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How do you feel about the VR replacement ZOS is working on?

  • RinOkumara
    RinOkumara
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    This sounds worse than VR
    Nifty2g wrote: »
    I think they should leave VR in the game its' been so long they shouldn't touch the system

    yes
  • Tdroid
    Tdroid
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    Never saw much problem with Veteran Ranks. Just a fancy name for the slower levels after 50. VR14 really just meant level 63. And continuing to raise that top level as more content is added is not a problem, IMO.

    I have much more problem with CPs. Not by themselves, mind you. They act as a secondary levelling thing. But that they are account-wide, punishing new players compared to veteran ones pretty severely. At least unless you start to earn them from level 1, instead of VR1.

    Will having CP instead of VR be better? No clue, whatsoever.
  • Enodoc
    Enodoc
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    Good Idea
    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    Nice summary :smiley:
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  • Slurg
    Slurg
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    Good Idea
    k2blader wrote: »
    For one thing we have no knowledge of if items with higher CP requirements will be better than those without them.

    Logically, why would items with higher CP requirements NOT be better than those without them?

    Zeni has to appease the grinders who currently sit at or near the CP cap.

    I think "maxed CP" gear should have minimally better stats than "lowest CP" gear. But I doubt CP grinders will be content with that as they consciously equate their CP advantage with "skill."

    Those are all assumptions based on your individual perspective, not logical conclusions. I definitely think ZOS could mess this up but based on what limited information is available it still looks to be an overall improvement over the current veteran rank system as the amount of necessary grinding will be reduced (especially for alts) and the number of places with max level enemies would increase. As for item balance, there is absolutely no information on this subjecct so we will have to wait and see how it will affect crafting and drop quality. Making any conclusions about items at this point would just be pure speculation.

    An account has access to 8 character slots, at the moment each vet level requires 850.000 xp.

    (850,000x16)x8=108,800,000 That is the maximum xp required to get all 8 character to V16.

    We know from looking at the achievements that the intention is to have 900 CP. At the moment, 1 CP is earned from 400,000 XP.

    400,000x900=360,000,000 for the whole account. Remember CP can only be earned at level 50.

    Is Gordon Brown doing the maths here?

    You do know that CP were rescaled with Orsinium, right? They most certainly do not cost 400k each currently. In fact they do not cost 400k until the ~445th point under the current CP system. Thanks for the laugh though.

    And above 450+ the cost is even higher, I'm sure I said on another post that it's an average (I assume you know what an average is?), but thanks for the laugh with your response anyway. But feel free to correct me with the actual grand total that you worked out showing your calculations of course, otherwise your words are nothing.

    As for enlightenment, what is the guarantee that that will still be in the game, they have worked on a new formula for people to catch up.

    So when you posted that 400,000 * 900 = 360,000,000 you were demonstrating what exactly? Please help me to understand how your math is even remotely accurate according to the current system. 400k is no longer the average CP exp (unless the definition of the term has changed since I went to school). If it was then for each CP above 798 you would need to increase the cost appropriate to how much every point below 798 was reduced, which is not what happens.

    Put your figures up for public scrutiny then we'll talk. And if you read the thread about the CP change they you would know that getting CP over 600 requires a lot more. But I also remember that they said that it still works out as the same xp just that you need less to start with.

    Bottom line you want to argue about my maths, then put YOURS UP!

    Here is a graph that explains it in an incredibly simple manner. I assume you know how to read a graph and tell that the average is nowhere near 400k. I will consider this matter settled unless you want to refute ZOS' formula with your own math.

    EDIT: Feel free to play around with the limits of the graph but it really makes understanding how the current CP system works and will work when the CP cap is increased. Also, I did not include any penalties for being above cap but all you need to do is multiply the required CP exp by 1.5.

    You need to redo your graph mate, your Y is going up in increments of 100k, and your X goes up in increments of 1,000. I assume Y is for xp and X is for CP. According to your graph you only need 90,000 xp to earn your 900th CP and only 100 xp to earn your first, 200 xp to earn your second and so on. Why am I having trouble believing that.....

    Next time I won't be nice.
    At least he provided a graph with the current formula. You have not provided any evidence that the average of all CPs is 400,000 per point to earn under the current system so far. You just keep restating it.

    Also, keep in mind the formula for the catch up mechanism is likely to change again the next time the cap is raised.

    How anyone can still support the current model that requires grinding every character you want to play end game content with to VR16 to be viable is beyond me. You all either must play just one character or have a full stable of them already.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • kupacmac
    kupacmac
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    Good Idea
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO

    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
  • Enodoc
    Enodoc
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    Good Idea
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Cherryblossom
    Cherryblossom
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    What I want to know is how it affects items! People have worked hard to get things which may then be useless!
    Taking away Vet's is easy, its itemisation that will have people screaming.

