Saltypretzels wrote: »Did any of your whiners even LOOK at that graph I already posted? The XP costs are not going up by that much.
Saltypretzels wrote: »Did any of your whiners even LOOK at that graph I already posted? The XP costs are not going up by that much.
XP required 338-501 new system: 79,790,187 XP.
XP required 338-501 old system: 65,200,000 XP.
I beg to differ with you, IMHO that's a sizeable penalty I would incur if the present iteration becomes final, unless I receive bonus enlightenment to make up the difference.
CrowsDescend wrote: »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
PC - 96
Ps4 - 44
Xbone 42
mklundub17_ESO wrote: »CrowsDescend wrote: »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
PC - 96
Ps4 - 44
Xbone 42
That's ZOS math, which is why it's ridiculous and makes no sense because they're taking into consideration accounts with any any amount of playtime.
ZOS_RichLambert wrote: »The averages I posted were calculated from active accounts that have at least 1 VR character. (i.e. - can start earning CP) An account is only considered active if it has been logged into in the past 30 days and played the game for a period of time.
FireCowCommando 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
So by trying to fix the problem, they made it even WORSE for those below the cap, yet the whole "capping" and catch up idea was to prevent that... And help those under the cap get there quicker... LOL
ZoS, I salute you, never did those maths and logic in school now did ya?
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.
Saltypretzels wrote: »Did any of your whiners even LOOK at that graph I already posted? The XP costs are not going up by that much.
XP required 338-501 new system: 79,790,187 XP.
XP required 338-501 old system: 65,200,000 XP.
I beg to differ with you, IMHO that's a sizeable penalty I would incur if the present iteration becomes final, unless I receive bonus enlightenment to make up the difference.
RatedChaotic wrote: »sztartureb17_ESO wrote: »There should not be the champion system at all. Why not simply just remove it? Or remove it totally from PvP?
Well I like continued progression on my toon. What will happen when I'm all leveled and geared up? I get bored and move to another game.
Diamond_10 wrote: »why make it slower at 338 instead of at 501? lol
Because the average on PC is 94 CP and the % of players with more than 501 is so low that it can be practically ignored.
Yeah, Im playing devils advocate here and I enjoy it.
RatedChaotic wrote: »Shouldve left it all alone. People cried for a cap, they got it. Now they are crying about the cap. Shouldve left it alone. There was nothing wrong with the cps in the first place. Instead of comin here crying about cps. You shouldve been playing.
This is so bad 1K+ CP Grinders will have to just log and they will have advantage every DLC every CAP raise...
And we will have to grind 3x more than they did or even more!!!
lordrichter wrote: »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.
SleepyTroll wrote: »So when they up the cap again, then just remove the 3x multiplier above 501? Or am I mistaken, this doesn't seem very "catch up" so like CP is going to be very hard to get in the coming months.
SleepyTroll wrote: »So when they up the cap again, then just remove the 3x multiplier above 501? Or am I mistaken, this doesn't seem very "catch up" so like CP is going to be very hard to get in the coming months.
BalticBlues wrote: »The answer to all problems could be so simple:
If ZOS would just switch to a reverse logarithmic reward system (red line in image below)
- there would be no need for a cap because all rewards run towards (but never reach) a max point
- people would automatically catch up because of the steeper pitch on lower CP levels
- the system could be extended at anytime by just defining a higher max point
This is so bad 1K+ CP Grinders will have to just log and they will have advantage every DLC every CAP raise...
And we will have to grind 3x more than they did or even more!!!
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.
Saltypretzels wrote: »Did any of your whiners even LOOK at that graph I already posted? The XP costs are not going up by that much.
XP required 338-501 new system: 79,790,187 XP.
XP required 338-501 old system: 65,200,000 XP.
I beg to differ with you, IMHO that's a sizeable penalty I would incur if the present iteration becomes final, unless I receive bonus enlightenment to make up the difference.
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.