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Curious....why did CP's get a catch up program but VR levels did not?

  • Xjcon
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    Go back through the forums and youtube and thank all those great people for showing the good grind spots off.
    Briza Do'urdenx V16 Dunmer DK
    Jcon V16 Orc DK
    Vierna Do'urdenx V16 Bosmer NB
    Jarlaxle Baenrex V16 Dunmer NB
  • mlstevens42_ESO
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    One is a long term growth system (cp)
    One is very limited growth (vet system)

    If you really want to get from v1 to v16 it takes a week or two current exp levels and all of the various places you can acquire this exp. With the time frame needed to get there a catchup system isn't really needed. There is only a 16 stat points difference. This might cause some problems in pvp balance and a few things in pve balance but not the huge problems caused by champ point bonus.

    Champ points have quite large bonus if you compare someone with none and someone with 1000. This disparity is not as great between 1000 and 2000 but is still easily seen.
    Because it takes 400k exp to get 1 cp versus the 850 k to get one vet level the time to become competitive in many eyes is much greater. Thus the need for a catch up system for cp's and not for vet.
    The cp system affects far more then if you have a bit larger magic pool stam pool or health pool when comparing v1 to v16. Cp's not only have an effect on the magic stam and health but also how fast one uses those pools up how fast one regens those pools what sort of mitigations one has how big your crit hit bonus is and so on. It just makes a char that has a large amount of cp one that can more easily survive. Limiting how much one can have makes it easier to balance pve fights for new content as well as any sort of pvp will seem to be more "fair" to those involved in the pvp scene.

  • Stalwart385
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    With the sewers and the solo arena coming out I see leveling to v16 being much easier. It shouldnt be easy to max your charater. They have atleast addressed the lack of content to get to level cap.

    And yes they reduced cost while increasing levels to make xp to endgame pretty much the same. The thing is they have been making things give more xp and easier to farm also.
  • mlstevens42_ESO
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    Correction it is already easy. It was never hard and has been made easier over time. Boring yes hard no. The only thing that these new dlcs help with is the gap between v11 and v16 where there is a lack of solo things to do really.
  • Mettaricana
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    Would you rather the original vet levels exp of 12mil + exp for just 11-12
  • I_killed_Vivec
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    You say "a more stagnant feeling" for gaining VR.

    That wasn't my experience. I went from VR15 to 16 without even trying, and was amazed to suddenly find that I wasn't getting any XP from mobs anymore.

    The standard VR progression through Cadwell's is unchanged. The top up to VR16 just happens - very much as a by-product of grinding CP.

    In any case you'll be VR16 long before you've done the grinding required to get the materials for VR16 gear...
  • NewBlacksmurf
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    ....lots of responses to players thoughts on making VR less or shorter of a task but almost none on why CP was given a catch up and not VR's


    Also it's odd that so many assume I'm not well into VR's (I hit VR16 over the weekend but was Vr15 when posting this)

    It's really just a conversation to provoke thought and invite ZOS to discuss why one without the other.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • tengri
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    I am finally leveling up a long-time parked worker after IC started.
    She was VR6 at the start of her VR6 zone - and without doing anything extra (no pledges, no Craglorn, no Cyrodiil, full zone completes though) she is now almost VR14 at the start of her last alliance zone (VR10).

    VR aint need any catching up mechanics.
  • Rex-Umbra
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    Veteran levels are becoming more and more stupid and should be removed just level 1-50 and then your a Champion and display champion rank small somewhere.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Leifnier
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    To reiterate what literally everyone in here has already said, they did. Alot.
  • myrrrorb14_ESO
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    It is just not needed for vet levels. There are only 15 levels to climb through and each level takes about 2 days of play. Furthermore there is not a huge difference (gear not withstanding) within about 5 levels.

    There is a big difference in cp, mostly at the passive spots. Once you get high enough the differences diminish though. The catch up should herd people somewhat close together.

    Plus I assume the veteran system will disappear soonish. Zone leveling is a good trial. No idea what will replace it though. Gear and consumables are tied pretty tightly to vet levels.
  • mlstevens42_ESO
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    when the game started it took millions of points to get from say v10 to v12. They lowered the difficulty of the mobs and lowered the points to get vrs like aug 2014.
    Then they made it so that it cost the same amount of points per level rather than an increasing number as you got bigger.
    Then it was down to what a million per vr level and then they lowered it again recently.

    It HAS become easier to get to the cap for vr. There is no need for it to become even easier unless the idea is you want them to just give levels to you while you do nothing. The catch up mechanic for vr's is ALREADY in place. There is no need what so ever to make it even simpler to get there.

