Except that they have said, in fact, why they were removing them on various ocassions, which were:Because they never said it wouldn't be. Everyone had their own issues with VR - levelling speed, gear triviality, player separation, linearity - ZOS only said "We're removing VR" and "things are still being discussed", so everyone was reasonably within their right to assume that this would address their specific problem with VR.tinythinker wrote: »Why is everyone still thinking removing VR was all about people being the same and progress being non-linear?
Which fully makes my point. CRs replaced VRs as vertical progression. It didn't introduce a new era of non-linearity. You gain CPs, you get more powerful, however you choose to spend them. Choosing to spend CPs on one tree or another gives a horizontal dimension, but no matter how you allocate them just using them increases your stats. That's still vertical. It's that way pre-DB, will be that way post-DB.Consider for a minute that they did exactly what they said they would do - remove VRs and measure progression with CPs.
Except your "should have" was wishful thinking that ignored what ZOS has said and done for over a year. Specifically...Consider CPs are exactly as they are now on Live:This is what removal of VRs should have achieved.
- CPs are gained faster, and are account-wide => addresses the levelling speed issue
- Your power is tied to your CPs, but your gear is not => addresses the gear triviality issue
- CPs are not visible on your character => addresses the player separation issue
- No content is labelled with a CP value, even though it is designed around how many you have => addresses the linearity issue
@driosketch That's a "bug" (one that I really hope they don't fix):driosketch wrote: »From a quick test, with 400 CP, 140 rank mobs are giving me the same xp as vr14 give my character on live. Also how many CP I spend, did not effect the xp gain.Does 160 CP cap applied when experience gain is calculated?ZOS_GinaBruno wrote: »Veteran Rank Removal
- Monsters will now scale up faster in difficulty through veteran zones.
- Experience gain rules will continue to function as they did for Veteran Ranks:
- Mobs 40 Champion Points below your level will grant 75% of their normal XP.
- Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
Or CP210+ players will only get 30% XP from CP160 mobs?
ZOS_GinaBruno wrote: »KNOWN ISSUES
Combat & Gameplay
Veteran Rank Removal
- You will still be receiving the full XP amount when killing monsters 40 or more Champion Points below your level, rather than at a reduced rate. This is not intended, and will be fixed in a future patch.
I was so excited for VR removal but these changes are not at all what I imagined. I assumed you would be making every zone in the game to be like the new zones with maybe them only scaling up to CP 140 gear.
This was never stated and has been a huge assumption by many players... in fact, they have stated a few times they have no intention of going back and updating older content. This means that only newer content is 'scaled', however, with VR removed, it also means that the necessity to grind through Cadwell's with alts is removed. If you still want to quest in older zones, you can, but you aren't going to be rewarded with much in way of XP for enemy kills... but you'll still receive full XP from turning in quests. People seem to think that XP is all about 'kills'... if you want to grind XP then go to a battle-leveled scaled zone and kill for full XP... otherwise, quest for the XP you get when turning in quests.
Yolokin_Swagonborn wrote: »I don't like the idea of gear being attached to CPs. Just let endgame gear be endgame gear. The CP system augments your stats anyway.
No one wants to go through another level cap raise like the V14 to V16 raise. All new materials, regrinding all the monster helm sets, all the "endgame content" that was now out of date and stayed underleveled for 3 DLC cycles.
Elite gear vendor took 3 DLC cycles to update. Sanctum just got updated now. AA, Hel-ra, and DSA still aren't dropping endgame gear.
I would hate to see the CP cap raised again in the next DLC and then everyone has to regrind everything again with a whole new tier of super limited materials only available in the new DLC.Not again. Not ever.
- suddenly maelstrom becomes out of date like DSA for 3 more DLC cycles.
- all the Tel Var gear in Imperial City is outdated
- "No ETA" when asked when these things will get updated.
I wrote that badly. The intended message that I was trying to put out is that ZOS have not done exactly what they said they would do, as they have fiddled with the CP system that was supposed to replace VRs by making it not so very different from what VRs were beforehand, meaning it is no longer the same system that was to replace VRs. When the Champion System came out, they said (to the effect of) "this is the system that will replace VRs when VRs are removed". A system that was all about passives, not about power. What we have now on PTS is not that system, but some hybrid build somewhere between the two. The statement should be read "Consider for a minute what the situation would be if they did exactly what they said they would do, and not what they have actually done".tinythinker wrote: »Which fully makes my point. CRs replaced VRs as vertical progression. It didn't introduce a new era of non-linearity. You gain CPs, you get more powerful, however you choose to spend them.Consider for a minute that they did exactly what they said they would do - remove VRs and measure progression with CPs.
Yeah they definitely did this one.CPs are gained faster, and are account-wide => addresses the levelling speed issue
Sure, and ZOS said this was the big, big point of CP, a sense of faster progression/less feeling like a grind. It's a neat trick. One that people warned about when everyone was first celebrating the removal of VR. That it would just be a gentler, less stressful, more scenic grind that didn't have the same huge slope it did with the original version of VRs. Which is still nice, by the way.
