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

  • SorataArisugawa
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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

    As already stated:
    VR16 not hard to get.
    CP 3600 hard to get even with a huge grind.
    Also:
    Powerdifference with VR 16 to lower VR not that high, but especially in the lower CP segment the power differences are quite big. So long term grinders are rewarded over players who doesn't grind. Thats why there is a cap for CP and not for VR16
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Merlin13KAGL
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    They also cranked up XP's for quest turn in, and some of the smaller side quests give a ridiculous amount of XP as long as they're in a Vet zone - any Vet zone.

    I have a VR9 that just unlocked Gold. I'm now doubling back and doing the smaller 1-5 stuff, completing the dolmens, etc.

    There is absolutely no reason to increase VR rank attainment any more than they already have. If it's too slow, as already mentioned, Sub (+10%), Mara (+10%), and XP scroll.

    You can get 1/2 a million XP's a day (not counting enlightenment) simply by doing the Cyrodiil PvE dailies...50 @ about 10k each.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • 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

    As already stated:
    VR16 not hard to get.
    CP 3600 hard to get even with a huge grind.
    Also:
    Powerdifference with VR 16 to lower VR not that high, but especially in the lower CP segment the power differences are quite big. So long term grinders are rewarded over players who doesn't grind. Thats why there is a cap for CP and not for VR16

    There is a huge difference from vr1-vr5 compared to vr16
    Are you a vr16 and do you have a vr1-3 to compare with?
    In context you're suggesting a vr1-vr5 should have no troubles in Craglorn....that's not even close to possible.

    Regarding the CP max...that's by design so again...why crate a catch up...what thoughts are behind this.

    They can easily change the effectiveness of each cp, change the max amount, or even change the caps but that doesn't address the VR differences with cp differences all together
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Merlin13KAGL
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    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.
    Edited by Merlin13KAGL on October 28, 2015 4:34PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • NewBlacksmurf
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    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    Edited by NewBlacksmurf on October 28, 2015 4:40PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • DaveMoeDee
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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.

    People hit v16 pretty quickly now so there is no need for non-linear catch up. It takes years to get to 3600 cp. This is really not a complicated issue. There is nothing interesting to discuss here.
  • DaveMoeDee
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    They also cranked up XP's for quest turn in, and some of the smaller side quests give a ridiculous amount of XP as long as they're in a Vet zone - any Vet zone.

    I have a VR9 that just unlocked Gold. I'm now doubling back and doing the smaller 1-5 stuff, completing the dolmens, etc.

    There is absolutely no reason to increase VR rank attainment any more than they already have. If it's too slow, as already mentioned, Sub (+10%), Mara (+10%), and XP scroll.

    You can get 1/2 a million XP's a day (not counting enlightenment) simply by doing the Cyrodiil PvE dailies...50 @ about 10k each.

    I have a character who just hit Gold at v8. She was already v4 when they changed the XP. She has done 2 total group dungeons, has not completed fighters guild quest line, and has done zero Cyrodiil except skyshard hunting once.

    As you said, the increase in quest turn xp in has had a major impact on leveling.
    Edited by DaveMoeDee on October 28, 2015 4:46PM
  • DaveMoeDee
    DaveMoeDee
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    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.
  • Dagoth_Rac
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    Reaching VR16 takes 12.75 million XP. If you grind it out over the course of 2 weeks, that is 910,000 XP per day. At 100,000 XP for your first CP of the day and 400,000 XP for subsequent CP, that is about 3 CP per day. So in 2 weeks you will reach the maximum VR level, but only have 3 x 14 = 42 CP. So in the time you reach 100% of max VR, you only earned 8.4% of the upcoming 501 point CP cap and only 1.2% of the 3600 maximum CP.

    That is why CP needed a catch up system and VR did not. You can catch up to the highest ranked VR players in the game in a couple weeks even without XP pots and even with no explicit catch-up system. But catching the highest ranked CP players would require turning ESO into almost a full time job for months on end.
  • NewBlacksmurf
    NewBlacksmurf
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    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.
    Edited by NewBlacksmurf on October 28, 2015 6:31PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • SorataArisugawa
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    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    Yeah, but why should players who are interessed in leaderboards care about CP then? Doesn't make sense...
    I am gainst certain things of your charakter which functions different in special parts of PVE or PVP. The feature would be necessary for lots of players. I don't think it would be a good idea.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • NewBlacksmurf
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    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    Yeah, but why should players who are interessed in leaderboards care about CP then? Doesn't make sense...
    I am gainst certain things of your charakter which functions different in special parts of PVE or PVP. The feature would be necessary for lots of players. I don't think it would be a good idea.

