massive disadvantage to the players that will just grind it out.

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  • anton_tatarov
    anton_tatarov
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    Well seeing as no one else has said it yet this whole system cap is a joke everyone will grind to the cap while doing their normal gears. Yes it will hold players at 501 but it will also give weaker players time to catch up (grind before the caps is increased).

    We will all have the same number of points just that some will have a much bigger reserve. This is just kicking the problem down the road for two or three more caps. I can honestly say every part of me believes people will always grind to the cap just cause not doing so will put you at a massive disadvantage to the players that will just grind it out.

    the point is that u wont be able to grind to the cap, cause of the new catch up system. after 338 cp u will be punished with increase exp cap to get a new cp.
  • anton_tatarov
    anton_tatarov
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    There needs to be a sliding XP cost to Champion Points so that the more Champion Points you have, the more XP they cost.

    We can quibble over the slope of this line or the tightness of the curve as this increases, but it has to be there.

    Ofc it should be, but not like that one, cause now the gap between those at 500+ cp and casuals will be even more, do you understand my point? They are fighting vs grinders and they just make their grinded cps are more valuable then before, that a insane lol at logic.
  • Kungfu
    Kungfu
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    I agree @lordrichter and its so simple to make a suitable code for an incremental progression system I cant see why they are making a rock for thier own backs out of stupid unflexible if statments, isntead of a code that could be dynamic and changed with minimal fuss when the cap etc changes.
    eg:
    Based on current XP per CP 400,000, and enlightened XP per CP 100,000 being the new max and min of the limits

    suggested linear method for scaling XP farming based on cap (500)
    where
    Y = XP required per CP
    X = current player CP

    and Y = m(X) + c

    when: x=0, Y = 100,000 therefore C = + 100,000
    When x=500 Y = 400,000 therefore m = (400,000-100,000)/(500) = 600

    Result:
    CP | Xp required
    00 | 100,000
    100 | 160,000
    200 | 200,000
    300 | 280,000
    400 | 340,000
    500 | 400,000

    suggested slightly exponential linear method for scaling XP farming based on cap (500)
    where
    Y = XP required per CP
    X = current player CP

    and Y = m(X)^i + c

    if, i = 0.8

    when: x=0, Y = 100,000 therefore C = + 100,000
    When x=500 Y = 400,000 therefore m = (400,000-100,000)/(500^0.8) = 2080

    Result:
    CP | Xp required
    00 | 100,000
    100 | 182,806
    200 | 244,174
    300 | 299,416
    400 | 351,021
    500 | 400,081

    so simple and easy to code, and get a balance they are happy with. Would take an intern a few hours on excel to optimize given some parameters. As for enlightened it would only need to then half or quarter the resulting XP required to earn a CP

    @willymchilybily
    I agree.

    Can I go a little further with your proposal?
    I would also submit that all ZOS NEEDS to do is to use the systems currently built INTO the CP system. Your changes are simple and clear. But they only address the XP required to gain CP.

    I believe there is another facet to the problem - so let's provide a solution to that!

    The diminishing returns need to be more punishing as well. Diminishing returns on CP points should not be based on the ABILITY into which you are investing, but on the number of points that have been spent in a tree as a total. The values of higher points spent need to be tightened down a little more too, I think. The intention being to lessen the gaps as much as possible between players.

    Couple this change with your XP changes and the "newer" players (a)get CPs fast and (b)their CPs get them within at least a more manageable range of the 500-point player, stat-wise.

    I believe there actually is no reason for a CP cap AT ALL with these changes - CPs can continue to be a form of end-game growth. If players can gain their CP faster, earlier *AND* those CP are worth enough to get someone ramped up to functional FAST, everything should be good to go... with no ceiling necessary.
  • Sausage
    Sausage
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    It should help new players to stay and thats what we need. Step in the right direction. Theres still those helmet and shoulder armors if you want to get that extra edge for fights. Also if its too slow for casuals they can always start to sell CP-boosters.

    I say reset after each season and make fun CP-system to grind.
    Edited by Sausage on October 7, 2015 3:31PM
  • eNumbra
    eNumbra
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    Oh wow, you mean something that people whined about incessantly was once again implemented in a less than well thought out manner; maybe everyone should stop whining about *** then.
  • LordSemaj
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    There's a common rule in MMOs. Be careful what you wish for. It won't be implemented the way you want it to.
  • Sharkano
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    Those listed "averages" are nonsense. Don't drink the phony number kool-aid . . . .
  • Jura23
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    Its hard to believe how many tears there is everywhere. Some ppl just start to realize that they are not those who will be catching up. No, they are those who will be caught up, lol! These are the ppl, who were calling most for the cap (ppl with 300+). Its pretty hilarious.
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  • drogon1
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    Root problem with the CP system is that it's a PvE progression thing used for PvP progression. ZoS in their wisdom have decided to reward players who can endlessly grind PvE mobs ad infinitum - with PvP power. It's not a good recipe for success.

    Making matters worse is that new players will be hosed. Increasing CP caps with each season still leaves the starting player at ZERO CP, having to climb a cliff to PvP on par with older players. PvE acquired CP should be no part of the game's PvP.

