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Official Feedback Thread for Champion System Updates

  • Enodoc
    Enodoc
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    I'm not pissed about the cap; pissed that the "catch up" makes one of my CPs worth 100 of some beginner's. So I have to gain over 1.5 MILLION exp to feel some kind of progression? In an MMO? And that "progression" is an already minuscule amount due to a system that already has diminishing returns? It's bull ***.

    And I'm not some lifeless grinder. I PVP and run the pledges about two hours a day. I have a wife and kids and a 9-5, and I'm being punished for spending my gaming time exclusively in ESO since launch.

    It should "catch up" people to 300 then plateau at 400k exp. With the cap, I won't over power anyone, but I'll still feel like my investment is going somewhere. That is reasonable; this 1.5 mil to earn a point I can't even use is not.

    Perhaps this is ZOS trying to get back to what they always wanted post-50 progression to be. Not something to specifically work towards, but something that you're rewarded with anyway through playing. Instead of people grinding solely for CPs, maybe now they'll play for the content again.
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  • Asia_Skyly
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    Lylith wrote: »
    CP should never cost more than the original 400k per point below the cap.

    Agreed!

    Otherwise is not much of a "catch up" mechanic!

    Assume that seasons are in chunks of 500pts.

    Above the cap for that season: Your cost above the cap is somewhere in the order of 3-5 times the base cost of 400k.

    Below the cap for that season:
    Season CP base +:
    000-100 CP: 50k/cp
    100-200 CP: 100k/cp
    200-300 CP: 200k/cp
    300-400 CP: 300k/cp
    400-500 CP: 400k/cp

    You can tweak the numbers, but it should never be more than the current cost while below the seasons's cap.


  • hackforjub17_ESO
    Perhaps this is ZOS trying to get back to what they always wanted post-50 progression to be. Not something to specifically work towards, but something that you're rewarded with anyway through playing. Instead of people grinding solely for CPs, maybe now they'll play for the content again.

    The only thing I've ever "grinded" are monster helms or TV stones to buy my v16 tunes. I play for the content and for the progression and I have been rewarded with about 2 CP a day. I understand the need for a catch up (to a certain point -- I think 300 is a fair number), AND I understand the need for a cap. What I don't understand is the continued escalation of exp per point after the catch-up level has been reached.

    What ZOS is saying is, it's okay to "reward" me less because I have stuck with them as a subscriber since launch.

    Well, if this plan sticks, I'll probably keep playing, but they are losing my subscription -- not because I enjoy the game any less, but because I feel it's a slap in the face after over a year of loyalty. This is the last time they're going to introduce a system then screw over the people who bought into it while I pay to support it.
  • Gunphu
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    I am on console and i only PvP l. I have never grinded for CP yet i just hit 200 CP. I hate the changes! Why do you go to the extremes and never attempted minor tweaks? !?!!?

    Active defense, offense, and emense character progression make this game unique and provide a sense of skill and progression that is not matched. Yet you are constantly trying to get rid of them.

    I do think some CP changes are needed. Maybe a slightly less agressive catchup system than you are proposing ( you are giving them away), slightly more harsh diminishing returns on the CPs themselves, get rid of enlightenment at 300 CP, increase max banked enlightenment to 15 days worth, increase the amount of xp required per CP once past 600 by a small percentage that increases every 50CP.

    I will speak with my wallet and unsub and not purchase any more content if this version is implemented.


  • ahstin2001nub18_ESO
    All i can say is that i left the game 1 week after championpoints was introduced(played since beta)
    When imperial city was launched i came back and I am so behind on CP that it is almost gamebreaking.
    I am constantly out of stamina cause of low points in mooncalf and warlord(think it was called that.)
    same with damage and spellresistance etc...

    A cap and a catch up system is the best idea ever.

    look at this guy 901 cp points.

    A good nightblade,with good gear and so many points is just sick.

    https://www.youtube.com/watch?v=NKOfEPtpZZ8

    At the end i want to say i respect Decimus pvp video and he has worked very hard for this so...

    that all came with IC.... i have been playing since beta, had around 200 CPs at the time, and had to redistribute my attributes, gear, and grind cps to off set the block changes on account of "perma-blockers" in PVP. they largely based the new mob mechanics and gear around the champion system. i guess they didn't care to mention at the time we would be getting an odd and poorly thought out system they have here.
    Enodoc wrote: »
    Somebody in another thread posted that getting to the cap from scratch now takes about 48 mil. XP less than it used to. I think, as a catch up mechanic, that's pretty good.

    and there are estimated to be 750,000,000 criminals and evil people in the world. that sounds like a lot right? thats out of 7.5 billion, which makes it only 10% of the population.... the 50,000,000 spread over those points may not be noticed because its spread over such a large swath of points.
    Enodoc wrote: »
    I'm not pissed about the cap; pissed that the "catch up" makes one of my CPs worth 100 of some beginner's. So I have to gain over 1.5 MILLION exp to feel some kind of progression? In an MMO? And that "progression" is an already minuscule amount due to a system that already has diminishing returns? It's bull ***.

    And I'm not some lifeless grinder. I PVP and run the pledges about two hours a day. I have a wife and kids and a 9-5, and I'm being punished for spending my gaming time exclusively in ESO since launch.

