The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Gilliamtherogue wrote: »ahstin2001nub18_ESO wrote: »DisgracefulMind wrote: »sabresandiego_ESO wrote: »The CP cap at 501 is already incredibly high. Unless they lower the power of the champion system by 10 fold (turning 25% dmg increases into 2.5% dmg increases) the cap needs to be at 501 or even lower.
He's suggesting an overall HARDCAP. As in, there will never be earning more CP over 1200, ever.
the hard cap, with no modifications to the system is going to lead to the same as any level cap- people give up trying. these systems are not systems designed for completion, as they are designed to be a "carrot on a stick". it would completely defeat the purpose to have it with a hard cap.
fine tuning the system, is not out of the realm of possible. i think they just don't want to work on/with the system, so the got an equation that will bunch us up as equals and slow us down to prevent completion, so they don't have to enhance the system over time (which also would be a bad idea).
not sure if they will leave the link in, but here is another model of alternate advancement:
http://rift.zam.com/wiki/Planar_Attunement_(Rift)
Except the carrot on a stick would still exist, since they could hybridize this suggestion. The main idea of implementing a hard cap under the 3600 mark is to prevent the need of an almost endless grind (easily over 1000 hours of play time), as well as having a system that works based on choice rather than free hand outs. Right now CP's end goal is nothing but a free stat boost, where everyone will reach the SAME exact point and have the same bonuses. What is the point of a system like that if everyone is going to be on the same mark? By implementing something under 3600 you make players pick and choose what they want so different builds have something to focus on and people can share that. Each build would want different stats based on what they want to improve on instead of just being like "Eh I want big damage now, but eventually I can go get that quality of life node over there".
Judging from the xp needed to get at the cap now, I assume the CP needed to get to the next rank will get lower and lower per seasonal cap, right? They're not going to have a hard time catching up to the Champion System hardcap stat gain, the difference between 300 - 500 is minimal as they've gotten everything they need pretty much. By the time a new player at vr1 levels to vr16 by questing and all that stuff and lets the CP cap is at 800 by that point, they will probably end up with 300-400 CP by the end of it.DisgracefulMind wrote: »The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Of course there needs to be a cap to get people playing on equal grounds, I agree completely. Personally, my concern comes from what happens in the FUTURE of the game, when a new player decides to come in, and ends up in the situation new players are in now. How are they supposed to see the end to the huge number of CPs? What happens after all the seasons are done? Where does the future of ESO stand at that point?
Show me where i said anything about "accusing OP of not wanting to have to spend time on grinding".Gilliamtherogue wrote: »No I'm just more informed than you are because you are accusing OP of not wanting to have to spend time on grinding, while he is already WELL above the CP cap incoming. I'd wager he has put more time into this game than you have. Forgive me for assuming that you don't deserve the same privileges since you had already assumed in his case.
Judging from the xp needed to get at the cap now, I assume the CP needed to get to the next rank will get lower and lower per seasonal cap, right? They're not going to have a hard time catching up to the Champion System hardcap stat gain, the difference between 300 - 500 is minimal as they've gotten everything they need pretty much. By the time a new player at vr1 levels to vr16 by questing and all that stuff and lets the CP cap is at 800 by that point, they will probably end up with 300-400 CP by the end of it.DisgracefulMind wrote: »The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Of course there needs to be a cap to get people playing on equal grounds, I agree completely. Personally, my concern comes from what happens in the FUTURE of the game, when a new player decides to come in, and ends up in the situation new players are in now. How are they supposed to see the end to the huge number of CPs? What happens after all the seasons are done? Where does the future of ESO stand at that point?
I don't see an issue, just a lot of people looking at it the wrong way
Judging from the xp needed to get at the cap now, I assume the CP needed to get to the next rank will get lower and lower per seasonal cap, right? They're not going to have a hard time catching up to the Champion System hardcap stat gain, the difference between 300 - 500 is minimal as they've gotten everything they need pretty much. By the time a new player at vr1 levels to vr16 by questing and all that stuff and lets the CP cap is at 800 by that point, they will probably end up with 300-400 CP by the end of it.DisgracefulMind wrote: »The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Of course there needs to be a cap to get people playing on equal grounds, I agree completely. Personally, my concern comes from what happens in the FUTURE of the game, when a new player decides to come in, and ends up in the situation new players are in now. How are they supposed to see the end to the huge number of CPs? What happens after all the seasons are done? Where does the future of ESO stand at that point?