    Is this going to be no new levels just gear grind?

    If it goes to 50, does this mean I can now avoid the unrewarding Silver and Gold grind?
  • kupacmac
    kupacmac
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    Good Idea
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.

    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
  • Enodoc
    Enodoc
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    Good Idea
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 140 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from, and you wouldn't lock content behind what gear you have.

    Edit: Here is that example:
    Enodoc wrote: »
    If new gear needs to get more powerful than old gear (something which I don't agree with either, but I'll roll with it), I don't understand why it needs to be locked to a rank requirement. Why can't everyone, regardless of their CP rank, equip the best gear if they have put in the work to get it? Say, for example, a really good player manages to solo Vet DSA with 2 CPs. That player has earned the powerful VR14 gear that you get as a reward, but can't use it because he doesn't have 140 CPs. Why not? He's earned it, but an arbitrary number says he can't use it.

    The restriction of powerful gear should be based on its difficulty of acquisition, not an arbitrary number.
    Edited by Enodoc on November 24, 2015 4:41PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • kupacmac
    kupacmac
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    Good Idea
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
  • stewart.leslie76b16_ESO
    This sounds worse than VR
    Slurg wrote: »
    k2blader wrote: »
    For one thing we have no knowledge of if items with higher CP requirements will be better than those without them.

    Logically, why would items with higher CP requirements NOT be better than those without them?

    Zeni has to appease the grinders who currently sit at or near the CP cap.

    I think "maxed CP" gear should have minimally better stats than "lowest CP" gear. But I doubt CP grinders will be content with that as they consciously equate their CP advantage with "skill."

    Those are all assumptions based on your individual perspective, not logical conclusions. I definitely think ZOS could mess this up but based on what limited information is available it still looks to be an overall improvement over the current veteran rank system as the amount of necessary grinding will be reduced (especially for alts) and the number of places with max level enemies would increase. As for item balance, there is absolutely no information on this subjecct so we will have to wait and see how it will affect crafting and drop quality. Making any conclusions about items at this point would just be pure speculation.

    An account has access to 8 character slots, at the moment each vet level requires 850.000 xp.

    (850,000x16)x8=108,800,000 That is the maximum xp required to get all 8 character to V16.

    We know from looking at the achievements that the intention is to have 900 CP. At the moment, 1 CP is earned from 400,000 XP.

    400,000x900=360,000,000 for the whole account. Remember CP can only be earned at level 50.

    Is Gordon Brown doing the maths here?

    You do know that CP were rescaled with Orsinium, right? They most certainly do not cost 400k each currently. In fact they do not cost 400k until the ~445th point under the current CP system. Thanks for the laugh though.

    And above 450+ the cost is even higher, I'm sure I said on another post that it's an average (I assume you know what an average is?), but thanks for the laugh with your response anyway. But feel free to correct me with the actual grand total that you worked out showing your calculations of course, otherwise your words are nothing.

    As for enlightenment, what is the guarantee that that will still be in the game, they have worked on a new formula for people to catch up.

    So when you posted that 400,000 * 900 = 360,000,000 you were demonstrating what exactly? Please help me to understand how your math is even remotely accurate according to the current system. 400k is no longer the average CP exp (unless the definition of the term has changed since I went to school). If it was then for each CP above 798 you would need to increase the cost appropriate to how much every point below 798 was reduced, which is not what happens.

    Put your figures up for public scrutiny then we'll talk. And if you read the thread about the CP change they you would know that getting CP over 600 requires a lot more. But I also remember that they said that it still works out as the same xp just that you need less to start with.

    Bottom line you want to argue about my maths, then put YOURS UP!

    Here is a graph that explains it in an incredibly simple manner. I assume you know how to read a graph and tell that the average is nowhere near 400k. I will consider this matter settled unless you want to refute ZOS' formula with your own math.

    EDIT: Feel free to play around with the limits of the graph but it really makes understanding how the current CP system works and will work when the CP cap is increased. Also, I did not include any penalties for being above cap but all you need to do is multiply the required CP exp by 1.5.

    You need to redo your graph mate, your Y is going up in increments of 100k, and your X goes up in increments of 1,000. I assume Y is for xp and X is for CP. According to your graph you only need 90,000 xp to earn your 900th CP and only 100 xp to earn your first, 200 xp to earn your second and so on. Why am I having trouble believing that.....