    It should "catch up" people to 300 then plateau at 400k exp. With the cap, I won't over power anyone, but I'll still feel like my investment is going somewhere. That is reasonable; this 1.5 mil to earn a point I can't even use is not.

    Perhaps this is ZOS trying to get back to what they always wanted post-50 progression to be. Not something to specifically work towards, but something that you're rewarded with anyway through playing. Instead of people grinding solely for CPs, maybe now they'll play for the content again.

    thats the problem actually, it was post 50-prgression but it was also something to work towords. its a time sink to keep older players playing and new players coming; though these systems cater to dedicated and consistent players because the spend money more consistently.

    the problem with "playing for content" is there isn't any new content. that is exactly where the champion system begain to fail. with no content no one plays, and the whole system begins to fall apart. new content was the incentive and means to "catch up" that reduced the amount of time to grind. and just kept people distracted. i couldn't tell you how long i have only logged on for crafting writs, and maybe sometimes farming.

    they *** on people regularly with just the most stupid ideas ever. its like the team is paid to be as mentally challenged as possible. the following essentially follows what a lot of players for and against the changes are agreeing on:
    Gunphu wrote: »
    I am on console and i only PvP l. I have never grinded for CP yet i just hit 200 CP. I hate the changes! Why do you go to the extremes and never attempted minor tweaks? !?!!?

    Active defense, offense, and emense character progression make this game unique and provide a sense of skill and progression that is not matched. Yet you are constantly trying to get rid of them.

    I do think some CP changes are needed. Maybe a slightly less agressive catchup system than you are proposing ( you are giving them away), slightly more harsh diminishing returns on the CPs themselves, get rid of enlightenment at 300 CP, increase max banked enlightenment to 15 days worth, increase the amount of xp required per CP once past 600 by a small percentage that increases every 50CP.

    I will speak with my wallet and unsub and not purchase any more content if this version is implemented.


    there is a middle ground, but i think they are going to cater solely to the ones that yelled the loudest, but then kinda screw them since you start the up hill climb at 340.
    Edited by ahstin2001nub18_ESO on October 8, 2015 4:59PM
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • Emma_Overload
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    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .
    #CAREBEARMASTERRACE
  • Xeniph
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    The cap is fine, though I would rather see it at 603 (divisible by 3). I even like the early catch-up mechanic.

    With that said, the rest of the system is utter BS! In no way, ever, should anyone's next CP cost anymore than anyone else's.
    CP's cost 400k, period. Make them cheaper, easer to get if you want, but don't make them harder to get for those of us that sit in middle of the metrics!

    And to put it another way. Vet levels were/are a huge issue to some, so much so you have in the past you have lowered the exp to gain these levels twice, introduced exp potions, introduced a new system (CP's) and claimed you were doing away with them. All because of the very slow progression grind.

    Now you want to basically implement the same thing, in a slightly different way? This is the epitome of insane. Doing the same things over and over, expecting different results.

    Leave the CP exp alone, with the exception of a cat-up mechanic. If you must, improve the catch-up mechanic, but don't penalize folks that earn more, they already can't spend.

    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Tyr
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    A 501 CP cap is too low for the long term players who on March 17 started with 70 CP.

    March 17 to Nov 2 is about 230 days. That's 230 days of enlightened. Even in 1.6 PvP earning 100k xp only took an hour. But if you were levelling an alt, running dailies, running DSA, fighting in IC, running trials, etc etc etc.

    Doing anything that had meaningful xp gain would get you 2 CP (500k xp) in 2-3 hours. So if you played 2-3 hours a day, you're already over cap: 70+230x2 = 530 CP

    It's a slap in the face to people who enjoy this game and play it a lot. Much like when they implemented Undaunted and screwed over everyone who already had the achievements on their characters.

    I realize that a lot of people are forum-warrioring for what will help them the most, under the guise of "fairness". But this will honestly make me cancel my sub. No need to quit, just voting with my dollars. I have enough crowns to buy the next 2-3 DLCs.

    A tiny fraction of people play MMO's 2-3 hours per day. Majority play under 10 hours a week as demonstrated by the 93CP average.
    You're also making the mistake of assuming that the people that do play 2-3 hours per day spend most of their time gaining XP instead of doing a lot of the other activities like crafting, writs, fishing, trying different dyes, inventory management, socializing, etc...

    The reality is most players that only play 2-3 hours per day have a hard time just maintaining 1CP per day much less 2.

    The number of players over the cap is a tiny minority, so expecting ZOS to abandon their goal of narrowing the CP gap for a tiny minority of the player base that you are in is just selfish and counter-productive to the long-term success of the game.
  • Tyr
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    Xeniph wrote: »
    The cap is fine, though I would rather see it at 603 (divisible by 3). I even like the early catch-up mechanic.

    With that said, the rest of the system is utter BS! In no way, ever, should anyone's next CP cost anymore than anyone else's.
    CP's cost 400k, period. Make them cheaper, easer to get if you want, but don't make them harder to get for those of us that sit in middle of the metrics!

    And to put it another way. Vet levels were/are a huge issue to some, so much so you have in the past you have lowered the exp to gain these levels twice, introduced exp potions, introduced a new system (CP's) and claimed you were doing away with them. All because of the very slow progression grind.

