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Can Someone Give Me A Reasoned Explanation As To VR Conversion To CP?

  • Mettaricana
    Mettaricana
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    Sharkano wrote: »
    It's level 50-66. The fact that levels require more xp (though nerfed) does not change it to level 210 lol. Just watch guys who have low cp scream when they change to a cp-based system and their gear won't work anymore. Then we will hear all the usual crap about how a guy who just started two weeks ago should be equal to those who played for a year, yada yada, yada. The whole thing is just one more buffoonery parade here . . . .

    Not possible they said they would convert you vr to enough cp to wear your gear on your higest character. Those late to part just starting after conversation will just have to level ising enlightened exp and wear max gear in a week using catch ip mechanic.
  • Sharkano
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    Yup, sure it will all work just fine, like everything else here.
  • MrDerrikk
    MrDerrikk
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    Sharkano wrote: »
    Yup, sure it will all work just fine, like everything else here.

    It sounds like you need to spend some time cooling down. Not trying to be condescending or anything, but when I catch myself saying such pessimistic things like this I know it's time to get off the forums for a break (or focus my anger towards something more worthy of it).
    I have departed into the great unknown that is outside the game and the forums, and wish you well in your Tamriel adventures!

    DC - PC - EU - Australian
    VR11 Mrderrikk: Breton Stam Sorc (Vamp) | VR16 Derrikkinblack: Dunmer Mage DK | VR3 Cuts-Until-It-Dies: Argonian Magicka NB

    Oh look, Anook.
  • Frawr
    Frawr
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    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.
  • willymchilybily
    willymchilybily
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    @Sharkano

    when Vr was introduced it was with cadwells, vet dungeon? and VR10? then craglorn VR12? then VR14 dsa/trials? and VR16 IC. This is a year and a bit on? that rate of progression would put us to what VR 24 next year. This becomes a very daunting mountain for new players. I know a lot of console playes were put off when they hit Vet.

    and what can they do constantly raise VR ranks and reduce Xp requirements so its not so daunting for new players but that just means each time the existing players get those 2 extra VR ranks even quicker. and new players get a larger and larger slog. The system was unsustainable, and bad for the games health.

    The CP system change comes on the back of the catch up system. By removing Flat XP scaling and using a curve that scales based on the cap they can maintain player progression but also ensure the total XP to reach max gear requirements is kept at that constant 15 million XP mark. whether the gear requires 160CP or 240CP in a years time.

    in addition to streamlining to one system using CP instead of balancing two mechanics VR rank and CP you get the added bonus of being able to create an alt and use it in much less time. which is of benefit, mroe people play other classes the less call there is for nerf this nerf that because people will actually see the skills and classes from first hand experience and not just when they die to it.

    finally CP cap and catch up is necessary because to design challenging content for long term players (PC) and not impossible content for newer players (console) there needs to be a way to close the gap and restrict the disparity between new and old CP counts.
    Edited by willymchilybily on December 18, 2015 11:51AM
    PSN - WarpPigeon - Guild: TheSyndicate - EU, Ebonheart Pact
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  • Khaos_Bane
    Khaos_Bane
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    Ok lets sum it up diablo 3 paragon levels if you can understand that your good if not well there's no remedial classes.....

    You have to admit, Diablo 3 does an incredible job with character advancement and itemization. ZoS could certainly learn a few lessons from them. ESO is so much better than Diablo 3 in every other aspect, but doesn't even come close to D3 with gear options/system.

  • Tandor
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    Frawr wrote: »
    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.

    Actually there are losers, notably those altoholics who want to level up their characters through individual advancement and not through the application of "account-wide leveling".
  • Frawr
    Frawr
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    Tandor wrote: »
    Frawr wrote: »
    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.

    Actually there are losers, notably those altoholics who want to level up their characters through individual advancement and not through the application of "account-wide leveling".

    They have the same access to the same content and will experience progression for doing the contwnt. What have they lost?
  • Tandor
    Tandor
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    Frawr wrote: »
    Tandor wrote: »
    Frawr wrote: »
    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.

    Actually there are losers, notably those altoholics who want to level up their characters through individual advancement and not through the application of "account-wide leveling".

    They have the same access to the same content and will experience progression for doing the contwnt. What have they lost?