    Next time I won't be nice.
    At least he provided a graph with the current formula. You have not provided any evidence that the average of all CPs is 400,000 per point to earn under the current system so far. You just keep restating it.

    Also, keep in mind the formula for the catch up mechanism is likely to change again the next time the cap is raised.

    How anyone can still support the current model that requires grinding every character you want to play end game content with to VR16 to be viable is beyond me. You all either must play just one character or have a full stable of them already.

    No the graph he made up on a whim and knocked up in 5 minutes if that, pretty easy to spot really due to all glaring errors.

    But you want graphs and all other pretty calculations...

    http://forums.elderscrollsonline.com/en/discussion/222742/new-champion-point-system-lol/p1

    Here you go, all handed to you with a pretty pink ribbon.
    I, as a loyal member of the Foamy Cult, do solemnly swear to live a logical life free of stupidity, ignorance and all round jack assery. I shall do my best to enlighten those in need of Squirrelly Wisdom in hope of one day ridding the world of human idiocy. This I swear.
  • Enodoc
    Enodoc
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    Good Idea
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)
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    Join us on Discord - discord.gg/uesp
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Terrible poll choices. There are more that two options. It feels like they are just taking what we hate about VR and adding it to the champion system.

    CP gated gear? Hell now. Get to endgame, wear all the gear. No more having to regrind all your stuff to get new gear. Its a terrible time sink mechanic.
  • mr_wazzabi
    mr_wazzabi
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    Good Idea
    Why don't they just stop gear progression at what it is now and use cp as the sole method to progress?

    Making the gear stronger than what it is now and givig it a co requirement is no different from vr.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Read through most of this thread sorry if a bit confused but stick with me.

    When I hear them talk about 'cp gated' that to me means you ding level 50 proceed to get 10cps loot a soul shine ring that scales to 10cps. A more seasoned player, 300 cps, loots a ring of soulshine and it scales to 300cps. Both rings will read level 50 but have different values.

    Just like today however we will see jumps in gear (the gates) like equipping vr7 gear or vr14. So from 0 to 40 cps will be small increase then 41 to 50 larger then 51 to 90 small, 91 to 100 large etc etc up until the cp cap for the season or whatever the scale max is for the season. So for this season with a 501 cap the highest scaled gear may only be 445 or maybe 501. But all gear is obtainable at level 50 and in theory there would still be time between seasons where people can get to max scale level and be 'top geared' until next season (like raising vr10 to vr12 to vr14)

    Seems like a headache to code /shrug
  • Jura23
    Jura23
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    The upcoming change actually makes future CS race cahnge pointless. 1-50 is something everybody can do. And I'm pretty sure the price will be so high, it's not gonna be worth it for most ppl.
    Georgion - Bosmer/Templar - PC/EU
  • Slurg
    Slurg
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    Good Idea
    Slurg wrote: »
    k2blader wrote: »
    For one thing we have no knowledge of if items with higher CP requirements will be better than those without them.

    Logically, why would items with higher CP requirements NOT be better than those without them?

    Zeni has to appease the grinders who currently sit at or near the CP cap.

    I think "maxed CP" gear should have minimally better stats than "lowest CP" gear. But I doubt CP grinders will be content with that as they consciously equate their CP advantage with "skill."

    Those are all assumptions based on your individual perspective, not logical conclusions. I definitely think ZOS could mess this up but based on what limited information is available it still looks to be an overall improvement over the current veteran rank system as the amount of necessary grinding will be reduced (especially for alts) and the number of places with max level enemies would increase. As for item balance, there is absolutely no information on this subjecct so we will have to wait and see how it will affect crafting and drop quality. Making any conclusions about items at this point would just be pure speculation.

    An account has access to 8 character slots, at the moment each vet level requires 850.000 xp.

    (850,000x16)x8=108,800,000 That is the maximum xp required to get all 8 character to V16.

    We know from looking at the achievements that the intention is to have 900 CP. At the moment, 1 CP is earned from 400,000 XP.

    400,000x900=360,000,000 for the whole account. Remember CP can only be earned at level 50.

    Is Gordon Brown doing the maths here?

    You do know that CP were rescaled with Orsinium, right? They most certainly do not cost 400k each currently. In fact they do not cost 400k until the ~445th point under the current CP system. Thanks for the laugh though.

    And above 450+ the cost is even higher, I'm sure I said on another post that it's an average (I assume you know what an average is?), but thanks for the laugh with your response anyway. But feel free to correct me with the actual grand total that you worked out showing your calculations of course, otherwise your words are nothing.