    Now you want to basically implement the same thing, in a slightly different way? This is the epitome of insane. Doing the same things over and over, expecting different results.

    Leave the CP exp alone, with the exception of a cat-up mechanic. If you must, improve the catch-up mechanic, but don't penalize folks that earn more, they already can't spend.

    The middle of the metrics? The middle of the metrics is 93CP. If you're above 337CP you're way off the center of the bell curve by at least 2 standard deviations.
  • Tyr
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    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .

    Yes it will take about 25% longer for you to reach the cap if you're above 337CP, but you'll be much more competitive compared to the players above the cap in the long-term in both PVE and PVP.

    It's also possible that the rate at which CP can be earned in Orsinium will be higher, especially considering you can repeat the solo arena(maelstrom) as many times as you want.
  • lifefrombelowb14_ESO
    The scaling needs to not apply until you reach the cap otherwise how are people supposed to catch up when you make it harder to reach that cap. What's the point of applying a cap if it's not even addressing the biggest flaw in the CP gap which is that it's creating an imbalance in PVP and still allowing people that are at the top of that gap to remain there.
  • ahstin2001nub18_ESO
    Tyr wrote: »
    A 501 CP cap is too low for the long term players who on March 17 started with 70 CP.

    March 17 to Nov 2 is about 230 days. That's 230 days of enlightened. Even in 1.6 PvP earning 100k xp only took an hour. But if you were levelling an alt, running dailies, running DSA, fighting in IC, running trials, etc etc etc.

    Doing anything that had meaningful xp gain would get you 2 CP (500k xp) in 2-3 hours. So if you played 2-3 hours a day, you're already over cap: 70+230x2 = 530 CP

    It's a slap in the face to people who enjoy this game and play it a lot. Much like when they implemented Undaunted and screwed over everyone who already had the achievements on their characters.

    I realize that a lot of people are forum-warrioring for what will help them the most, under the guise of "fairness". But this will honestly make me cancel my sub. No need to quit, just voting with my dollars. I have enough crowns to buy the next 2-3 DLCs.

    A tiny fraction of people play MMO's 2-3 hours per day. Majority play under 10 hours a week as demonstrated by the 93CP average.
    You're also making the mistake of assuming that the people that do play 2-3 hours per day spend most of their time gaining XP instead of doing a lot of the other activities like crafting, writs, fishing, trying different dyes, inventory management, socializing, etc...

    The reality is most players that only play 2-3 hours per day have a hard time just maintaining 1CP per day much less 2.

    The number of players over the cap is a tiny minority, so expecting ZOS to abandon their goal of narrowing the CP gap for a tiny minority of the player base that you are in is just selfish and counter-productive to the long-term success of the game.

    i HIGHLY caution everyone with regard to the 93CP average. i don't at all buy that, and i want to know a time-stamp before i consider it. if that is the average LAST month.... then it could easily be because players returned for IC, and to check out the changes. if that is the case, then those numbers are not an accurate representation of the "active" players. also that ties pretty close to the people that got 70 points at launch plus time spent with the system (~20 additional points). coupled with the fact they seem to wanna keep people at the 340 range, and people wanted "equality" i am more willing to believe the real active average is around 340. my basis on this theory is because, its easy to get to 340, but fairly time consuming to get up and away from it. it keeps the current average in line with the new up-and-coming average which puts people on an "even" playing field. at that point i would say just dump the champion system.

    the 4 hour window for a casual play is the key, in my opinion. make enlightenment generate so that 20 hours offline, equates to 1 champion point from 4 hours game play. remove universal enlightenment and make it only be generated while offline, with adjusted numbers, and it would behave much better than the proposed cap+exp requirement. i would also not include quests to effect enlightenment. in other words, you turn in a quest for 10,000 but it won't consume the enlightenment it just bumps it over for mobs/player kills. this keeps people work for it without having it handed to them, but keeps them progressing at a greater current rate in the system

    i wonder if removing the red>green>blue round robin that the system has now would help.

    1 point = 400,000 experience
    but
    1 green/red/blue point = 1,200,000

    if ultimately the concern is power, giving people free reign over their pointscould really help boost power, with the current system that is already in place. there isn't a need for a cap, there isn't a need for a catch up mechanism, theres a reduction in over all experience needed for categories in a tree, and it would make the system more desirable. the people in favor of the cap don't like the power gap; the people against the cap want their time to not be wasted; no body wants to grind MORE for less. right now 300cps means only 100 per red/green/blue tree. make 300cp universal and that changes the game to something that could be more a kin to 300 blue, 0 the rest. or 150 blue, 150 red, 0 green etc. it increases the value of each point per player at a reduced cost in experience, while maintaining the freedom the current system has.

    right now im working on a blue passive, but i have to do red and green to get there. all i want is the blue passive i don't really want to grind through and addtional 800,000 exp just to get that.
    Edited by ahstin2001nub18_ESO on October 8, 2015 6:17PM
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • NativeJoe
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    Greetings all!

    There have been several requests on the forums for an explanation of exactly how the Champion System Catch-up mechanic we’re introducing with the Orsinium patch works. We’re here to offer some details about how the system works on the PTS, and hopefully answer some of your questions. Please note: This thread is not to discuss the pros/cons of the system, but rather to pass on some information about how the system currently works to help you with testing, and assist us in spotting any inconsistencies or errors.