    In one sense you're right, in that they already have account-wide access to CPs, but that's only as a part of the leveling process and currently they still get leveled individually from 50 to VR16. Under the new system, they'll have the same content but the account-wide CPs will be the only form of leveling they will get. If the change benefits those who don't want to put in individual character leveling after 50 then by simple definition it must also disadvantage those who do want to do so.
  • DRXHarbinger
    DRXHarbinger
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    Makes no sense to me. Having to grind another two levels or another 58+ is all the same. I simply cannot wait for the loud mouths on here to cry when they add a new material to game that requires another 300 champ points. That's largely what spurned this on in the first place.
    PC Master Race

    1001CP
    8 Flawless Toons, all Classes.
    Master Angler
    Dro-M'artha Destroyer (at last)
    Tamriel Hero
    Grand Overlord
    Every Skyshard
    Down With BOP!
  • Frawr
    Frawr
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    Tandor wrote: »
    Frawr wrote: »
    Tandor wrote: »
    Frawr wrote: »
    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.

    Actually there are losers, notably those altoholics who want to level up their characters through individual advancement and not through the application of "account-wide leveling".

    They have the same access to the same content and will experience progression for doing the contwnt. What have they lost?

    In one sense you're right, in that they already have account-wide access to CPs, but that's only as a part of the leveling process and currently they still get leveled individually from 50 to VR16. Under the new system, they'll have the same content but the account-wide CPs will be the only form of leveling they will get. If the change benefits those who don't want to put in individual character leveling after 50 then by simple definition it must also disadvantage those who do want to do so.

    There is no direct link meaning that 1 persons advantage must be another's disadvantage.

    In the new system, you can have 1 char or 8 chars and all benefit equally from the progress that you make on any of them.

    If you only have 1 char and wish to experience all content on that one char then there is no impact on your game (except for 15 extra light shows).

    If you have multiple, and you wish to run all of them through all of the (same) content then you are also free to do that, as you are now.

    The key difference is that the group of players who wish to do the e-sports side of the game do not want to be forced to repeat the entire content each time. I am sure that you will agree that forcing them to do this adds absolutely nothing to the game.

    Those who will benefit are those who don't want to repeat content (and currently get around it by grind mobs anyway).

    Therefore, the only difference that I can really see is a time saving for some players.

    Please tell me what you don't like about this because I am struggling to see a downside.
  • FuzzyDuck79
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    They won't ever stabilise anything in this game. That's part of the reason I stopped playing. There's no end game to plan for when the goal posts are constantly being moved.
    Edited by FuzzyDuck79 on December 18, 2015 1:40PM
  • Rune_Relic
    Rune_Relic
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    Tandor wrote: »
    Lenikus wrote: »
    Removing VR because :
    - Player base demanded it.
    - It makes leveling easier and the whole game coding simpler long term (ie not having 2 level counts anymore, just Levels and one simple "veteran status" once you hit 50
    - Did i mention that player base demanded it real hard back then ? Rly, search the forums

    None of that explains why it wouldn't make more sense to call VR1-16 levels 51-66 instead, from either the players' or developers' point of view.

    I understand the antagonism towards Cadwells, I share it, it makes no sense whatsoever and I don't have any wish to do it, but removing a seperate high-end leveling system entirely makes no more sense than having it in the first place, while replacing it with an extension of the standard leveling system makes far more sense - and provides proper scope for further extensions of the levels with future DLCs.

    Level 51-66 = Alt Dependant
    CS = Player dependant.

    But yes.....if CS is just another power levelling (verical) rather than skill levelling (horizontal) exercise then you might as well just keep 51-66.
    Anything that can be exploited will be exploited
  • infraction2008b16_ESO
    infraction2008b16_ESO
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    Having 16 of what are effectively "levels" at endgame is kind of messy, it just makes it harder for people to group for content such as dungeons or trials when you have to source people of certain VR's or you can't do a vet dungeon scaled to your level if your friends only VR2 and you're VR 16.

    Also the 13.6 million XP or so needed to get to VR16 is kind of a huge mountain for most players, I mean it's over to alliances worth of content you have to grind through and can burn people out long before they've reached VR16. IMO endgame should start after you beat molag bal not 13.6 million xp later.
  • NewBlacksmurf
    NewBlacksmurf
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    Sharkano wrote: »
    It's level 50-66. The fact that levels require more xp (though nerfed) does not change it to level 210 lol. Just watch guys who have low cp scream when they change to a cp-based system and their gear won't work anymore. Then we will hear all the usual crap about how a guy who just started two weeks ago should be equal to those who played for a year, yada yada, yada. The whole thing is just one more buffoonery parade here . . . .

    It's really not level 50-66. If that's you're understanding, I don't believe you'll be taken seriously in the VR removal discussions. No disrespect intended but it's not at all comparable or similar
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
    NewBlacksmurf
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    Frawr wrote: »
    I haven't read all of the responses.