I don't see an issue, just a lot of people looking at it the wrong way
DisgracefulMind wrote: »Judging from the xp needed to get at the cap now, I assume the CP needed to get to the next rank will get lower and lower per seasonal cap, right? They're not going to have a hard time catching up to the Champion System hardcap stat gain, the difference between 300 - 500 is minimal as they've gotten everything they need pretty much. By the time a new player at vr1 levels to vr16 by questing and all that stuff and lets the CP cap is at 800 by that point, they will probably end up with 300-400 CP by the end of it.DisgracefulMind wrote: »The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Of course there needs to be a cap to get people playing on equal grounds, I agree completely. Personally, my concern comes from what happens in the FUTURE of the game, when a new player decides to come in, and ends up in the situation new players are in now. How are they supposed to see the end to the huge number of CPs? What happens after all the seasons are done? Where does the future of ESO stand at that point?
I don't see an issue, just a lot of people looking at it the wrong way
I just can't agree with you here. In two years, say, a new player comes in and let's say the CP cap is 2k. Many players who have stayed in game for this proposed 2 years will be at AT LEAST half of that cap, if not more.
You'd have a situation worse than this one we're in now with the CP system. At least a hardcap gives a reasonable light at the end of the tunnel for ALL incoming new players and allows a reasonable number for players to work towards. Stick on a first 400-450 CP catchup too, by all means, but 3600 CPs with a softcap seasonal system is putting a death sentence on ESO. Discussing the longterm effects of seasonal caps and an absurd number of CP you can get here.
ahstin2001nub18_ESO wrote: »DisgracefulMind wrote: »Judging from the xp needed to get at the cap now, I assume the CP needed to get to the next rank will get lower and lower per seasonal cap, right? They're not going to have a hard time catching up to the Champion System hardcap stat gain, the difference between 300 - 500 is minimal as they've gotten everything they need pretty much. By the time a new player at vr1 levels to vr16 by questing and all that stuff and lets the CP cap is at 800 by that point, they will probably end up with 300-400 CP by the end of it.DisgracefulMind wrote: »The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
Of course there needs to be a cap to get people playing on equal grounds, I agree completely. Personally, my concern comes from what happens in the FUTURE of the game, when a new player decides to come in, and ends up in the situation new players are in now. How are they supposed to see the end to the huge number of CPs? What happens after all the seasons are done? Where does the future of ESO stand at that point?
I don't see an issue, just a lot of people looking at it the wrong way
I just can't agree with you here. In two years, say, a new player comes in and let's say the CP cap is 2k. Many players who have stayed in game for this proposed 2 years will be at AT LEAST half of that cap, if not more.
You'd have a situation worse than this one we're in now with the CP system. At least a hardcap gives a reasonable light at the end of the tunnel for ALL incoming new players and allows a reasonable number for players to work towards. Stick on a first 400-450 CP catchup too, by all means, but 3600 CPs with a softcap seasonal system is putting a death sentence on ESO. Discussing the longterm effects of seasonal caps and an absurd number of CP you can get here.
exactly!!! =D
the proposal i submitted keeps players at a "minimum expected gain" through quests. doing this will allow players to quest for an expected minimum, should they play though the content.
The average player would be around 200-300 CP. Having a hardcap at 1200 will put a disadvantage over those players (obviously) like I mentioned, the grinders are going to win if the hardcap is at 1200. Imo this post just seems like those who have high CP want to stay high CP and dominate those who don't. Where is the fairness in that?DisgracefulMind wrote: »Here's the thing, there aren't many at all who have near your CP level Suru, most "hardcore" players are at 500 - 700 and those are in Mundus, some are still in the 400's we play every day, I'm at 691 to get that I grinded up 3 toons while this CP system was out and farmed VDSA daily for 3 months that is a hell of a lot of CP gaining, for people to have more than me, the amount of grinding they would have done is absurd to think about.
So why should we keep rewarding those who have grinded, what is the big deal about having a large number capped? We've known for awhile they are going to cap CP, it was inevitable it was going to happen. 501 isn't even a bad number, it's hardly wiping character progression, there is nothing about progression when you turn it into a farming game to be stronger than everyone else.
It's a shame, they should have kept this cap in the game from the start but they didn't, now players are capped which will bring an uproar but think about it, you're not losing much and we get a more balanced game in the end. So why be bitter about it? We all dislike the champion system how it currently is, why are we trying to keep it how it is?