    As for enlightenment, what is the guarantee that that will still be in the game, they have worked on a new formula for people to catch up.

    So when you posted that 400,000 * 900 = 360,000,000 you were demonstrating what exactly? Please help me to understand how your math is even remotely accurate according to the current system. 400k is no longer the average CP exp (unless the definition of the term has changed since I went to school). If it was then for each CP above 798 you would need to increase the cost appropriate to how much every point below 798 was reduced, which is not what happens.

    Put your figures up for public scrutiny then we'll talk. And if you read the thread about the CP change they you would know that getting CP over 600 requires a lot more. But I also remember that they said that it still works out as the same xp just that you need less to start with.

    Bottom line you want to argue about my maths, then put YOURS UP!

    Here is a graph that explains it in an incredibly simple manner. I assume you know how to read a graph and tell that the average is nowhere near 400k. I will consider this matter settled unless you want to refute ZOS' formula with your own math.

    EDIT: Feel free to play around with the limits of the graph but it really makes understanding how the current CP system works and will work when the CP cap is increased. Also, I did not include any penalties for being above cap but all you need to do is multiply the required CP exp by 1.5.

    You need to redo your graph mate, your Y is going up in increments of 100k, and your X goes up in increments of 1,000. I assume Y is for xp and X is for CP. According to your graph you only need 90,000 xp to earn your 900th CP and only 100 xp to earn your first, 200 xp to earn your second and so on. Why am I having trouble believing that.....

    Next time I won't be nice.
    At least he provided a graph with the current formula. You have not provided any evidence that the average of all CPs is 400,000 per point to earn under the current system so far. You just keep restating it.

    Also, keep in mind the formula for the catch up mechanism is likely to change again the next time the cap is raised.

    How anyone can still support the current model that requires grinding every character you want to play end game content with to VR16 to be viable is beyond me. You all either must play just one character or have a full stable of them already.

    No the graph he made up on a whim and knocked up in 5 minutes if that, pretty easy to spot really due to all glaring errors.

    But you want graphs and all other pretty calculations...

    http://forums.elderscrollsonline.com/en/discussion/222742/new-champion-point-system-lol/p1

    Here you go, all handed to you with a pretty pink ribbon.

    Actually they changed the formula after that initial post you linked. But I can see you are determined to spread misinformation and not back up your numbers with any actual evidence. I will not be wasting any more time with you.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • Anasatsudo
    Anasatsudo
    ✭✭
    ZoS should:

    - Make gear tiered.. drops < crafted = group dungeon < raid dungeon. Max requirement would just be level based (max = 50)
    - Keep vet ranks, but un-cap it (for the attribute point + skill point)
    - Do w/e with CP, I would prefer no-cap
  • Uriel_Nocturne
    Uriel_Nocturne
    ✭✭✭✭✭
    ✭✭
    This sounds worse than VR
    Anasatsudo wrote: »
    ZoS should:

    - Make gear tiered.. drops < crafted = group dungeon < raid dungeon. Max requirement would just be level based (max = 50)
    - Keep vet ranks, but un-cap it (for the attribute point + skill point)
    - Do w/e with CP, I would prefer no-cap
    I approve of this post.


    twitch.tv/vampire_nox
    PAWS (Positively Against Wrip-off Stuff) - Say no to Crown Crates!


  • kupacmac
    kupacmac
    ✭✭✭
    Good Idea
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)

    So again, you're suggesting no end game progression. Hit level 50, pay a crafter to make you top end gear, done. As I said before, Guild Wars 2 tried this approach. I leveled 3 characters to cap, played PvP for a month, got bored, and left forever. No thank you.
  • kupacmac
    kupacmac
    ✭✭✭
    Good Idea
    Anasatsudo wrote: »
    ZoS should:

    - Make gear tiered.. drops < crafted = group dungeon < raid dungeon. Max requirement would just be level based (max = 50)
    - Keep vet ranks, but un-cap it (for the attribute point + skill point)
    - Do w/e with CP, I would prefer no-cap

    Oh yeah, that's just great. Let's turn ESO into yet another raid progression MMO and alienate 90+ percent of the player base. All together now, say it with me: DKP! DKP! Right guys? ;)
  • Hiero_Glyph
    Hiero_Glyph
    ✭✭✭✭✭
    Good Idea
    k2blader wrote: »
    For one thing we have no knowledge of if items with higher CP requirements will be better than those without them.

    Logically, why would items with higher CP requirements NOT be better than those without them?

    Zeni has to appease the grinders who currently sit at or near the CP cap.