    Let's say those interested in leaderboards do care about CP's (I assume those with lots of CP's already would be very competitive on any leaderboard respectively). As is, ZOS removes those players incentive to care about CP's with this

    That's why I'm posing the question of what's the thought process as these players are above the max and start out day 1 at the top anyways. Maybe overtime you slow their progress down to match with others but why if you already have a max. Some suggest to slow them down but using the example of those few who have 1200+ and know the next cap will be 200-300 more, it'll be a long time before we reach them

    Why would they stay?
    What's ZOS thought process around penalizing your most dedicated players?
    Edited by NewBlacksmurf on October 28, 2015 7:14PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • DaveMoeDee
    DaveMoeDee
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    ✭✭✭
    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    So have CP as end game progression but don't make them work in endgame? Than what is the point of CP?
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    DaveMoeDee wrote: »
    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    So have CP as end game progression but don't make them work in endgame? Than what is the point of CP?

    VR levels are end game progression not CP's.
    Until the VR levels are removed properly, they are the end game and how content, NPC and items are set up. CP's aren't how they are setup so I don't follow why you're saying have CP as endgame progression.

    Regarding why CP's shouldn't apply to certain PvP campaigns:
    Ppl are complaining about some having more CP's and believe that's why they are underpowered. So until this catch-up system more closely aligns the CP average it just needs to be omitted from some campaigns (not all). So you have CP enabled campaigns and CP disabled campaigns.

    Regarding the PvE leaderboards:
    Ppl are complaining that those with a lot of CP's are going to always beat them so either remove the leaderboards or remove CP as a qualifier. This doesn't say to remove CP but if someone wanted to compete for a leaderboard spot the tiers should either be by CP's or excluding CP's
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • DaveMoeDee
    DaveMoeDee
    ✭✭✭✭✭
    ✭✭✭
    DaveMoeDee wrote: »
    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    So have CP as end game progression but don't make them work in endgame? Than what is the point of CP?

    VR levels are end game progression not CP's.
    Until the VR levels are removed properly, they are the end game and how content, NPC and items are set up. CP's aren't how they are setup so I don't follow why you're saying have CP as endgame progression.

    Regarding why CP's shouldn't apply to certain PvP campaigns:
    Ppl are complaining about some having more CP's and believe that's why they are underpowered. So until this catch-up system more closely aligns the CP average it just needs to be omitted from some campaigns (not all). So you have CP enabled campaigns and CP disabled campaigns.

    Regarding the PvE leaderboards:
    Ppl are complaining that those with a lot of CP's are going to always beat them so either remove the leaderboards or remove CP as a qualifier. This doesn't say to remove CP but if someone wanted to compete for a leaderboard spot the tiers should either be by CP's or excluding CP's

    If gear is based on vet level, than are you really at endgame yet if you aren't yet v16/max level?

    Your suggestion makes CP pointless. The cap is sufficient. And none of this justifies discussion of vet level catch up.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    DaveMoeDee wrote: »
    DaveMoeDee wrote: »
    DaveMoeDee wrote: »
    The short version is, because it's not necessary.

    There is, at most a difference of 15 Vet levels between two people with VR characters.

    Fifteen.

    In PvP, that portion of things is compensated for considerably by Battle Leveling, making the difference much less relevant, especially when factoring in the changes to how gear and level difference will be adjusted for with the new battle leveling method they're going to introduce.

    So, given that it is far from difficult to obtain at least one VR character, which then gives you the ability to start earning CP's, the reasonable rate of (VR) advancement after that is relevant.

    After obtaining that one VR, then CP's kick in, and the catch up mechanic becomes tremendous.

    CP's, especially large amounts of them, make considerably more impact on a character, Vet or otherwise, than level differences do.

    The catchup ensures there is not a large disparity, at any point in time, to the amount ZoS deems acceptable for the content and current cap.

    It allows those gaps to become less, much faster, via CP's then they can via VR's. At the same time, VR levels will continue to be gained regardless.

    And the CP difference does make a difference on all characters. It's how my lower VR characters are able to breeze through content well above level, including Craglorn.

    So, while there may be a big difference between VR5 and VR16, there is a much bigger difference between <100 CP's and 300-500 CP's, which is where the largest disparity lays.