What happens when all the seasons are completed, and a new player comes in the game? The same thing now. He's not suggesting a seasonal cap, he's suggesting an overall hardcap.
Seasonal caps stop that from happening and *tries* to get people on equal playing parts.
I read the OP in more depth and I don't really see any more justification for a 1200 CP cap than has been given before. I have a concept that would essentially cap CP at 900 "Active" CPs at a time and active CPs would burn away and be consumed making the CP progression system more of an active-buff system that is perpetual.(http://forums.elderscrollsonline.com/en/discussion/219662/cp-active-passive-bar-cp-burn-concept/p1)
I also like the idea of using CPs to obtain things in game. I have been working on a concept that would do this but it wouldn't yield items or consumables like has been suggested here.
All in all, I don't think a cap solves the issue. I think finding a way to make CPs perpetual is the key here.
thunderwell wrote: »Let's convert cp into a currency instead.
thunderwell wrote: »Let's convert cp into a currency instead.
Interesting ideal, would be nice it CP was some kind of token sytem that you could spend on cosmetic things like housing or consumables like you mentioned instead of the sheer amount of power you get from grinding it out day in day out. Just an ideal of course but I have some of my own.
But first, I honestly don't think ZOS ever intend on players ever finishing the CP grind. Just look at the new xp system in place with orsinium. It's actually meant to slow down player progression overall, even if we were to reach 3600 they would probably increase it to 10,800 and update the constellation tree passives. Let's just get this out of the way first.
I get it ZOS, you want players to keep playing the game, ok. The real root of what I feel is the problem is how we earn CP and the content that's the most rewarding for it. I agree that CP caps are needed in some way, shape or form to keep leaderboards and pvp actually competitive.
]There should be a CP capped mode for Trials, VDSA and a Cyrodiil campaign (with less or no rewards or ap gain) instead of capping everything all together, make it 501 or w/e. Something low enough to even out the playing field at least a little bit instead of taking away the CP some players have spent months worth of time grinding out.
The catch up mechanic should be in the form of shifting where the most XP is gained and tuning it to content that (I presume) the majority of V1+ players enjoy. We should get much more XP from doing the daily pledge, Trials, the new solo arena (the most) and especially PVP. The challenging, engaging, fun content should give us the best experience, adjust the XP to what part of the game you want players to enjoy and what really shines in ESO.
I don't want to tell my friends that grinding in circles in IC or leveling new characters from scratch to redo the same hundred quests I've done done X number of times before is how ZOS wants us to play the game, that endgame doesn't compare to what other games have to offer.
Now for the catchup mechanic. For PVP if I defeat a player with far more CP than me I should get an XP BONUS from killing that player and get much much more XP, kind of like the way AP gain works with alliance rank differences. For PVE something should be done with the leaderboards such as an XP BONUS from player(s) with a lower average CP that complete a trial/arena with a comparable or better score in the non-CP cap mode. A system like this rewards the new players who out perform those with substantial stat advantage (resources, damage, mitigation) you name it and gives players that actually put in real hard work to defeat players with an advantage a way to catch up and in the CP cap mode a way to play at an even-playing field.
I and many others wouldn't have a problem with CP if it was gained at a faster rate doing enjoyable, challenging, dynamic, and engaging, endgame content and events compared to mind-numbing grinding. These of course are just some of my thoughts on how to fix CP, there's a lot that I would like to see with the direction of content design as well but that's a thread for another time. I have 385 CP with the majority of it from PVP. I have the time to CP grind but I refuse to.
Solution : Hard cap at 1200 with a seasonal cap and catchup mechanic if it makes people happy.
1200 hardcap would create build diversity: Lots of passives, limited points, and thousands of possible ways you can allocate your points within all the trees available. Whereas 3600 means, everyone has every single passive maxed out and well that's just.. boring.
ahstin2001nub18_ESO wrote: »Solution : Hard cap at 1200 with a seasonal cap and catchup mechanic if it makes people happy.