    I think "maxed CP" gear should have minimally better stats than "lowest CP" gear. But I doubt CP grinders will be content with that as they consciously equate their CP advantage with "skill."

    Those are all assumptions based on your individual perspective, not logical conclusions. I definitely think ZOS could mess this up but based on what limited information is available it still looks to be an overall improvement over the current veteran rank system as the amount of necessary grinding will be reduced (especially for alts) and the number of places with max level enemies would increase. As for item balance, there is absolutely no information on this subjecct so we will have to wait and see how it will affect crafting and drop quality. Making any conclusions about items at this point would just be pure speculation.

    An account has access to 8 character slots, at the moment each vet level requires 850.000 xp.

    (850,000x16)x8=108,800,000 That is the maximum xp required to get all 8 character to V16.

    We know from looking at the achievements that the intention is to have 900 CP. At the moment, 1 CP is earned from 400,000 XP.

    400,000x900=360,000,000 for the whole account. Remember CP can only be earned at level 50.

    Is Gordon Brown doing the maths here?

    You do know that CP were rescaled with Orsinium, right? They most certainly do not cost 400k each currently. In fact they do not cost 400k until the ~445th point under the current CP system. Thanks for the laugh though.

    And above 450+ the cost is even higher, I'm sure I said on another post that it's an average (I assume you know what an average is?), but thanks for the laugh with your response anyway. But feel free to correct me with the actual grand total that you worked out showing your calculations of course, otherwise your words are nothing.

    As for enlightenment, what is the guarantee that that will still be in the game, they have worked on a new formula for people to catch up.

    So when you posted that 400,000 * 900 = 360,000,000 you were demonstrating what exactly? Please help me to understand how your math is even remotely accurate according to the current system. 400k is no longer the average CP exp (unless the definition of the term has changed since I went to school). If it was then for each CP above 798 you would need to increase the cost appropriate to how much every point below 798 was reduced, which is not what happens.

    Put your figures up for public scrutiny then we'll talk. And if you read the thread about the CP change they you would know that getting CP over 600 requires a lot more. But I also remember that they said that it still works out as the same xp just that you need less to start with.

    Bottom line you want to argue about my maths, then put YOURS UP!

    Here is a graph that explains it in an incredibly simple manner. I assume you know how to read a graph and tell that the average is nowhere near 400k. I will consider this matter settled unless you want to refute ZOS' formula with your own math.

    EDIT: Feel free to play around with the limits of the graph but it really makes understanding how the current CP system works and will work when the CP cap is increased. Also, I did not include any penalties for being above cap but all you need to do is multiply the required CP exp by 1.5.

    You need to redo your graph mate, your Y is going up in increments of 100k, and your X goes up in increments of 1,000. I assume Y is for xp and X is for CP. According to your graph you only need 90,000 xp to earn your 900th CP and only 100 xp to earn your first, 200 xp to earn your second and so on. Why am I having trouble believing that.....

    Next time I won't be nice.

    The link displays the graph fine for me but here is the formula to insert so you can view it properly: ((x/(501^0.995))+0.085)*400000

    Set the x limit to 501 and the y limit to 500k. To convert this to a 900 CP cap, just change both 501 values to 900.

    I'm sorry it did not display for you but there is no need to make idle threats, you are wrong in this case and I'm trying to help you understand your mistake. If you input that formula it will be blatantly obvious that 400k is nowhere near the average CP cost which is why I noted that your previous formula of 900*400k means absolutely nothing.

    EDIT: Try this link: http://fooplot.com/plot/fzphog0vzl
    Edited by Hiero_Glyph on November 24, 2015 10:40PM
  • Enodoc
    Enodoc
    ✭✭✭✭✭
    ✭✭✭✭✭
    Good Idea
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)
    So again, you're suggesting no end game progression. Hit level 50, pay a crafter to make you top end gear, done. As I said before, Guild Wars 2 tried this approach. I leveled 3 characters to cap, played PvP for a month, got bored, and left forever. No thank you.
    Hmm, yeah, I see what you mean. There needs to be something to work towards, and if you can get it off a crafter then that's not there. I was thinking initially that you would have to work for the mats in order to craft the gear, but if you just pay for it then you've skipped the "content" that I was basing that on.