    With the new system, the formula used to calculate the amount of XP needed to gain a single Champion Point is as follows:
    ((TotalPoints / (Cap ^ 0.95)) + 0.08) * 400000, where Total Points is how many CP points you’ve earned.
    If you exceed the cap, the XP required is calculated given the above formula, and then tripled. (So, the XP you would need to earn 512 Champion Points is 589,807, which is then tripled to 1,769,421.)
    For the first Champion Point (going from 0 Champion Points to 1 Champion Point) 1XP is required.
    We only triple the point values if you are over the current Champion Point cap—once we raise the cap, the values will return to normal.

    The new catch-up mechanic, currently on PTS, is subject to change based on player feedback and data. We’ll be iterating on it as needed on the PTS—we’ll do our best to update this post if and when that happens.


    ZOS_RichLambert wrote: »
    I don't usually talk numbers, but here's some to chew on with regards to the number of champion points players have. The number of players that are going to be affected by the cap is very, very small.

    Average CP on PC - 93
    Average CP on PS4 - 46
    Average CP on XB1 - 44

    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.

    Please let us know if you have any questions!

    This amount of transparency is EXACTLY what the community has been asking for!!!!! :smiley:
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    Reasons: This sheds light on your decisions so it's much easier to make peace with nerfs/buffs/game mechanics.
    So even sour news can be swallowed a WHOLE lot easier :smiley: please repeat this alot more in the future!

    Anyway. I'm of the opinion this will actually help the game alot more then anything else you guys have ever done. Getting players to that 360 cp point is ideal for everyone! dungeons will go smoother, resource management will be easier, and we're not going to be pwned in pvp based on CP alone. (which will relieve alot of frustration, and save players alot of hair pulling)

    As for if it is working or not. it appears to be. I'm at 250 CP, and gained 4 CP just doing the normal maelstrom arena.

    ~I "think" I understand everyone elses point of views tho. Paying for experience scrolls and basically having all those purchases made pointless. Grinding for a years worth of zombies and cracked wood to be able to be a super powered monster and having that stripped away from you. Being able to solo molag bal and make crazy damage builds without the need of any resource management at all, and generally just being a god in any dungeon- the last player standing-the unkillable titan, etc

    But this is an mmorpg, the balance between god hood and cannon fodder has to be maintained... and this goes a long ways towards maintaining the balance.

    Also... it makes it easier for them to create content that is challenging to us, and even craft sets around perceived weaknesses in builds etc If they have something static like this they can strike a balance ALOT easier.. because they know the strengths they can expect out of characters.

    So yes... the most elite of us will have to tuck back our egos and not be playing this game on the "toggle god mode", but "Think" about others...your also going to be seeing a huge increase in the "quality" of the game, and your teammates. so for the good of us all, I think the sacrifice you guys are making is necessary and timely.
    Edited by NativeJoe on October 8, 2015 5:55PM
    650cp+ Sorcerer 100+ days /played
    Broken'Stick North American Server
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  • Ezareth
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    Tyr wrote: »
    The reality is most players that only play 2-3 hours per day have a hard time just maintaining 1CP per day much less 2.

    The number of players over the cap is a tiny minority, so expecting ZOS to abandon their goal of narrowing the CP gap for a tiny minority of the player base that you are in is just selfish and counter-productive to the long-term success of the game.

    I don't agree with this sentiment at all. Raising the cap to 600 or even 700 isn't "abandoning the goal of narrowing the CP gap" at all, nor is it selfish for players who think the cap is too low.

    It isn't our fault we played the game we enjoyed it *naturally*, subscribed to the game, and even use XP potions while we were doing XP intensive activities like undaunted dailies, quests, or PvP.

    All he is saying is that the Cap is too low and that many of the most active players in the game are feeling punished for playing the game normally.

    It will all balance out of course once they raise the cap again (hopefully by a reasonable amount) but it still gives us the prospect of facing a new major content patch with very little sense of progression or reward and zero reason for us to continue to support the game. Raising the cap 100 CPs is not going to unbalance the system any more than it already is as the difference 100 CPs make is not all that large.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
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    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
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  • AhPook_Is_Here
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    @ZOS_GinaBruno

    The issue I see is that this is a short term solution.

    ie post orsinium and down the road when the cap is even higher, there will still be this nearly insurmountable wall of CP to get through.

    I'm over the cap already, but I can live with it (still think you might want to consider a higher cap for PC).

    Without a minimum cap for your dlc you really put new players into a tightening noose though.

    When the cap is... say 1500. How can you reasonably expect someone with 0 to even tackle getting anywhere in the neighborhood. I guess future solutions for future problems and all...

    But, if you set a minimum cap for each dlc, that gives low cp players the points to fill out X amount of CP you solve the glaring issue with the CP system.

    I agree that putting a floor in becomes a very good idea, and it could even be set as a fraction of the game's top producer or a fraction of the median player. The time for that floor might even be now to be honest. Even around 180 for the PC doesn't sound unreasonable to me.
    “Whatever.”
    -Unknown American
  • ADarklore
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    Ezareth wrote: »
    All he is saying is that the Cap is too low and that many of the most active players in the game are feeling punished for playing the game normally.