    Many people need this time to learn how to play the toon discover all of the abilities they thought weren't useful learn to utilize them and so on. I do understand that you are perhaps not one of those that need this time. You have picked it up know exactly what ya want and have already implemented it. I get it really I do it is BORING and you just want to get on with it. This does not mean that we need another catch up deal put into place.

    Perhaps some time for cash they will let people skip all of the stuff and just run to the end so they can listen to many of them complain of lack of things to do.
  • AlnilamE
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    I don't think it's necessary to have a catch up system for VR (not more than they already have), and it would divert development resources from them actually figuring out how to remove them.
    The Moot Councillor
  • Twilix01
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    I believe it's simply because Veteran Ranks are just levels that take longer to reach and with a different name. They award skill points, attribute points, increase base stats, and allow access to better gear just like 1-50 levels do. The only real difference is that you're still "technically" level 50 as far as the loot system and quests are concerned, so you can still loot level 45+ enemies even at V16, and all quests are locked at level 50 in veteran zones.

    Champion points clearly are not the same, you gain a certain amount of XP to earn a single point to allocate however you like to boost an aspect of your character (within the mage/thief/warrior areas anyway), and there are far more champion points than there will ever be veteran ranks, even if veteran ranks are here to stay (which I wouldn't mind personally, I actually like them).
    Edited by Twilix01 on October 27, 2015 3:55PM
  • F7sus4
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    It's funny to see a person arguing so badly only to "be right" and trying to prove an irrational idea.
    Curious....why did CP's get a catch up program but VR levels did not?
    • Because there is 3600 CP total being virtually ~3600 VR levels XP-wise, while there is only 16 VR.
    • Because you can reach max. VR level in a few days, while you cannot do the same with CPs, thus you're having a power-gap.
    • And finally, because noobs were crying at the forums for CP cap only to realize in a few days, that it's not lack of CP that killed them in PvP, but their total lack of skill.
    Edited by F7sus4 on October 27, 2015 4:54PM
  • NewBlacksmurf
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    F7sus4 wrote: »
    It's funny to see a person arguing so badly only to "be right" and trying to prove an irrational idea.
    Curious....why did CP's get a catch up program but VR levels did not?
    • Because there is 3600 CP total being virtually ~3600 VR levels XP-wise, while there is only 16 VR.
    • Because you can reach max. VR level in a few days, while you cannot do the same with CPs, thus you're having a power-gap.
    • And finally, because noobs were crying at the forums for CP cap only to realize in a few days, that it's not lack of CP that killed them in PvP, but their total lack of skill.

    Ok...
    I get the VR to CP conversion but wouldn't it be that 3600 CP before the changes upcoming equal approx 1700 VR's? After the changes....like 100

    -reaching the max VR is pretty simple but with Orsinium comes Vet leaderboards and they've shared that the CP cap was for that....but a VR 1-VR10 is far less effective than a VR16 regardless of the amount of CP's they have.

    To me....I'm just trying to fully understand their thoughts as mitigation changes and such also are going into this.
    I'm not sure why anyone who reads this jumps to a conclusion that the idea is that VR needs a catch up too. In context, neither need a catch up but both need a max.

    VR always had a max and now CP does too but if they felt a catch up was needed for CP and not VR then what logic caused this?

    If the CP max were a lot lower, wouldn't that provide a better solution?
    It may suck at first for those who have more than 100 but it seems that's the average for PC anyways.

    I'm just thinking it attempts to create a facade that a problem is being solved but the problem isn't CP's especially at 501 due to diminishing returns.

    I thought to myself they want to give as many CP's as possible and create desires for max VR16's to want to earn level progress....got it...and they hope to balance the PvP complaints....

    In my head...
    -you remove CP's from PvP all together
    -you award vet leaderboards per vet level and rank based on CP's used.


    Not complaining...just thinking, and trying to understand their thoughts.
    Edited by NewBlacksmurf on October 27, 2015 5:45PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Eleusian
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    I just took my 2nd character to vr16. 1st after last patch. Took exactly 1:15 hours solo grinding per Vr level. Wouldn't call it hard just takes effort. Also gotta stay away for youtube locations to much competition for mobs and campers
    Edited by Eleusian on October 27, 2015 8:05PM
    PS4 NA
  • DaveMoeDee
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    DannyLV702 wrote: »
    They did. Now it takes less XP to level through veteran levels

    No it takes the same amount of exp to hit max vr16 it's just less exp per VR level.