That's true, I'd already written this one off, but the point is still valid - the gear progression-triviality-redundancy that VRs caused has not been removed with their removal.Your power is tied to your CPs, but your gear is not => addresses the gear triviality issue
It has been known for many months that gear would be tied to CP. Rich said it himself live on the official stream, and this was after hints and suggestions waaaaaay before that that in fact this would be the case. The reason CP don't affect gear pre-DB is that it is tied to VR. That isn't some promise that gear wouldn't be tied to CR, and in fact the speculation was *how* it would be so tethered to CR not whether. This isn't a sudden revelation. They said that a big issue with getting rid of VRs was having to re-sink everything to CRs. And that interview with Rich actually had him say that VR16 gear would become CR160 gear. How is this a surprise now?
Specifically the bold stuff. Yes, yes I really did, as if you are going to "remove" something that all of that is based on, it is reasonable to assume that what you are left with is what you would have without what you're removing. VRs are layers on top of Level 50. Remove the VRs, you remove the layers, and everything becomes Level 50.CPs are not visible on your character => addresses the player separation issue
Just like the answer right above: pre-DB stats, gear, and challenge level were based on VRs, not CRs, so, of course they weren't visible. But VRs were. Why? Because it is how the game synchs difficulty/gates challenges. So now that we will be using CRs as the synch/gating for recommended or required levels of challenge, they show up on PCs and NPCs. CRs are the replacement model for vertical progression, just like we've been told that they would be all long.
No content is labelled with a CP value, even though it is designed around how many you have => addresses the linearity issue
The answer just above explains this. Did you think all challenges would be equalized and that the difficulty for the whole game would be one flat standard? That was never remotely hinted at, and in fact it was the opposite. There was plenty of evidence vertical progression would remain, that areas and events of greater and lesser challenge would persist, and so one. Unless someone thought it was all going to be flattened, and that CRs would be totally horizontal, that means some areas and instances are going to be harder and others easier, and this disparity means players need some way of gauging difficulty and whether they can even access the content.
@driosketch That's a "bug" (one that I really hope they don't fix):driosketch wrote: »From a quick test, with 400 CP, 140 rank mobs are giving me the same xp as vr14 give my character on live. Also how many CP I spend, did not effect the xp gain.Does 160 CP cap applied when experience gain is calculated?ZOS_GinaBruno wrote: »Veteran Rank Removal
- Monsters will now scale up faster in difficulty through veteran zones.
- Experience gain rules will continue to function as they did for Veteran Ranks:
- Mobs 40 Champion Points below your level will grant 75% of their normal XP.
- Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
Or CP210+ players will only get 30% XP from CP160 mobs?ZOS_GinaBruno wrote: »KNOWN ISSUES
Combat & Gameplay
Veteran Rank Removal
- You will still be receiving the full XP amount when killing monsters 40 or more Champion Points below your level, rather than at a reduced rate. This is not intended, and will be fixed in a future patch.
@driosketch That's a "bug" (one that I really hope they don't fix):driosketch wrote: »From a quick test, with 400 CP, 140 rank mobs are giving me the same xp as vr14 give my character on live. Also how many CP I spend, did not effect the xp gain.Does 160 CP cap applied when experience gain is calculated?ZOS_GinaBruno wrote: »Veteran Rank Removal
- Monsters will now scale up faster in difficulty through veteran zones.
- Experience gain rules will continue to function as they did for Veteran Ranks:
- Mobs 40 Champion Points below your level will grant 75% of their normal XP.
- Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
Or CP210+ players will only get 30% XP from CP160 mobs?ZOS_GinaBruno wrote: »KNOWN ISSUES
Combat & Gameplay
Veteran Rank Removal
- You will still be receiving the full XP amount when killing monsters 40 or more Champion Points below your level, rather than at a reduced rate. This is not intended, and will be fixed in a future patch.
if Your Level = 50
then do:
if min(Your CP, 160) >= (Mob CP + 50)
then XP_Multiplier = 0.30.
else if min(Your CP, 160) >= (Mob CP + 40)
then XP_Multiplier = 0.75.
else XP_Multiplier = 1.00.
end.
It's a fine idea to consider, but that is still vertical progression of challenge and difficulty, and hence having CR on the mobs still makes sense as not everyone wants to try it out and die or have the challenge difference be so small as not to matter. This gives them more of a choice of what/when to engage.The lowest entity of each (Lower Craglorn, first tier Dungeons, Cyrodiil, Silver Zone 1, Gold Zone 1) should be equal in difficulty to each other, with the highest entity of each (Upper Craglorn, vWGT/vICP, Silver Zone 5, Gold Zone 5) being harder. Progression should be within content types, not between them, and you should be able to tell which content is harder without an ugly number hanging over its head simply based on the order you come to it within each content type (all of these are already ordered by difficulty in their respective UI lists). Or just by trying it out.
In other words, for the CR1-160 items, as you gain CRs, the gear gets better. Eventually when the gear cap goes over 160 you would have the new range, 160-320. This gives more value to getting additional CPs to raise your CR, yet again, the difference between the lowest and highest CR for the same piece of gear would be substantial but not obscene.CR 1-160 item, has base stats and set bonuses that go up from CR1 to CR160, but anyone at level 50 can equip it.