    Considering that the average CP on PC is 93 for ACTIVE accounts within the last 30 days... 93 CP average out of tens of thousands of players... leads me to believe that there are actually very few of those type of 'active players' that you are referring to.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • hackforjub17_ESO
    Considering that the average CP on PC is 93 for ACTIVE accounts within the last 30 days... 93 CP average out of tens of thousands of players... leads me to believe that there are actually very few of those type of 'active players' that you are referring to.

    The last month... After a major new DLC that brought back people who haven't played since CPs were introduced... Data is skewed.
  • Elsonso
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    Data is probably accurate enough. More accurate than anything you will find in the forums.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
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  • hackforjub17_ESO
    Let me just summarize:
    • Catch-up mechanic up to 300 CP.
    • CP cap at 501
    • EXP requirement per CP, starting at 301: 400k

    EVERYONE IS HAPPY.
  • AlnilamE
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    Let me just summarize:
    • Catch-up mechanic up to 300 CP.
    • CP cap at 501
    • EXP requirement per CP, starting at 301: 400k

    EVERYONE IS HAPPY.

    Pretty much. 338 is a good spot too if they want to keep it as a proportion of what the cap is. As long as new players have a way to catch up and long-term players don't get penalized for playing a lot.
    The Moot Councillor
  • Enodoc
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    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .

    And yet how are people supposed to catch up if some other people aren't forced to slow down? Without being slowed down, there would be at a certain point at which those catching up would never get any closer.
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  • ahstin2001nub18_ESO
    Enodoc wrote: »
    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .

    And yet how are people supposed to catch up if some other people aren't forced to slow down? Without being slowed down, there would be at a certain point at which those catching up would never get any closer.

    no body is going to catch up, and thats my biggest beef-long term we are all screwed. they are just placing an artificial average because they don't seem interested in fixing things that don't fully/partially work
    Edited by ahstin2001nub18_ESO on October 8, 2015 10:27PM
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • Gelassenheit
    Gelassenheit
    ✭✭
    I realized this would be a more suitable location for this post, after I have already created a thread about it (oops!)

    I know this is a long(ish) post, and I'd like for you to read it all. If not, please read the TLDR located at the bottom.

    This post was brought on by the following question: In regards to the proposed champion point catch-up mechanism, is there any plan to include champion points, as they would have been earned?

    I would like to address this question, and provide a few of the numerous options available, given through (largely) unbiased data.

    I currently have 411 CP. At the current rate of 400,000 XP per CP, that would indicate that I have a total of 164,400,000 total XP. ( 411 times 400,000 ).

    However, this figure of 164,400,000 XP would place me at 521 CP with a remainder of ~418,000 XP, provided we do not take into account the x3 multiplier for CP over the currently proposed 501 CP cap. If instead, we take into account that x3 multipler, I would have 507 CP with a remainder of ~259,000 XP.

    When the entire CP system was first implemented, individuals whom already had max level characters were granted a set amount of CP to start with -- this amount was to sort of guess'the amount of work an individual has currently completed, and reward them for their work. However, with the current system it is precisely known how much XP each person has earned ( 400,000 * Number of CP + XP remaining on each veteran rank character), and a corresponding adjustment to a players CP can be given, to properly reward individuals for the work they have already done.

    If ZOS were to implement something like this it would actually help to rectify the current CP disparity -- the entire purpose of this system in the first place.

    k9mfke2.png

    At 536 CP (In current live patch), this method actually becomes detrimental ( if and only if we account for the x3 multiplier for all CP over 501).
    At 677 CP (In current live patch), this method actually becomes detrimental ( if and only if we do not account for the x3 multiplier for all CP over 501).

    TLDR

    I would personally advocate the following solution:

    Every player has their champion points scaled, according to the proposed formula without (or with) taking into account the 501 CP cap. Then, any players over 677 (536) CP have their CP remain unscaled (as to not actually reduce the total number of CP they have).

    This provides the most benefit, to the most number of people, and provides a 'quick boost' to the intended catch-up mechanic, while remaining completely positive for all players, as no player beyond the 677 (536) CP point is hindered as a result.

    Regards,

    Gelassenheit
  • Lucky28
    Lucky28
    ✭✭✭✭✭
    Enodoc wrote: »
    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .

    And yet how are people supposed to catch up if some other people aren't forced to slow down? Without being slowed down, there would be at a certain point at which those catching up would never get any closer.

    no body is going to catch up, and thats my biggest beef-long term we are all screwed. they are just placing an artificial average because they don't seem interested in fixing things that don't fully/partially work

    they don't need to "Catch up" they just need to gain enough CP that they can remain competitive. allocate them correctly you will be even against players who have twice your amount.
    Edited by Lucky28 on October 8, 2015 10:46PM
    Invictus
  • Elephant42
    Elephant42
    ✭✭✭✭
    It doesn't seem like rocket science to me to come up with a CP plan to suit most (you'll NEVER please all). I fully understand the angst from those with more than the cap as well as those (like me) who just like to play the game normally and are well short of the cap - I define normally as "without grinding or farming".

    A _dynamic_ system would be good IMHO.