    Op

    The original game design was for it to end at 50. VR was an afterthought as an add on to satisfy the clamour for 2 things

    1. We want to do everything on 1 char
    2. We want to have stuff to do after we reach level 50

    There are 2 games in eso: the single player/coop story game and the 'e-sports' pvp.

    Changing the vr system to cp system means that the pvp players are only required to level an alt to 50 before they can be competitive. This means much shorter grind time than levelling the alt to vr16.

    Changing the vr system has no material impact on the pve solo/coop game because everyone has CP as the alternative advancement from level 50.

    In summary,

    Removal of VR makes pvp/altoholics more accessible while making to real difference to pve.

    Some win, no one loses. Good change.

    +1 nice take on it all
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • rez0055
    rez0055
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    I agree with this post 100 %. It's so confusing and it really holds me back in crafting my endgear. Because: For what?! I spent all these mats and gold on this 'endgear' just to deconstruct it later on again? Okay it's a bit 'early' to ring the bell for this and we better all just do our business in Tamriel. But yeah gearwise the vet removal has a lot of questions to be asked.

    On the other hand though, I wish that they just keep the system how it is now. Keep the veteran ranks until 16 and focus on optimisation of the game and add new area's. Add new area's (that are level-scaled) or make Silver & Gold Cadwell level-scaled.
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    - Gerard Snow: Lvl 50 Dark Elf Magica Dragonknight
    - Dorothea Black: Lvl 50 Imperial Stamina Templar
    - Demon Cleaver: Lvl 50 Orc Stamina Warden
    - Lord of BØnes: Lvl 50 Breton Magica Necromancer


    PC/EU server. You'll find my characters hoping on and off on the plains of Cyrodil with the guild The Black.
  • DRXHarbinger
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    Starting to think a better way of doing the increase would have been complete vma to hit rank 17?! Open to anyone and not a lot of people would be be clogging up Cyro grinding cracked wood cave.
    PC Master Race

    1001CP
    8 Flawless Toons, all Classes.
    Master Angler
    Dro-M'artha Destroyer (at last)
    Tamriel Hero
    Grand Overlord
    Every Skyshard
    Down With BOP!
  • Sausage
    Sausage
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    They are paying high price of not having anykind of endgame structure for the game at launch, but nevertheless I think they are taking this game forward pretty good. VRs were excellent idea at launch, they tripled their content.
    Edited by Sausage on December 18, 2015 2:51PM
  • Frawr
    Frawr
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    Yeah while on the one hand, vet ranks gone mean less grind it has no impact on gear because we will have to keep changing gear until the end of time as they raise the top level of cp gear.
    Edited by Frawr on December 18, 2015 3:42PM
  • WalkingLegacy
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    The simple answer is they want to convulate levels and level caps with a point system that is suppose to make end game gear easier for them to design....

    Instead of designing new end game gear for a higher level cap, let's say an increase from 50-60 - they want to make it so we're all still level 50, then put a Champion Point cap on new items while progressively making our characters slightly more powerful every CP point spent.

    It's really the same system as increasing level caps, they just have to make it more complicated because well they're new at MMOs and maybe because they think their system will make designing new content easier.
    Edited by WalkingLegacy on December 18, 2015 4:05PM
  • Dexter411
    Dexter411
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    rez0055 wrote: »
    I agree with this post 100 %. It's so confusing and it really holds me back in crafting my endgear. Because: For what?! I spent all these mats and gold on this 'endgear' just to deconstruct it later on again? Okay it's a bit 'early' to ring the bell for this and we better all just do our business in Tamriel. But yeah gearwise the vet removal has a lot of questions to be asked.

    On the other hand though, I wish that they just keep the system how it is now. Keep the veteran ranks until 16 and focus on optimisation of the game and add new area's. Add new area's (that are level-scaled) or make Silver & Gold Cadwell level-scaled.

    Lets not forget that cap of 501 Champion Points could(and propably will, in far future) be raised. Lately i reached Vr15 and i just can not wait to farm, pretty much grind that x200 for one item. This is called stupidity. I can only image how people with perfect Vr14 monster sets got frustrated after adding +2 ranks and farming those perfect sets again and again. Atleast let people upgrade those hard to get items to max level. This is not how you treat customers.

    Changing name (from my understanding this is what they want to do with Vr removal) will not do anything, will not add or fix anything. You can call them cool points. After hours and hours of grinding you get cool point. If you want to wear super-extra badass looking armor you need cool points. Imagine that :)
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