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.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.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.
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.)
Oh well indeedI 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.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.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.
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.)
I understand the spirit of what you're getting at and I agree with it to an extent. However, the only way to keep people from hitting level 50 and just buying the best gear from a crafter would have to have all crafted gear be BOP. Obviously nobody wants that.
Personally, I would have liked to see skill based progression instead of level based. So weapons and armor would have a skill level restriction, not a player level restriction. That way they just release new gear tiers and increase the skill cap for that type of item, but the player level stays at 50 or whatever. Monsters would also have a skill level and we'd use a "con" system (name plate color coding) to gauge how strong they are compared to us. But for something like that to work, the game would have had to be designed for it from the get go. Oh well
I think gear should just be scaled with your Champion Points, not restricted by it.
Proper Example: Set of the Warlock unlocks at level 50. Scales with you in power as you gain more champion points.
Bad Example: Set of the warlock. Unlocks at CP 250. Does not scale ever.
Could you imagine having every single set be viable?
I think gear should just be scaled with your Champion Points, not restricted by it.
Proper Example: Set of the Warlock unlocks at level 50. Scales with you in power as you gain more champion points.
Bad Example: Set of the warlock. Unlocks at CP 250. Does not scale ever.
Could you imagine having every single set be viable?
Absolutely this. Brilliant. Those old v12 or v10 sets? Viable again. Lets push this guys.
Hiero_Glyph wrote: »stewart.leslie76b16_ESO wrote: »Hiero_Glyph wrote: »stewart.leslie76b16_ESO wrote: »Hiero_Glyph wrote: »stewart.leslie76b16_ESO wrote: »Hiero_Glyph wrote: »stewart.leslie76b16_ESO wrote: »Hiero_Glyph wrote: »Hiero_Glyph 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
If a direct scaling would be bad for the economy, would an upgrade system be better? Say for example to upgrade a V10 item to V16 you'd need to use a percentage of the mats that you would otherwise need to craft the item from scratch. The more levels you are upgrading through, the more mats you need. For example, you'd need 4 Voidstone to bump it to V14 (1 per VR), then maybe 5 Rubedite to bump to V15, and another 10 to bump to V16. That way, the crafting component is still relevant, but you don't have to craft from scratch.Alphashado wrote: »Sounds good at first, but it would kill the economy. If gear scaled with your level/CP, there would be very little demand for crafted gear, all crafting components, and BoE pieces. It would reduce the demand for all supply by a tremendous amount, and the market would be flooded with unwanted items nobody needs.Absolutely this. Brilliant. Those old v12 or v10 sets? Viable again. Lets push this guys.I think gear should just be scaled with your Champion Points, not restricted by it.
Proper Example: Set of the Warlock unlocks at level 50. Scales with you in power as you gain more champion points.
Bad Example: Set of the warlock. Unlocks at CP 250. Does not scale ever.
Could you imagine having every single set be viable?
This is the first reply i have quoted not picking on the guy but this shows that many people dont understand the mechanics as they have been explained for the new system. if you have many alts you play every time an alt hits Vet 1 you would have got 12 englightenment bonus for each alt. Thats a lot of easy CPnewtinmpls wrote: »I play many alts (none above vet 5), and the current system sorta equals out CP from multiple low-level alts so that I can sorta compete with folks who have one vet 16.
I'll be kinda whomped and left in the dust by this new system.
ChuckyPayne wrote: »I don't understand something. If my alt reach lvl50, it can wear any gear, or need collect 160 cp separatly? If not, this will be awesome.
ChuckyPayne wrote: »I don't understand something. If my alt reach lvl50, it can wear any gear, or need collect 160 cp separatly? If not, this will be awesome.
Elijah_Crow wrote: »I'm going to guess that mob difficulty will remain the same. A creature in a VR2 zone will be tuned for a player with 20 Champion points. A creature now VR10 will be balanced for a player with 100 Champion Points. They may all say Level 50 but this makes the most sense. I expect this may be a hidden feature but may allow for scaling up and down content for player strength in a much easier fashion.
Again, I assume this will be the case as it's the easiest solution.
Agreed. Even if the difficulty is tailored to a specific number of champion points, that will hopefully remain an invisible value so everything feels like it's the same level.What I'm really curious about, is what happens to the zone scaling for veteran level areas after the main story line is complete. Will level 50 mobs in let's say Coldharbour be the same as level 50 mobs in Craglorn? That would be kinda neat, and I would be in favor of that.
I would love to go back and revisit some of the zones that became obsolete content with veteran ranks. Not to mention all of those public dungeons and dolmens I had to skip since there is nobody in these zones. I'm hoping this will allow more people to play together since there isn't such a level gap.
Yeah, and if they all say Level 50, that removes the subliminal message of doing the content in a specific order. The difficulty can remain similar, but people won't feel directed into doing certain content (Cadwell) before other content (Craglorn).Elijah_Crow wrote: »I'm going to guess that mob difficulty will remain the same. A creature in a VR2 zone will be tuned for a player with 20 Champion points. A creature now VR10 will be balanced for a player with 100 Champion Points. They may all say Level 50 but this makes the most sense. I expect this may be a hidden feature but may allow for scaling up and down content for player strength in a much easier fashion.
Yes. It was 1 CP per 200,000 XP. Since they've already given an amount of CP for your Veteran Rank, I think it's a bit odd that they are planning on doing that again.Thalmor-Nordmaster wrote: »When CP was implemented was not everyone with a VET14 toon awarded 70CP ?
Elijah_Crow wrote: »I'm going to guess that mob difficulty will remain the same. A creature in a VR2 zone will be tuned for a player with 20 Champion points. A creature now VR10 will be balanced for a player with 100 Champion Points. They may all say Level 50 but this makes the most sense. I expect this may be a hidden feature but may allow for scaling up and down content for player strength in a much easier fashion.
Again, I assume this will be the case as it's the easiest solution.
I would find this highly annoying. If my alts hit 50 and were thus instantly the equivalent of V16, the first zones would be very boring and no challenge at all.
I'm assuming they will make each zone scale to level like they did with Orsinium.
Mettaricana wrote: »My thoughts are I love this change means all my vr1-3s will be ready to play and endgame viable with my current vr 16 chars. How is this bad some people played too many kr grindfests and don't know what fun means.
Elijah_Crow wrote: »I'm going to guess that mob difficulty will remain the same. A creature in a VR2 zone will be tuned for a player with 20 Champion points. A creature now VR10 will be balanced for a player with 100 Champion Points. They may all say Level 50 but this makes the most sense. I expect this may be a hidden feature but may allow for scaling up and down content for player strength in a much easier fashion.
Again, I assume this will be the case as it's the easiest solution.
I would find this highly annoying. If my alts hit 50 and were thus instantly the equivalent of V16, the first zones would be very boring and no challenge at all.