    This is what the catch up mechanic is to address. The difference in VR levels pales in comparison, and will remedy itself naturally. It will only ever take 16 VR levels worth of XP's to max. The seasonal cap, however, will vary according to how far "behind" you are or are not.

    With only 16 levels, it's simply not necessary.

    You're only looking at this for a Orsinium update.

    Upon the next cap and the third the difference of both VR and CP's are greater and greater due to the acceleration of how fast players will now earn CP's but while the VR remain largely unchanged.

    I'm asking....what's the thought behind this?
    I'm not asking why VR doesn't have a catchup but considering ZOS is literally creating a larger gap for CP's what is the idea going on

    It's different if this comes and Vr goes away....but ZOS is literally creating a larger CP gap for some and so in PvP what happens now is a non bet character is playing with 300+ CP's vs 50-90 CPs

    The VR account holders further distance themselves while gaining VR's as normal the battle level adjusts PvP so a CP catch isn't needed at all. Just a lower CP cap in PvP or just remove them from certain campaigns

    Make sense?
    ZOS is NOT creating a larger gap for CPs for anyone, literally or figuratively. Do the math. Even if you are at 300+ CP.

    You are confusing their lower rate of CP accumulation with increasing a gap. The is no basis for that comment whatsoever. They are still accumulating CP much faster than anyone with more CP than them. The only loss for people over 300+ CP is their absolute rate of CP accumulation, not their relative rate of CP accumulation.

    The only side effect close to what you are saying is that if someone lagging behind decides to grind CP for a month, their diminishing returns will get so bad that it will be harder for them to catch a former CP grinder with 1k CP who decided to stop grinding due to diminishing returns. This is misleading though since without the CP catch up system, they likely would have kept grinding and kept their lead.

    In summary, it is reasonable to complain that the update will cause people with 300+ CP to have to get a lot more XP to hit cap than it would take now. It is not reasonable to complain that it will increase the CP gap.

    I believe we understand this just the same but maybe its that my point of view differs from yours.

    I see what you mention and what ZOS is doing as further creating a gap from one to another in regards to CP by implementing a catch-up system for CP instead of having a lower cap of usable CP's or instead with no catch up system. What I think better sense is to remove the CP's from certain PvP campaigns and remove CP's from PvE events that have leader-boards.

    Creating a system to allow people to gain CP's faster on one end of the scale and drastically slowing others on another end of the scale just pushes the average from where it is today to a higher number for all. More people with a lot more CPs clumped together doesn't really fix the issue unless everyone is the same non-CP level and where the cap stays until a very high percent reaches the 501 cap. Then whats the point of CP's...whats the point of ZOS providing the VR exp to be converted to CP's if your going to close the gap for the work of those who are far ahead. If you're going to remove their pace, then just reduce their effectiveness...giving others more CP's isn't the fix to the problem. The problem is that some people know how to level faster, some have more time than others...so one way to fix a perceived issue is to remove the CP's from problem circumstances.

    So have CP as end game progression but don't make them work in endgame? Than what is the point of CP?

    VR levels are end game progression not CP's.
    Until the VR levels are removed properly, they are the end game and how content, NPC and items are set up. CP's aren't how they are setup so I don't follow why you're saying have CP as endgame progression.

    Regarding why CP's shouldn't apply to certain PvP campaigns:
    Ppl are complaining about some having more CP's and believe that's why they are underpowered. So until this catch-up system more closely aligns the CP average it just needs to be omitted from some campaigns (not all). So you have CP enabled campaigns and CP disabled campaigns.

    Regarding the PvE leaderboards:
    Ppl are complaining that those with a lot of CP's are going to always beat them so either remove the leaderboards or remove CP as a qualifier. This doesn't say to remove CP but if someone wanted to compete for a leaderboard spot the tiers should either be by CP's or excluding CP's

    If gear is based on vet level, than are you really at endgame yet if you aren't yet v16/max level?

    Your suggestion makes CP pointless. The cap is sufficient. And none of this justifies discussion of vet level catch up.

    VR endgame is how endgame is setup. Endgame begins at VR1 for some and VR11 for others

    Uhmm I'm not suggesting that a VR catch-up is needed. I'm actually suggesting neither are needing w catch-up and more of asking what is ZOS thought process on one and not the other. Even the thought process on one at all
    Edited by NewBlacksmurf on October 28, 2015 10:36PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Justice31st
    Justice31st
    ✭✭✭✭✭
    One word; greed. The longer the experience needed for veteran levels, the more experience scrolls people buy in the crown store.
    "The more you know who you are, and what you want, the less you let things upset you."
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