    That is a major math fail. You get to vr16 by passing 15 vr levels. There are no other numbers in the formula.

    People can get to v16 by the end of Cadwell's Gold now.

  • NewBlacksmurf
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    DaveMoeDee wrote: »
    DannyLV702 wrote: »
    They did. Now it takes less XP to level through veteran levels

    No it takes the same amount of exp to hit max vr16 it's just less exp per VR level.

    That is a major math fail. You get to vr16 by passing 15 vr levels. There are no other numbers in the formula.

    People can get to v16 by the end of Cadwell's Gold now.

    You seem to not be aware of the experience it took prior to the additional vr levels 12,14 and 16
    Coming from PC to Xbox one the levels and experience amount it took then is far greater than a new player today so I'm not sure of the math you're applying here but it's definitely more unless you're starting new.

    this post isn't about asking to reduce Vr tho, and for many, Cadwell quests only took them from VR1-VR9 or VR10

    -This post is about the thought process of why one was changed and not the other as far as a catchup mechanism.

    I continue to read responses who seem to interpret that the current path or changes to VR are in some way in accordance with the CP adjustments.

    CP create a diminishing return benefit to characters in a passive manner per point used in a given passive after the first point. The more points you earn, the less of an impact the player receives. The CP could arguably be a difference maker in PvP. PvE situations where timed leaderboards are set could also cause someone to feel "behind".

    Oddly tho, the ZOS' thought process omits the noticeable impact of a player who may have a VR16 compared to a VR10 or VR1. If in fact the CP was the only factor then I understand why only CP's had a catch-up but we all know that each VR adds to the players pools and offers a skill point. The pool and skill point is more of an impact per level than CP's per multiple CP's



    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • SirDopey
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    Probably because it takes very little time to get to VR16 as opposed to CP 501??????
    NA PC | AD
    xx Doc Holliday xx
  • mlstevens42_ESO
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    While a vr1 character may not have the same stat pools as a v16 the difference between the two really isn't that great and as someone noted here really all vet stuff is scaled to level 50 period. There is not a huge or really even a minor increase in difficulty between vr levels. Technically one could take even a v1 toon and do gold areas. Going up in levels only allows you access to better armor and a chance to get more skill points along with your one stat increase per level. In the beginning I do not recall there even being stat increases as you went up in vr you were essentially frozen at level 50. Proof again if my memory is correct that everything is scaled to level 50 toon.

    What going through silver and gold really did besides giving you exp playing the toon and a chance to alter your build to get more from your playstyle was something to do after getting to level 50. In other words a time sink plain and simple a reason for a level 50 person to continue to play.

    While it is true that stat points do give you a larger pool to play with the increase is not that large. Cp's give bonus in many different areas.

    For example most of the red/warrior areas give mitigations. Greater resistance to elemental attacks greater resistance to poison and disease greater resistance to dots. Less cost for blocking better spell resist less damage from crit hits. Better damage absorb more effective pots better healing received this does not include the buffs given to armor types specifically.

    Green/thief areas are more about regen and cost reduction for abilities used. reduction of stam costs for abilities spells reduction of magicka costs for abilities spells reduction stam costs for sprinting reduction of stam costs for bashing. Increased stam regen increased magicka regen increased health regen increased regen from heavy attacks. reduction of costs of stam while moving stealthed decreased duration of snare fear and disorient decreased cost of stam for breakfree dodge and roll increased effectiveness of healing reduction abilities.

    Blue/mage areas are more about damage buffs. Increased effectiveness of your healing spells increased damage healing for spell crits increased damage for elemental types increased spell penetrate. Increased damage of weapons by type staves, blades heavy weapons bows. increased damage with poison disease and magic increased damage healing done by weapons crits increased armor ignored when attacking increased physical damage.

    These do not include any of the passives gained by putting a number of points into any of the constellations certain ones give more buffs to damage some give a bit of healing or return of other resources and so on.

    There is quite a difference between giving a bit more to a resource pool and what you can see from the cp's. Yes they do have diminishing returns to a point at which they level out and continue to give a set percentage. So yes one stat point might be better then one cp but there are lots of cps and far fewer stat points. Each of the stars you can put cp's into can hold 100 cp's . There are only 64 stat points.
    In a relatively short amount of time a person can be equal in stat points. It will take quite a bit longer for new person to catch up to someone with 500 cp's.