CR 160-320 item, same deal but must be CR160 to equip.
CR 320-480 item, same deal.
Like the CR system itself, the set values would creep up slowly, but with a decent difference (but not insanely OP) between the start and end of the range.
Yeah I think I remember seeing that before. That definitely would help with the gear grind issue.tinythinker wrote: »But, if you want something for gear more like what you had hoped for, I've got you covered with something to lobby forIn other words, for the CR1-160 items, as you gain CRs, the gear gets better. Eventually when the gear cap goes over 160 you would have the new range, 160-320. This gives more value to getting additional CPs to raise your CR, yet again, the difference between the lowest and highest CR for the same piece of gear would be substantial but not obscene.CR 1-160 item, has base stats and set bonuses that go up from CR1 to CR160, but anyone at level 50 can equip it.
CR 160-320 item, same deal but must be CR160 to equip.
CR 320-480 item, same deal.
Like the CR system itself, the set values would creep up slowly, but with a decent difference (but not insanely OP) between the start and end of the range.
@Ilsabet I'm assuming that won't change. Mobs are still Level 50, just now showing a CP level instead of a VR level.There's been discussion here about how exp scaling will work at higher CP levels, but what about drops?
My understanding of the current situation in vet levels is that, for the purposes of loot drops if not exp, all vet-level characters and mobs are considered level 50, meaning that any vet-level character can get drops from any mobs in Silver and Gold zones (as well as Coldharbour mobs down to level 45). This makes it possible to farm for things like monster trophies at any vet level in any location in Silver and Gold zones.
Is this still possible with the new CP-based system? 'Cause it'll suck pretty hard if vet-level characters no longer have two alliances worth of mobs to farm for those elusive trophies.
You summed that up very nicely, and probably in a better way than I did! I'm glad I'm not the only one that doesn't think this addressed the complaints about VRs.[snip]
ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
The way your team has removed VR levels completely screws over someone who is a completionist.
Before(as it still is on live) I could take my fresh VR1 alt to Cadwell's Silver and Gold zones and earn proper exp/CP while I complete said map.
Now I take a fresh level 50 alt to Cadwell's Silver or Gold zones and I am penalized CP exp because of how many CP he has. So it becomes a waste of time to complete the map.
I don't understand why you couldn't have made the Cadwell zones just like all the DLC zones are... Scaled... so even at end level champion points you get normal cp exp. This also would have been a good way to remove the linear feel of those zones so we could complete them in any order without being penalized.
I feel the way it has been changed as if it really hasn't been changed at all... It's still the same, just alts are the immediately made the same level as our main once they hit 50 now.
It also is going to create a bigger cap between people who only have the base game, and people who have the DLC's. Once one character is over CP for all the zones, all the characters will be. This was probably intended.
RogueShade wrote: »The only question I have is what happens with the attribute and skill points my nonVR16 vet characters would have earned when they auto-max out? Gaining extras at 5 and 10 levels is great unless I'm already past it. I currently have a VR1 and VR5 (soon another) that it seems are going to be shorted ~15 skill and attribute points each.
WillhelmBlack wrote: »I just want to know the difference in stats between CP10 and CP160 gear. The exact differences for regeneration, power and Crit bonuses. Also the armour values.
Can someone pipe in from ZOS @ZOS_GinaBruno? I can't test as I have no old gear and on a template.
tinythinker wrote: »It's a fine idea to consider, but that is still vertical progression of challenge and difficulty, and hence having CR on the mobs still makes sense as not everyone wants to try it out and die or have the challenge difference be so small as not to matter. This gives them more of a choice of what/when to engage.The lowest entity of each (Lower Craglorn, first tier Dungeons, Cyrodiil, Silver Zone 1, Gold Zone 1) should be equal in difficulty to each other, with the highest entity of each (Upper Craglorn, vWGT/vICP, Silver Zone 5, Gold Zone 5) being harder. Progression should be within content types, not between them, and you should be able to tell which content is harder without an ugly number hanging over its head simply based on the order you come to it within each content type (all of these are already ordered by difficulty in their respective UI lists). Or just by trying it out.
In any case that is not the same as having everything post-50 being scaled to the same degree of danger, health, damage done/mitigated, etc, or truly flattened, hence gear would scale with CR to match the challenges. But, if you want something for gear more like what you had hoped for, I've got you covered with something to lobby forIn other words, for the CR1-160 items, as you gain CRs, the gear gets better. Eventually when the gear cap goes over 160 you would have the new range, 160-320. This gives more value to getting additional CPs to raise your CR, yet again, the difference between the lowest and highest CR for the same piece of gear would be substantial but not obscene.CR 1-160 item, has base stats and set bonuses that go up from CR1 to CR160, but anyone at level 50 can equip it.
CR 160-320 item, same deal but must be CR160 to equip.
CR 320-480 item, same deal.
Like the CR system itself, the set values would creep up slowly, but with a decent difference (but not insanely OP) between the start and end of the range.
This isn't a direct "re-naming" of veteran ranks. The XP needed to gain 10 CP is a lot less than that needed to gain a Veteran level.