    The problem with tying it to any arbitrary number though is that it eventually makes lower tier gear useless. Here I was trying to go along with the suggestion that new gear should be more powerful, but I would much prefer a system where new gear has new effects rather than more power. That way, none of the V1-V14 gear becomes useless, as it would all have the same base stats (befitting the removal of the system which caused major stat separation), and each material would instead provide some unique effect (a bit like traits and enchants, but more wide reaching than those). Alternatively, there's the idea that the gear itself isn't locked to CPs, but that the gear you are rewarded is tied to your CP when you get it, so that you always get something you can use and it would scale up with you (or you could "upgrade" it to the next tier without having to recraft it or get it to drop again). That would also stop lower tier gear becoming useless because you'd be able to make sure it stays viable for you.
    Edited by Enodoc on November 24, 2015 10:55PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • k2blader
    k2blader
    ✭✭✭✭✭
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)
    So again, you're suggesting no end game progression. Hit level 50, pay a crafter to make you top end gear, done. As I said before, Guild Wars 2 tried this approach. I leveled 3 characters to cap, played PvP for a month, got bored, and left forever. No thank you.
    Hmm, yeah, I see what you mean. There needs to be something to work towards, and if you can get it off a crafter then that's not there. I was thinking initially that you would have to work for the mats in order to craft the gear, but if you just pay for it then you've skipped the "content" that I was basing that on.

    The problem with tying it to any arbitrary number though is that it eventually makes lower tier gear useless. Here I was trying to go along with the suggestion that new gear should be more powerful, but I would much prefer a system where new gear has new effects rather than more power. That way, none of the V1-V14 gear becomes useless, as it would all have the same base stats (befitting the removal of the system which caused major stat separation), and each material would instead provide some unique effect (a bit like traits and enchants, but more wide reaching than those). Alternatively, there's the idea that the gear itself isn't locked to CPs, but that the gear you are rewarded is tied to your CP when you get it, so that you always get something you can use and it would scale up with you (or you could "upgrade" it to the next tier without having to recraft it or get it to drop again). That would also stop lower tier gear becoming useless because you'd be able to make sure it stays viable for you.

    Re. the bold part, the way players treat crafters in this game is kind of ridiculous. If I needed a crafter to make something for me I'd be planning to pay them a nice tip. However I find most people expect the crafter to do it for free if they can provide mats. That's cheap and lame.

    There is a lot to "work for" in this game, but of course it's going to seem "too easy" to those who get their stuff made for free without needing to expend the effort leveling crafting skills themselves.
    Disabling the grass may improve performance.
  • Enodoc
    Enodoc
    ✭✭✭✭✭
    ✭✭✭✭✭
    Good Idea
    k2blader wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)
    So again, you're suggesting no end game progression. Hit level 50, pay a crafter to make you top end gear, done. As I said before, Guild Wars 2 tried this approach. I leveled 3 characters to cap, played PvP for a month, got bored, and left forever. No thank you.
    Hmm, yeah, I see what you mean. There needs to be something to work towards, and if you can get it off a crafter then that's not there. I was thinking initially that you would have to work for the mats in order to craft the gear, but if you just pay for it then you've skipped the "content" that I was basing that on.

    The problem with tying it to any arbitrary number though is that it eventually makes lower tier gear useless. Here I was trying to go along with the suggestion that new gear should be more powerful, but I would much prefer a system where new gear has new effects rather than more power. That way, none of the V1-V14 gear becomes useless, as it would all have the same base stats (befitting the removal of the system which caused major stat separation), and each material would instead provide some unique effect (a bit like traits and enchants, but more wide reaching than those). Alternatively, there's the idea that the gear itself isn't locked to CPs, but that the gear you are rewarded is tied to your CP when you get it, so that you always get something you can use and it would scale up with you (or you could "upgrade" it to the next tier without having to recraft it or get it to drop again). That would also stop lower tier gear becoming useless because you'd be able to make sure it stays viable for you.

    Re. the bold part, the way players treat crafters in this game is kind of ridiculous. If I needed a crafter to make something for me I'd be planning to pay them a nice tip. However I find most people expect the crafter to do it for free if they can provide mats. That's cheap and lame.

    There is a lot to "work for" in this game, but of course it's going to seem "too easy" to those who get their stuff made for free without needing to expend the effort leveling crafting skills themselves.
    I completely agree, which is why I suggested prior to the post you quoted that crafting would be sufficient as content to work towards and one way to get the top-tier gear. And that would apply whether it's you working on gathering the mats to craft yourself, or gathering the mats to give to your dedicated crafter. But in the event of the crafter already having the mats and not requiring much from you, that content sink, and that gear-as-reward-for-effort(-not-rank) that I was basing the idea on goes away.
    Edited by Enodoc on November 24, 2015 11:15PM
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • k2blader
    k2blader
    ✭✭✭✭✭
    Enodoc wrote: »
    k2blader wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    Enodoc wrote: »
    kupacmac wrote: »
    I think the biggest issue I have with removing veteran ranks is that ZOS is now making champion points the way of being leveled for gear. And yes, given Champion Points are account wide and can be gained by any character of VR status, the issue here isn't Champions Points, its the additional grind players would have to go towards beyond level 50. It was why Veteran Rank was bad in the first place- who wants to hit level 50 and still have to gain additional levels just to hit level cap? Its the reason why I don't have a single max VR character yet...its the reason why a good bit of casual players quit too because the task of going from VR 1 to VR 16 was a little more troublesome that 1-50. Now, if we have to gain Champion points to gain gear wouldn't we essentially be replacing one bad system with another?