    There are those that think they are being overwhelmed by those with more points. They feel all of their woes are based on this fact. They just can not compete with more stats....or cp's. They do not take into account the skill of the player behind the toon in question. They assume that all of their losses are based on the fact that the winner had more points. Points as I have mentioned are only part of the equation.
  • Zinaroth
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    Because there is nothing to "catch up to" in terms of veteran ranks. They halt at VR16 which you can get to within a relative short short amount of play time. By relative I mean in comparison to how long it takes to get to 501 CP, which takes a very long time. That's why CP needed a catch-up mechanic.

    By your logic Figher's Guild, Mage's Guild, Alliance Ranks and everything else that was progress-related in this game would need a catch-up mechanic too.

    CP is something you will earn over the course of your gameplay, it has no visible end, and each point increases your characters strength directly in one of several ways, the same can't be said about the rest. More skill point from alliance rank won't necessarily make your character stronger, just give them more option. Same goes for Mage's and Figher's guild. Situational strength for short termed progress.

    Everyone is either halted at VR16 or working to get there. So noone needs to catch up. It's just a leveling experience. The CP system is entirely different.
  • raasdal
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    Veteran Ranks should be account-wide, as an option. Just like you get the option of wether or not to play through the tutorial, you should get an option when reaching VET ranks, to just pull directly to VR16.

    I play this game mainly for PvP. I do PvE as well, but let's face it; There is only Daily Pledges and the occasional farming for helmets to do. The rest is questing, which is boring as ***.

    My problem is this;

    I have played A TON on hours, levelling my Sorc up to V16. Now, i would like to try out a DK or NB or even Templar. But do i have the stomach to play through like 100 hours of mindless grinding? NO! Anyone who states that getting from VR1 to VR16 is "no great matter" and "can be done in a short time", blows my mind. Really? If you get a good spot, you get maybe 500k xp an hour. That is 32 Hours EFFECTIVE. Then count all the crap in between you want / need to do. Then count out that maybe you get to play every other day for a couple of hours. Now it is taking one month in real life, to get from VR1 to VR16.

    By having VET ranks, Zenimax is putting up a MASSIVE grindwall on their content. Simple as that.

    And would just like to point out, i am not one of those people who complain about not getting everything served. I am a firm believer in the fact that "casuals" such as myself, are NOT supposed to be able to complete everything is the game. I am perfectly fine with the fact that i will probably not complete either of the new dungeons on Veteran mode. I might also never complete Maelstrom on Veteran - i am not sure yet - have not tried the PTS. So i am not asking that i get things served on a platter.

    So all in all; since Veteran Ranks dont really mean *** to anything - it is just a barrier keeping you from using endgame gear - it seems completely ridicoulus to maintain them in the way they are. And it could all be fixed by implementing my first sentence here.

    Just my 2 Cents and rambling.
    PC - EU
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    Chalaux Erissa - Nightblade - AD
    Firiel Erissa - Templar - AD
  • mlstevens42_ESO
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    I do have seven v16 toons and I do say it doesn't really take that long. I do know it can be boring if you have no interest in the quests. Fine but why should you get a pass to v16 just because you have one v16? I am not understanding the idea that because I have one that means I get a pass for all my new toons. To me it sounds like to lazy to do the work to get a new v16 please give new toon with no effort. Still if they decide in the future they want to give passes for people with cash to feed their coffers.....it wouldn't be the first game to do so.
  • Kas
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    I have over 70DAYS of played time on my main.
    I have a V16 alt with less than 50hours of played time.

    There are players with much more played time than my main. If you watn new players to eventually catch up to those (but not reder their effort useless), you're looking at a very tong term progression thing.
    Long long before you remotely catch up, even with a huge catch-up factor, new players are going to hit V16.

    Further, new content (vet arena) is definitly balanced for players with many, i'd even say close-to-501-cap, CP. ESO is still an MMO. While that want to make it possible for new players to compete in endgame content without requireing them to invest 50 or 100 days of playtime, they don't want to enable any kind of catchup below a few days of playtime.
    @bbu - AD/EU
    Kasiia - Templar (AR46)
    Kasiir Aberion - Sorc (AR38)
    Dr Kastafari - Warden (~AR31)
    + many others
  • NewBlacksmurf
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    I do have seven v16 toons and I do say it doesn't really take that long. I do know it can be boring if you have no interest in the quests. Fine but why should you get a pass to v16 just because you have one v16? I am not understanding the idea that because I have one that means I get a pass for all my new toons. To me it sounds like to lazy to do the work to get a new v16 please give new toon with no effort. Still if they decide in the future they want to give passes for people with cash to feed their coffers.....it wouldn't be the first game to do so.