    Real PvP progression should not be the CP system - as it currently stands - but rather the Alliance War Rank system. Expand the skills and benefits of Alliance War Ranks, and then remove CP from PvP - that's a winning formula.
  • Jura23
    Jura23
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    drogon1 wrote: »
    Root problem with the CP system is that it's a PvE progression thing used for PvP progression. ZoS in their wisdom have decided to reward players who can endlessly grind PvE mobs ad infinitum - with PvP power. It's not a good recipe for success.

    Making matters worse is that new players will be hosed. Increasing CP caps with each season still leaves the starting player at ZERO CP, having to climb a cliff to PvP on par with older players. PvE acquired CP should be no part of the game's PvP.

    Real PvP progression should not be the CP system - as it currently stands - but rather the Alliance War Rank system. Expand the skills and benefits of Alliance War Ranks, and then remove CP from PvP - that's a winning formula.

    Thing I love about ESO and which I hated about every other MMO I played was that I had to completely change my gear and build when I wanted to switch beetween PvE and PvP. I dont have to do that here and I dig it. I love the fact that fighting NPCs is basically the same thing as fighting players. And I think they should stick to that idea no matter what.
    Georgion - Bosmer/Templar - PC/EU
  • Waffennacht
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    Im pleased for the most part. At least the cap was higher than orginally thought. What I do see though is now a huge motivator to get as many CP as possible in the next few months.

    Im not displeased with the increase in XP , again unfortunately Computer transfers make this a pain for console users.

    Oh well at least its not as bad as I thought it would be
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  • DaveMoeDee
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    When the cap goes up, with the rates change?
  • Xjcon
    Xjcon
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    The sky is falling!!!!.


    They said that you will gain them faster up to the cap. And that players over the cap will gain them slower. Watching ESO live would allow people to inform themselves of what's going on.
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  • DaveMoeDee
    DaveMoeDee
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    What will happen to enlightenment?
  • gashuffer75
    Is that 501 total? Or per tree? I assume this has been answered....but haven't sifted through pages of comments to find it.
  • Grunim
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    Right now I'm in the low 300s in champion points and if I were to continue to play the way I have in recent weeks, by the time that Orsinium releases on the PC I'll have over 330 champion points and it would still take me anywhere from 4 to 8 months to reach the 501 CPs even if they were to cost 400k xp each.

    Instead, when Orsinium launches it will cost me more XP for each champion point. I won't get to enjoy reduced cost CP points at lower CP levels because that mechanism didn't exist when I was at those lower CP levels and I get slapped with a penalty from the get-go.

    This is not a catch-up mechanic for someone like me, it's a penalty and I'm nowhere near the cap for crying out loud! :disappointed:

    I am utterly disgusted by the whole champion point system, I wish it would just be abolished plain and simple.
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  • Gilvoth
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    Is that 501 total? Or per tree? I assume this has been answered....but haven't sifted through pages of comments to find it.

    501 total
  • Gilvoth
    Gilvoth
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    Grunim wrote: »
    Right now I'm in the low 300s in champion points and if I were to continue to play the way I have in recent weeks, by the time that Orsinium releases on the PC I'll have over 330 champion points and it would still take me anywhere from 4 to 8 months to reach the 501 CPs even if they were to cost 400k xp each.

    Instead, when Orsinium launches it will cost me more XP for each champion point. I won't get to enjoy reduced cost CP points at lower CP levels because that mechanism didn't exist when I was at those lower CP levels and I get slapped with a penalty from the get-go.

    This is not a catch-up mechanic for someone like me, it's a penalty and I'm nowhere near the cap for crying out loud! :disappointed:

    I am utterly disgusted by the whole champion point system, I wish it would just be abolished plain and simple.

    well said!
    that is exactly what the problem is here! and what everyone is angry about.
  • Saltypretzels
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    smacx250 wrote: »
    Here is a plot of data so far. Good enough for engineering, I'd say:

    cpxpcurr_zpsucnhcxtk.png

    Edit: Added current rate as "No-cap". "Pre-cap" is after patch less than cap, "Post-cap" is after patch greater than cap.


    To be fair-- from 338-500 CP you only need a tiny bit more XP than you do currently. So this system is not terrible.

    It would be better if the top of the blue line (at 500 CP) equaled the green line.
    Edited by Saltypretzels on October 7, 2015 4:30PM
  • Jura23
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    Grunim wrote: »
    Right now I'm in the low 300s in champion points and if I were to continue to play the way I have in recent weeks, by the time that Orsinium releases on the PC I'll have over 330 champion points and it would still take me anywhere from 4 to 8 months to reach the 501 CPs even if they were to cost 400k xp each.

    Instead, when Orsinium launches it will cost me more XP for each champion point. I won't get to enjoy reduced cost CP points at lower CP levels because that mechanism didn't exist when I was at those lower CP levels and I get slapped with a penalty from the get-go.

    This is not a catch-up mechanic for someone like me, it's a penalty and I'm nowhere near the cap for crying out loud! :disappointed:

    I am utterly disgusted by the whole champion point system, I wish it would just be abolished plain and simple.

    You are entirely right, this is not catch-up mechanic for you. But you with 300+ CP are according to ZOS part of the very small % of players with most CP, so then its logical youre not the one the catch-up mechanic should focus on.

    Im being a bit sarcastic right now, I know that. But its still true.
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