1200 hardcap would create build diversity: Lots of passives, limited points, and thousands of possible ways you can allocate your points within all the trees available. Whereas 3600 means, everyone has every single passive maxed out and well that's just.. boring.
while i agree, STOP TALKING ABOUT MAX SPENT!!!! if they don't build and grow the system no ones gonna give a crap about 3600 or 1200 or 501. the system will get stale and unappealing because people have used it for the max possible life. that would be stupid.... period. no system like this STAYS like this. for the very reason you stated "every single passive maxed out and well thats just.... boring"
sorry but that comment is really getting on my nerves, along with those *** that comment about "no-lifers"
ahstin2001nub18_ESO wrote: »Solution : Hard cap at 1200 with a seasonal cap and catchup mechanic if it makes people happy.
1200 hardcap would create build diversity: Lots of passives, limited points, and thousands of possible ways you can allocate your points within all the trees available. Whereas 3600 means, everyone has every single passive maxed out and well that's just.. boring.
while i agree, STOP TALKING ABOUT MAX SPENT!!!! if they don't build and grow the system no ones gonna give a crap about 3600 or 1200 or 501. the system will get stale and unappealing because people have used it for the max possible life. that would be stupid.... period. no system like this STAYS like this. for the very reason you stated "every single passive maxed out and well thats just.... boring"
sorry but that comment is really getting on my nerves, along with those *** that comment about "no-lifers"
1200 lets you do almost anything evenly and as a hardcap new players will be able to reach this at a reasonable pace. Say first 400 CP or so. It gives every single player now the time to get to that cap at a reasonable pace. What the fix Im stating as others have said, keep earning for achievement points at 2400, and 3600 CP total or after 1200 to use that CP as a form of currency and to build it up to buy consumables, gear or unique item sets. No new player wants to walk in and see that the cap it at 1600 one month and come back later to maybe try again and see the cap is at 2200 CP. The max spent is an important point regardless and the value of the number and what you can do with that amount of CP and what happens after the hard cap.
I think caps, conceptually is a bad thing. What do players do once they reach the cap? What's their incentive to play?
With the current CP system cap system, it halts character progression for many serious veteran players who have kept playing and working hard. On the other hand, there are even more serious players who maybe are 50-100 cp away from the cap who will halt soon due an exponentially growing wall of xp per cp after cap.
I_killed_Vivec wrote: »Unfortunately "I am above the CP cap. I do not have more than 1k. So put in a hard cap at 1200"
Sounds very much like "501 will affect me, 1200 won't, so raise the bar to something that still gives ME progression without affecting my current total"
Any cap (hard, soft or seasonal) will affect different players in different ways. I'm sure some of the vehemence of the comments in this thread is from people who will be affected by the 501 limit and are clearly upset by this. Maybe we should all declare our points total when we make a comment...
The way I see it, ESO are putting in the seasonal cap for two reasons:
- To stop people with 1K CP saying "Oh but this is too easy", while people with none say "This it too hard".
- To put the brakes on progression in an attempt to bring the players closer together (something they have said they wanted to do, and indeed hoped that CP would do).
While at the same time offering some form of "progression" because people like it
In order to provide progression it looks like the current CP system will need to be expanded or replaced - people are already a third of the way to completing it after seven months, and I'm sure this was not expected. They also said that CP would provide "horizontal" progression instead of "vertical" - and clearly it doesn't. I'm not sure that it even encourages too much difference in builds, some aspects such as regen are just too valuable to ignore.
I imagine they wanted people to play the game and get an occasional "Oooo, I just got a CP!" moment. Instead they got CP grinders. It is too easy to have it all.
Maybe spell crafting will bring in some future form of progression and diversity, but I wouldn't bet on it.
I think caps, conceptually is a bad thing. What do players do once they reach the cap? What's their incentive to play?
I keep seeing this sentiment, and I don't understand it. Most games have a level cap, and only a level cap. When you hit the level cap in a game, it's called end-game. At that point, there is no more progress to make level-wise on your character.
What do players do when they hit this cap? End-game stuff such as getting better gear, doing dungeons/raids, pvp, achievements, leveling an alt etc. Some of the most popular games have a level cap and are intensely successful.
SuraklinPrime wrote: »Capping anywhere over 1080 allows all passives to be opened but also means power cannot be maxed out but for me I don't really care.
Either you are playing this as a game like the majority in which case you probably will gain a decent but not crazy rate of cp and will learn to live with not being number one in trials and sometimes getting wrecked in PvP.
Or you are super MMO max min people who compete for every percentage point and will inevitably be grinding the cp you need to be competitive at the top.
The only people I see grumbling are those who play like group one but want the results of group two... You can't cater to people who want it all for minimal effort, life can't function that way, nor can games.