    This isn't an idea for VR to have a catch up.
    Sorry but no one is reading the post....even the topic

    I'm not sure what interpretation people are making and why no one is able to read that the thread is asking ....What are the thoughts behind a CP catch up and not a VR catch up too.

    The thread isn't asking for a VR catch up
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Slurg
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    From 1.1.2 patch notes:
    Additionally, the veteran XP earned from killing enemies has more than doubled.

    From 1.5 patch notes:
    It takes 1,432,550 Experience Points to gain a Veteran Rank. We expect this to greatly reduce the amount of time it takes to gain a Veteran Rank.

    From 1.6.5 patch notes:
    One Veteran Rank is currently 1,000,000XP

    From 2.1.4 patch notes:
    we’ve made some adjustments so you can progress through Veteran Ranks more rapidly:
    15% decrease in the amount of XP it takes to gain a Veteran Rank
    100% more XP for all public dungeons
    50% more XP for all Veteran Rank quests
    20% more XP in Craglorn

    So it's much faster to get to max level now compared to when the game launched.

    This is correct. It is much faster for a new character starting today to reach max level VR16 than it was for someone who started at the beginning. That's why it was not necessary to add even more catch up mechanisms at the same time they added CP catch up. It had already been done for VR.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • mlstevens42_ESO
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    Probably because it has already been answered. You just refuse to accept the answer given. They have already made it much easier then it used to be to get vet levels. Because of this there really isn't a need for a catch up system. I am quite fine with there being no new mechanic to make people level through vet ranks even faster then before as it has been made easier much easier. Further because it had been mentioned their intent to get rid of them at some point... (why this is needed at this point really baffles me. why one would bother with some other mechanic to speed it up? seems wasteful.) So once again I am all right with there being no catch up for vr's since there is no need for one beyond what they have already put into place.


  • F7sus4
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    It's really funny how many people have the urge to rapidly skip all the leveling and get to the "end-game" only to complain that there is "no content" shortly afterwards. It's not a problem with VRs, CPs or "catch-up mechanics". The problem is in those people. If they took their time and do all the pretty straight-forward going quests they'd be VR16 before reaching Craglorn. Lots of fun, lots of stuff to do. And if it's not fun and they just want to run around and show off, then perhaps it's not appropriate game for them.
  • NewBlacksmurf
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    Probably because it has already been answered. You just refuse to accept the answer given. They have already made it much easier then it used to be to get vet levels. Because of this there really isn't a need for a catch up system. I am quite fine with there being no new mechanic to make people level through vet ranks even faster then before as it has been made easier much easier. Further because it had been mentioned their intent to get rid of them at some point... (why this is needed at this point really baffles me. why one would bother with some other mechanic to speed it up? seems wasteful.) So once again I am all right with there being no catch up for vr's since there is no need for one beyond what they have already put into place.


    There not an answer provided around their thought process to add CP catch up vs VR
    I'm not asking their thoughts on why not also have a VR catchup.

    The question is around the thought process of why this fixes the concerns and complaints because it doesn't.
    I'm not one who complained but I understand where those complaints come from and why they are previewed as valid.

    Today....a player in the 1-49 PvP zone benefits from CP's that possibly others don't have assuming that no other characters have CP's. In this case this catch up system doesn't address any concerns.

    Regarding those who say..."it doesn't take long to level from 3-49 or level vr1-vr16....that's of no merit to the complaints for PvP where even players under 501 today are perceived as significantly more powerful than those without CP's or less than 60 or so.

    Regarding the VR reduction for new players and existing who haven't reached VR16....this still doesn't address the PvP concerns where even battle levels chars perceive a noticeable difference in power.

    Regarding PvE....only timed trials or the new vet timed items are of concern but this limits the disparity between CP's overtime but offers nothing in the first week or two as anyone under 350 is going to also jump up in CP's.

    I'm just curious of the thought process because at some point they also are suggesting that VR levels will be removed
    This change only shortens the time a player would've taken to reach 350+

    Just thinking out loud....doesn't removing CP's from PvP has a greater balance considering the battle level?
    ....doesn't removing CP's from timed event leaderboards have a greater balance?

    It may not be the best overall thing but having PvP campaigns without CP and removing any leaderboard eligibility unless CP is "off" seems a lot more of a balance or fix. I'm just questioning the cp catch-up

    So anyone saying VR doesn't take that long is answering some other question that they've prob seen on the forums and are interpreting this as a similar thread...
    Edited by NewBlacksmurf on October 28, 2015 12:59PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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