    Bottom Line:
    Veteran Ranks: BAD
    Champion Points: GOOD
    Gear Based on # of Champion Points: HECK NO
    So you're suggesting gear progression stops at level 50? Because that would be a disaster for ESO.
    I don't think he's suggesting that; you can have gear progression without tying gear into how many CPs you have.
    How else would you do it? The only other method I can think of is tying it to raid progression. That would be worse than tying it to some sort of leveling system.
    More difficult content rewards more powerful gear. That way, you are appropriately rewarded for the content you have done, and don't need to have attained a specific arbitrary number to be able to actually use it. (See my example of a player with 2 CPs soloing Vet DSA but not being able to use the rewarded gear because it requires 160 CPs.) I guess that is kind of like raid progression, but it would be considerably less restrictive than what that directly implies, as there is a lot more content than just the raids that you would get gear from.

    The problem with that approach, just like with raid progression, is only a tiny minority of the player base ever get to experience "end game" and wear the top tier gear. Not everyone will be able to complete the more difficult challenges, and future releases of challenging content will be based on having completed the previous challenging content (i.e. the dreaded gear treadmill). With each DLC, fewer and fewer people will be wearing top tier gear.

    The current system, allows almost everyone to eventually wear top tier gear, no matter how times they release new DLC, which is how it should be.
    Say there are currently 4* ways to get VR14 gear; Trials, PvP, Group Dungeons, and Crafting. This wouldn't change; there would still be 4 different ways to get the top-tier gear. And there would be no reason to complete a previous round of content before the next one if you didn't want to, just as you can go straight from V10 gear to V16 gear now.
    (*4 is an example, not a fact)
    So again, you're suggesting no end game progression. Hit level 50, pay a crafter to make you top end gear, done. As I said before, Guild Wars 2 tried this approach. I leveled 3 characters to cap, played PvP for a month, got bored, and left forever. No thank you.
    Hmm, yeah, I see what you mean. There needs to be something to work towards, and if you can get it off a crafter then that's not there. I was thinking initially that you would have to work for the mats in order to craft the gear, but if you just pay for it then you've skipped the "content" that I was basing that on.

    The problem with tying it to any arbitrary number though is that it eventually makes lower tier gear useless. Here I was trying to go along with the suggestion that new gear should be more powerful, but I would much prefer a system where new gear has new effects rather than more power. That way, none of the V1-V14 gear becomes useless, as it would all have the same base stats (befitting the removal of the system which caused major stat separation), and each material would instead provide some unique effect (a bit like traits and enchants, but more wide reaching than those). Alternatively, there's the idea that the gear itself isn't locked to CPs, but that the gear you are rewarded is tied to your CP when you get it, so that you always get something you can use and it would scale up with you (or you could "upgrade" it to the next tier without having to recraft it or get it to drop again). That would also stop lower tier gear becoming useless because you'd be able to make sure it stays viable for you.

    Re. the bold part, the way players treat crafters in this game is kind of ridiculous. If I needed a crafter to make something for me I'd be planning to pay them a nice tip. However I find most people expect the crafter to do it for free if they can provide mats. That's cheap and lame.

    There is a lot to "work for" in this game, but of course it's going to seem "too easy" to those who get their stuff made for free without needing to expend the effort leveling crafting skills themselves.
    I completely agree, which is why I suggested prior to the post you quoted that crafting would be sufficient as content to work towards and one way to get the top-tier gear. And that would apply whether it's you working on gathering the mats to craft yourself, or gathering the mats to give to your dedicated crafter. But in the event of the crafter already having the mats and not requiring much from you, that content sink, and that gear-as-reward-for-effort(-not-rank) that I was basing the idea on goes away.