    Periodically calculate the average CP for ACTIVE players - active could be defined any number of ways but I'm sure a reasonable formula could be devised - call this figure A.

    Set the CP gain rate for those at less than 80% of A such that they can reach 80% of A within a month or two of normal play - severe grinders will probably reach it in a few hours but I've never believed games should be balanced around severe grinders - they should be ignored for the aberations that they are.

    The CP gain rate for those with between 80% A and 120% A is normal i.e what it is now.

    For those few with more than 120% A the CP gain rate is drastically reduced, perhaps on a logarithmic curve.

    With this system (or one like it) there would be no need for any caps or seasons and no need for enlightenment.

    My 2c
  • Scyantific
    Scyantific
    ✭✭✭✭✭
    Enodoc wrote: »
    I'm not pissed about the cap; pissed that the "catch up" makes one of my CPs worth 100 of some beginner's. So I have to gain over 1.5 MILLION exp to feel some kind of progression? In an MMO? And that "progression" is an already minuscule amount due to a system that already has diminishing returns? It's bull ***.

    And I'm not some lifeless grinder. I PVP and run the pledges about two hours a day. I have a wife and kids and a 9-5, and I'm being punished for spending my gaming time exclusively in ESO since launch.

    It should "catch up" people to 300 then plateau at 400k exp. With the cap, I won't over power anyone, but I'll still feel like my investment is going somewhere. That is reasonable; this 1.5 mil to earn a point I can't even use is not.

    Perhaps this is ZOS trying to get back to what they always wanted post-50 progression to be. Not something to specifically work towards, but something that you're rewarded with anyway through playing. Instead of people grinding solely for CPs, maybe now they'll play for the content again.

    I missed this since I was muted (can't call out the staff on their incompetence without a suspension lol) but I just want to point out that this argument is invalid by virtue of there being zero worth-while, non-repeatable content in the game right now.
  • ahstin2001nub18_ESO
    Lucky28 wrote: »
    Enodoc wrote: »
    Dagoth_Rac wrote: »
    I thought this "catch up mechanic" would be a relief. That I would feel like I could relax and enjoy the game and I would catch up to my guildmates with 500+ CP. No need to grind or worry about how far I was falling behind in CP. But it feels the opposite. I am 150 CP below the cap and my ability to reach 500 CP has now become harder. It is really depressing and discouraging. I want to grind less, not more! And with the group dungeons I like to play giving miserably low XP, and CP requiring ever more XP, it feels like the update I thought would alleviate the need to grind is pushing us ever more toward grinding! :-(

    I totally agree with this. I'm in the same boat as you, and the prospect of trying to grind 150 CP before Orsinium drops is really DEPRESSING.

    I can live with caps and catch-up mechanics, but a SLOW-DOWN mechanic is a deal-breaker .

    And yet how are people supposed to catch up if some other people aren't forced to slow down? Without being slowed down, there would be at a certain point at which those catching up would never get any closer.

    no body is going to catch up, and thats my biggest beef-long term we are all screwed. they are just placing an artificial average because they don't seem interested in fixing things that don't fully/partially work

    they don't need to "Catch up" they just need to gain enough CP that they can remain competitive. allocate them correctly you will be even against players who have twice your amount.

    i agree, and i know, i am proof. i am perfectly fine in PVP for my build at 219.... i don't get it... you have to BUILD for PVP. in fact, its based on my PVE tank set and attributes. no i don't own people through DPS, but i also built a skill line that isn't meant for that. its completely set for enemy disruption/harassment (not to be confused with griefing).

    further more, if you only play 1-2 hours, how could you POSSIBLY have enough data to analyze regarding a power gap.... its not possible. its like being a weather forecaster that predicts the weather by just stepping outside once a day then basing their whole analysis of the whole day on what you saw at that moment. even worse, those that play 4+ hours now have to conform to that? give me a break...

    the more the "pro-cap" group sticks to the lines of "your're OP", 'you have no life", "its fair and equal", and all the other (sometimes thoroughly degrading) nonsense, the less and less i support it. it just shapes up to be "you are just being self serving and not thinking of the big picture".

    there have even been attempts to find common ground by some on both sides, and those ideas get lost in the sea of the pissing matches. if we be constructive, be factual, we can find common ground... other wise we all end up screwed. unfortunately, i think that is simply the path those that continue with the game will just have to work with....

    this is not a "catch up" mechanism, i don't know if i would even call it a "slow-down" mechanism. looking at the information thats been posted it just looks like a mechanism to put and keep people on equal ground. when it goes live, and people hit the 400ish that turns it into a VR grind, they are just gonna complain some more.
    Scyantific wrote: »
    Enodoc wrote: »
    I'm not pissed about the cap; pissed that the "catch up" makes one of my CPs worth 100 of some beginner's. So I have to gain over 1.5 MILLION exp to feel some kind of progression? In an MMO? And that "progression" is an already minuscule amount due to a system that already has diminishing returns? It's bull ***.

    And I'm not some lifeless grinder. I PVP and run the pledges about two hours a day. I have a wife and kids and a 9-5, and I'm being punished for spending my gaming time exclusively in ESO since launch.

