Will this incentivize more people to return to the game?
Will this incentivize more people to return to the game?
Yes.
Also, Vet Ranks was a poor solution to a demand from the forums, reviewers, and youtubers (immense, thick, unruly whine) to see all content on one character. They knew it was bad when they did it, but sort of pre-launch panicked I think.
Shadesofkin wrote: »Will this incentivize more people to return to the game?
Yes.
Also, Vet Ranks was a poor solution to a demand from the forums, reviewers, and youtubers (immense, thick, unruly whine) to see all content on one character. They knew it was bad when they did it, but sort of pre-launch panicked I think.
You know, even now I hear people tell me they heard Angry Joe said the game sucked so they didn't want to play it?
Alphashado wrote: »Vet ranks are a terrible game design for many reasons that have been discussed endlessly. You can find hundreds of threads discussing all these reasons by doing a forum search. They are sloppy design, and it's even worse now with v15/v16 in relation to crafting and gear.
Mainly though, vr1 is such a shock to people that have just finished the main story, that it turns many people away. Such a drastic change to the leveling format at level 50 is shocking to people who thought they were close to level cap..... Then they realize quite rapidly that they aren't even close to cap. It's bad design.

Will this incentivize more people to return to the game? Will it draw new players?
This has been discussed over the past year and a half. Numerous players have many veteran characters already. Why bother at this point? Help me understand.
I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
You pretty much negated your own argument here lol. You're exactly right though, they're trading the vet levels for the CP levels and that will act as the gate to end game. So I ask all of you wizards saying that we've rehashed the point of why vet levels are so bad ad nauseum.... what makes their current plan any different? IMO it has the ability to be far more limiting and time consuming to reach end game, especially with their current end game balance with vMSA being around 300 CP. For reference with the catch up I was around 120 at the end of v16.
When I say I don't understand why they're removing vet levels, I am implying that I also understand what they're trading them for.
I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
You pretty much negated your own argument here lol. You're exactly right though, they're trading the vet levels for the CP levels and that will act as the gate to end game. So I ask all of you wizards saying that we've rehashed the point of why vet levels are so bad ad nauseum.... what makes their current plan any different? IMO it has the ability to be far more limiting and time consuming to reach end game, especially with their current end game balance with vMSA being around 300 CP. For reference with the catch up I was around 120 at the end of v16.
When I say I don't understand why they're removing vet levels, I am implying that I also understand what they're trading them for.
Yeah I kind of did, didn't I?
Thing is, their intent is to open up the game, but the reality is that by the sounds of it, they're trading one gating system for another, which doesn't solve the problem at all. Guess coming up with a solution that didn't include numbered progression was too messy a concept but the result looks like we'll have the same problem, just with a different system.
I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
You pretty much negated your own argument here lol. You're exactly right though, they're trading the vet levels for the CP levels and that will act as the gate to end game. So I ask all of you wizards saying that we've rehashed the point of why vet levels are so bad ad nauseum.... what makes their current plan any different? IMO it has the ability to be far more limiting and time consuming to reach end game, especially with their current end game balance with vMSA being around 300 CP. For reference with the catch up I was around 120 at the end of v16.
When I say I don't understand why they're removing vet levels, I am implying that I also understand what they're trading them for.
Alphashado wrote: »I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
You pretty much negated your own argument here lol. You're exactly right though, they're trading the vet levels for the CP levels and that will act as the gate to end game. So I ask all of you wizards saying that we've rehashed the point of why vet levels are so bad ad nauseum.... what makes their current plan any different? IMO it has the ability to be far more limiting and time consuming to reach end game, especially with their current end game balance with vMSA being around 300 CP. For reference with the catch up I was around 120 at the end of v16.
When I say I don't understand why they're removing vet levels, I am implying that I also understand what they're trading them for.
There is a huge difference between a vr2 character trying to run a v16 dungeon and a 150 cp character running with 350 cp characters. The discrepancy between V1-V16 is MUCH larger than 0-500 CP. plus CP is account wide, therefore alternate characters can enjoy endgame content w/o having to grind through the same endless content.
Alphashado wrote: »I'm not sure how people keep posting that "they don't understand", people have already explained the 'why' a million times over.
It's to open up end game quicker, making the game accessible to people at level 50 rather than forcing them to grind through two additional factions worth of quests. It's pretty simple, and yeah, by lessening the levelling grind (which was needlessly long in the first place imo) it makes the game much more accessible to new players wanting to play with the friends at end game.
Although. CP discrepancies will cause massive power disparities for people at cap, so I'm not convinced that their current planned solution actually addresses this issue at all.
You pretty much negated your own argument here lol. You're exactly right though, they're trading the vet levels for the CP levels and that will act as the gate to end game. So I ask all of you wizards saying that we've rehashed the point of why vet levels are so bad ad nauseum.... what makes their current plan any different? IMO it has the ability to be far more limiting and time consuming to reach end game, especially with their current end game balance with vMSA being around 300 CP. For reference with the catch up I was around 120 at the end of v16.
When I say I don't understand why they're removing vet levels, I am implying that I also understand what they're trading them for.
There is a huge difference between a vr2 character trying to run a v16 dungeon and a 150 cp character running with 350 cp characters. The discrepancy between V1-V16 is MUCH larger than 0-500 CP. especially since CP has diminishing returns and a catch up mechanic that makes the most potent returns easy to get. Plus CP is account wide, therefore alternate characters can enjoy endgame content w/o having to grind through the same endless content.
Will this incentivize more people to return to the game? Will it draw new players?
This has been discussed over the past year and a half. Numerous players have many veteran characters already. Why bother at this point? Help me understand.
Alphashado wrote: »
There is a huge difference between a vr2 character trying to run a v16 dungeon and a 150 cp character running with 350 cp characters. The discrepancy between V1-V16 is MUCH larger than 0-500 CP. especially since CP has diminishing returns and a catch up mechanic that makes the most potent returns easy to get. Plus CP is account wide, therefore alternate characters can enjoy endgame content w/o having to grind through the same endless content.
WhiskeyRiver.AZub17_ESO wrote: »Why are there soooo many threads on this topic? Do the OPs not read the forums ever?
Personally,as I have said in otehr threads,if they do or do not remove VR ranks it's no problem with me. I play the game for the journey,not the stats,I'm afraid. Yes,I am one of those. Hehe. XD
Alphashado wrote: »
There is a huge difference between a vr2 character trying to run a v16 dungeon and a 150 cp character running with 350 cp characters. The discrepancy between V1-V16 is MUCH larger than 0-500 CP. especially since CP has diminishing returns and a catch up mechanic that makes the most potent returns easy to get. Plus CP is account wide, therefore alternate characters can enjoy endgame content w/o having to grind through the same endless content.
Your entire argument is using current standards and implying all vr16 gear will be usable as soon as you ding 50. News flash: they will not. For arguments sake, a VR 2 equivalent in CP will be as gimp then as it is now because "good" gear will all require some vr16'esque # of CP's. Idk what is so difficult about this concept. We're replacing one gate for another and LOSING the skill points.
Also, you're ... extremely misinformed if you think 0-500 CP is less beneficial than the 16 VR ranks. The first comparison was much more realistic.