    Ahh I see, sorry I missed your earlier post. I really am thankful crafted gear is nearly as good as dungeon dropped gear-- as someone who doesn't run dungeons and never plans to I wouldn't be playing this game otherwise. But yeah, there needs to be greater reward for crafters with regard to their own crafted and bound gear.
    Disabling the grass may improve performance.
  • Twilix01
    Twilix01
    ✭✭✭
    k2blader wrote: »
    Re. the bold part, the way players treat crafters in this game is kind of ridiculous. If I needed a crafter to make something for me I'd be planning to pay them a nice tip. However I find most people expect the crafter to do it for free if they can provide mats. That's cheap and lame.

    There is a lot to "work for" in this game, but of course it's going to seem "too easy" to those who get their stuff made for free without needing to expend the effort leveling crafting skills themselves.

    I generally craft stuff for free if materials are provided, but that's only for friends and guildmates really. I'm not really out to make gold but if someone starts being an impatient snob to me I'll happily overcharge them for everything. I just love crafting things really.
  • Islyn
    Islyn
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    Yes you know - i was just thinking: I do anything I am able for friends/guildies - but some of the 'Take it for granted' nature some people have toward Crafters and all the time it takes to get 9 traits in everything etc actually really bugs me.

    I have 9 in all woodwork, most light armour and master enchanter etc and I would never allow someone to treat me the way i see some people do in game.

    Be nice to your crafters.
    Member of the Old Guard - Closed Betas 2013
  • LegacyDM
    LegacyDM
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    This sounds worse than VR
    Whats the driving force for removing VR levels? Do we really need to spend the clock cycles on removing VR when it could better be spent on new content, fixing bugs, and tweaking pvp combat? Quite frankly, I've come used to vet levels and really don't see them all that bad. Honestly, sounds like your just replacing one progressional system with another. Why waste the time and money? Spend your resources on something exciting, and innovative that will attract new customers and keep loyal ones happy. Changing level mechanics just seems meh to me with no real tangible value added. Its to the point of backtracking for no real reason, other than to keep a promise you made a year ago. Not worth it.
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • Enodoc
    Enodoc
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    Good Idea
    Twilix01 wrote: »
    I generally craft stuff for free if materials are provided, but that's only for friends and guildmates really. I'm not really out to make gold but if someone starts being an impatient snob to me I'll happily overcharge them for everything. I just love crafting things really.
    Islyn wrote: »
    Yes you know - i was just thinking: I do anything I am able for friends/guildies - but some of the 'Take it for granted' nature some people have toward Crafters and all the time it takes to get 9 traits in everything etc actually really bugs me.
    I have 9 in all woodwork, most light armour and master enchanter etc and I would never allow someone to treat me the way i see some people do in game.
    Be nice to your crafters.
    This is really what I was getting at; crafting doesn't provide much in the way of XP, but people who put in the effort to do their research, gather their mats and so on should be rewarded appropriately and comparatively to someone who spends a similar amount of time/effort to run a dungeon. You put in the effort to get the top tier gear by crafting it, or you put in the effort to get the top tier gear by defeating the dungeon boss. You don't need to tie gear into CPs -- the progression exists outside of that if you can be bothered to work for it.

    Here is how gear progression could work based on difficulty of content rather than arbitrary numbers:

    Mats (only Blacksmithing/Woodworking shown here):
    Calcinium/Birch -> Galatite/Ash -> Quicksilver/Mahogany -> Voidstone/Nightwood -> Rubedite/Ruby Ash

    Current (VR) Gear Progression:
    VR1-3 -> VR4-6 -> VR7-8 -> VR9-14 -> VR15-16

    Comparative Group Dungeon Difficulty Gear Progression:
    Normal -> Veteran -> DSA -> WGT/ICP -> vDSA

    Comparative Questing Difficulty Gear Progression:
    Silver 1 -> Silver 2 -> Silver/Gold 3 -> Gold 4 -> Gold 5

    Comparative Trials Difficulty Gear Progression:
    AA/HRC -> AA/HRC Hard -> SO -> SO Hard -> (New TG Trial)

    Comparative PvP Difficulty Gear Progression:
    Gear Vendors -> Rewards for the Worthy -> Reward Tier 1 -> Reward Tier 2 -> Reward Tier 3

    Comparative Crafting Difficulty Gear Progression:
    Common Mats -> Uncommon Mats -> More Uncommon Mats -> Rare Mats -> More Rare Mats

    Under each play style, the more difficult the content is, the higher the tier of gear you get as a reward. Every playstyle has the opportunity to get a version of top tier gear, as they do now, but none of that depends on how many CPs you have. Since it doesn't matter how many CPs you have when you do the content, it shouldn't matter how many CPs you have when it comes to using your reward. (It also shouldn't be based on how much XP you have earned, which it is for VRs and would be for CPs, since XP gain is not equal across playstyles.)
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