    It should "catch up" people to 300 then plateau at 400k exp. With the cap, I won't over power anyone, but I'll still feel like my investment is going somewhere. That is reasonable; this 1.5 mil to earn a point I can't even use is not.

    Perhaps this is ZOS trying to get back to what they always wanted post-50 progression to be. Not something to specifically work towards, but something that you're rewarded with anyway through playing. Instead of people grinding solely for CPs, maybe now they'll play for the content again.

    I missed this since I was muted (can't call out the staff on their incompetence without a suspension lol) but I just want to point out that this argument is invalid by virtue of there being zero worth-while, non-repeatable content in the game right now.

    if they continue to cater to every complaint, this will be the normal for the game...
    Edited by ahstin2001nub18_ESO on October 9, 2015 12:11AM
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • byrom101b16_ESO
    byrom101b16_ESO
    ✭✭✭✭✭
    zornyan wrote: »
    zornyan wrote: »
    Xeven wrote: »
    ZOS please do not back down from 501 CP and the catch up system, it is fantastic.

    The catch up system should help you reach the current cap, meaning the xp required to gain your next CP should probably top out right around the current cap IMO.

    I love hearing this... why?

    Because when this goes live me and my group will still be face rolling you and everyone bitching about how cp makes you over powered, we will still 1vx and win.

    There will still be videos of sypher taking on 10 people and destroying them. Cp doesn't matter. But mark my words, the day this goes live and the constant stream of moaning that will continue about 'xyz is op' I will be sat here enjoying the salty tears.

    Btw I've only got 120 cp, but it's still funny when I win 1v6 and get hate mails telling me I must have 600cp and a scrub...

    People who publically claim that they "love" the frustrations or 'tears' of others are precisely the kind of people MMOs would be more successful without, especially those who enjoy engendering negative responses from others, who enjoy forcing rage-quitting, like griefing, spawn camping, t-bagging and all the other forms of antisocial and puerile behaviour one sees.

    It reflects infinitely better on someone if they can win whilst simultaneously treating their opponents with respect.

    Hell, it reflects somewhat better on someone who might be a self-proclaimed and unproven 'faceroller' etc. but who nevertheless doesn't crow about it in pointless posts in the forums.

    I love the tears of these kids that think they should be able to load up a game and be good immediately. Mmo's require time spent and progression, don't have that time to dedicate? then just accept you're never going to be as powerful as someone that's invested time.

    Take eve online, you have to spend hundreds of hours to even have a hope of getting a remotely good ship, that can easily be destroyed and leave you back where you started, but the model works, and games like this literally hang around for decades.

    Catering to casuals and people that barely play is a bad decision, my main rofl point was that you see daily threads of "I died to xyz because they had 500000000 cp it's unfair" yet they refuse to put time in to earn cp, those very same people praising the cap will still be face rolled when it drops, as cp's wernt face rolling them, people with practise and dedicated gear were


    Take the new battle leveling, I have a large abundance of gold for a recent console player (around 2.8 million thanks to IC drops and grinding) that means in bwb where gear quality now matters, I can make an alt, level him to 40 and equip him with multiple full gold gear sets without a fuss, those sets will give me more bonuses, damage and mitigation than the average player that may only be able to afford green gear.

    So basically the next common qq will be " why can xyz have gold gear that gives them 5k more armor than me!"

    The so called justification for your way of putting your point is irrelevant.

    It's how you state your case that I have issue with.

    Maybe you missed that...

    ... I certainly didn't miss your reference to EVE, which a number of my friends play, is a game with low population, eats up half your life and massively discourages new players.

    That works for EVE because their vanishingly small team make enough money of the number-static game population of players they do have, but comparing it's vanishingly small profits to a mainstream game is not a point worth making.

    Catering to MORE players is the best commercial goal there is; ego-stroking a TINY niche percentage of leetist no-lifers is a fast way to make your game the equivalent of a cottage industry, or more likely a commercial failure, with the margin between depending on how many people without jobs you can find yo play 18 hours a day, who nevertheless have the money to pay.

    'Money talks, *** walks' is a old saying, and one that the tiny noisy minority who think they should own the game as much as it owns their lives should really take note of before spending hours every day ranting about how outraged they are that the game isn't acting like their personal train set.

    Bless...
    Edited by byrom101b16_ESO on October 10, 2015 8:53PM
  • ahstin2001nub18_ESO
    zornyan wrote: »
    zornyan wrote: »
    Xeven wrote: »
    ZOS please do not back down from 501 CP and the catch up system, it is fantastic.

    The catch up system should help you reach the current cap, meaning the xp required to gain your next CP should probably top out right around the current cap IMO.

    I love hearing this... why?

    Because when this goes live me and my group will still be face rolling you and everyone bitching about how cp makes you over powered, we will still 1vx and win.

    There will still be videos of sypher taking on 10 people and destroying them. Cp doesn't matter. But mark my words, the day this goes live and the constant stream of moaning that will continue about 'xyz is op' I will be sat here enjoying the salty tears.

    Btw I've only got 120 cp, but it's still funny when I win 1v6 and get hate mails telling me I must have 600cp and a scrub...

    People who publically claim that they "love" the frustrations or 'tears' of others are precisely the kind of people MMOs would be more successful without, especially those who enjoy engendering negative responses from others, who enjoy forcing rage-quitting, like griefing, spawn camping, t-bagging and all the other forms of antisocial and puerile behaviour one sees.

