hackforjub17_ESO 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.
CP should never cost more than the original 400k per point below the cap.
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.
Lifecode666 wrote: »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...
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.
hackforjub17_ESO 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 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.
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! :-(
cschwingeb14_ESO 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.
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.
Emma_Eunjung 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 .
cschwingeb14_ESO 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.
ZOS_RyanRuzich wrote: »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!
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.
rfennell_ESO wrote: »@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.
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.
hackforjub17_ESO wrote: »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.
Emma_Eunjung 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 .
Emma_Eunjung 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.
ahstin2001nub18_ESO wrote: »Emma_Eunjung 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
hackforjub17_ESO 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.
ahstin2001nub18_ESO wrote: »Emma_Eunjung 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.
Scyantific wrote: »hackforjub17_ESO 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.
byrom101b16_ESO 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!"
byrom101b16_ESO wrote: »byrom101b16_ESO 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...