    It reflects infinitely better on someone if they can win whilst simultaneously treating their opponents with respect.

    Hell, it reflects somewhat better on someone who might be a self-proclaimed and unproven 'faceroller' etc. but who nevertheless doesn't crow about it in pointless posts in the forums.

    I love the tears of these kids that think they should be able to load up a game and be good immediately. Mmo's require time spent and progression, don't have that time to dedicate? then just accept you're never going to be as powerful as someone that's invested time.

    Take eve online, you have to spend hundreds of hours to even have a hope of getting a remotely good ship, that can easily be destroyed and leave you back where you started, but the model works, and games like this literally hang around for decades.

    Catering to casuals and people that barely play is a bad decision, my main rofl point was that you see daily threads of "I died to xyz because they had 500000000 cp it's unfair" yet they refuse to put time in to earn cp, those very same people praising the cap will still be face rolled when it drops, as cp's wernt face rolling them, people with practise and dedicated gear were


    Take the new battle leveling, I have a large abundance of gold for a recent console player (around 2.8 million thanks to IC drops and grinding) that means in bwb where gear quality now matters, I can make an alt, level him to 40 and equip him with multiple full gold gear sets without a fuss, those sets will give me more bonuses, damage and mitigation than the average player that may only be able to afford green gear.

    So basically the next common qq will be " why can xyz have gold gear that gives them 5k more armor than me!"

    The so called justification for your way of putting your point is irrelevant.

    It's how you state your case that I have issue with.

    Maybe you missed that...

    ... I certainly didn't miss your reference to EVE, which a number of my friends play, is a game with low population, eats up half your life and massively discourages new players.

    That works for EVE because their vanishingly small team make enough money of the number-static game population of players they do have, but comparing it's vanishingly small profits to a mainstream game is not a point worth making.

    Catering to MORE players is the best commercial goal there is; ego-stroking a TINY niche percentage of leetist no-lifers is a fast way to make your game the equivalent of a cottage industry, or more likely a commercial failure, with the margin between depending on how many people without jobs you can find yo play 18 hours a day, who nevertheless have the money to pay.

    'Money talks, *** walks' is a old saying, and one that the tiny noisy minority who think they should own the game as much as it owns their lives should really take note of before spending hours every day ranting about how outraged they are that the game isn't acting like their personal train set.

    Bless...

    first off, screw you and your "no-lifer" mentality. i play more than average right now and the last few months because im 1200 miles from my family, and this game is what keeps me in some aspect of contact with at least my wife. you don't know *** about what the "other sides" personal life is so shut the hell up about it, and mind your own damn business...

    quite frankly you are both correct in the overall assessment, unfortunately you both are missing the middle 50%. this new system is going to effect them as well. cut the 50% of the middle in two groups- 25% that will gain and 25% which will not. this new system cuts out the top 25% of the hardcore, hiders the top 25% of the current median, slightly helps the lower 25% of the current median, while completely catering to the lower 25%.

    in other words, this new system is catering to the exact polar opposite of the spectrum that EVE does. thats bad business... period. there is another old saying as well: "a bird in the hand, is worth two in the bush". if you think that catering to the lower end of the spectrum, with the expectation you are gonna get "new players" in such mass as to offset the players lost, you are really bad at business decisions. they should be catering to the median 50% who are much larger, and more impactful for business, without alienating the top and bottom 25%.

    the new system would have been perfect at the launch of the system, but thats not the environment we have. we have different sets of groups, that now need even attention, and not catering or pandering to one end of the spectrum in either direction.

    the system needs changes, but this one won't produce good results- long term. its only a short term bandaid without fixing the over all issue, of power gaps and catch-up mechanics. this will only net the bottom rung to be in constant catch-up, to unobtainable levels, while killing a good segment of cash flow this game needs to produce new content.

    the game needs the top for consistent cash flow for production, while needing the bottom for burst cash flow. this is exactly how buy to play/free to play succeeds. if they take out the consistent cash flow, they have to make sure they encourage more burst cash flow. at this point in the games life there are NOT a large amount of "new players" there are some new players but more RETURN players. when word of mouth gets out that this company will do more to cut the top 1%, the fewer new players they will get. then they have to keep the lower 1% even more to ensure they have any customers at all, but since they are alienating the top consistently, its only a matter of time before the alienate even the bottom 1% and have no customer base to keep the game over all afloat.

    the new system is a great system at the wrong time. a different one needs to be figured out, and those of us that actually participate in the number crunching and actual labor in the process agree to that. there are many good ideas, and many bad ones. most don't include this new system.
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • sabresandiego_ESO
    sabresandiego_ESO
    ✭✭✭✭✭
    1. The CP cap at 501 is just about perfect. Id be happy with it even lower than that since most players are under 100CP and dont have the time to play video games all day long.

    2. Catch up mechanic should be extremely strong at low CP levels, and get progressively slower but it should never be slower than it is this patch already. This makes it a slow down mechanic for people in the 300-500 CP range and makes it extremely hard to get to the 501 CP cap. The 501st point should cost 400k

    Otherwise good changes.


    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
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