I'm not feeling the Champion level.

  • mlstevens42_ESO
    mlstevens42_ESO
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    Having a certain amount of cp does not make or break any individual player.

    Showing cp to the world does not help anything.

    One has no idea how many skill points and individual toon has. One has no idea how they have set their skills their stats or if they have set cp in a fashion for them to be useful nor does showing this number let others know whether they have optimized their gear.

    Am I asking for all of this information? No I am not. I am saying those that are excluding others based on this number have no real idea what they are getting as the cp amount doesn't tell them if this is a brand new level 50 or a truly seasoned toon. Further it does not tell any one the true skill of the individual playing that toon.

    Therefore the number is actually meaningless. As such I would have preferred to have that number hidden. Since it serves no real or good purpose but that is just me. This coming from one who is over the cap.....
  • xblackroxe
    xblackroxe
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    Having a certain amount of cp does not make or break any individual player.

    Showing cp to the world does not help anything.

    One has no idea how many skill points and individual toon has. One has no idea how they have set their skills their stats or if they have set cp in a fashion for them to be useful nor does showing this number let others know whether they have optimized their gear.

    Am I asking for all of this information? No I am not. I am saying those that are excluding others based on this number have no real idea what they are getting as the cp amount doesn't tell them if this is a brand new level 50 or a truly seasoned toon. Further it does not tell any one the true skill of the individual playing that toon.

    Therefore the number is actually meaningless. As such I would have preferred to have that number hidden. Since it serves no real or good purpose but that is just me. This coming from one who is over the cap.....

    The problem is though if you try to find good people your chance at finding someone at cap is higher than at lets say 150-200 CP. Ofc CP doesn´t equal skill but at least it shows commitment to the game.
    Member of HODOR

    Dro-m'Athra Destroyer
  • EZgoin76
    EZgoin76
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    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.
    I want to change the world. I'm just to lazy to do it.
  • Arato
    Arato
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    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.
  • EZgoin76
    EZgoin76
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    Arato wrote: »
    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.

    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.
    Edited by EZgoin76 on June 4, 2016 12:58AM
    I want to change the world. I'm just to lazy to do it.
  • jeevin
    jeevin
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    Arato wrote: »
    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.

    Why not just open VR across alts? They could have easily tied a few passives to VR levels instead of taking all this time to develop another player barrier.
  • llSRRll
    llSRRll
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    I like the way it is now but they want to make it easier for people to make and level new characters. I like the fact that its hard to get multiple maxed out toons but if it makes more people play or continue to play I suppose it will make the game better.
  • mistermutiny89
    mistermutiny89
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    Just the same as before. No real changes except for levelling Alts. Only now our skills are more expensive than ever.

    ZoS is great at polishing poops and making them sound great but poop is still poop.
    Guild Leader : Defenders Of Miley
    XB1 EU
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    DC | 160 Breton NB - Vergil

    "Hmmm... Very convincing.. Does the illusion apply to.. Everywhere? Perhaps this one should have a moment alone in private to double check" - Razum'Dar
  • Gidorick
    Gidorick
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    EZgoin76 wrote: »
    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.

    @EZgoin76, I believe it was because early beta players complained about wanting to complete all 3 faction's content with one character.

    So they developed Vet Ranks, Silver & Gold.
    Edited by Gidorick on June 4, 2016 4:48AM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Stikato
    Stikato
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    The only thing that actually changed was trashing the V1-V16 grind. Other than that, its exactly the same system wrapped up in a different colored bow. Except now we can have CP180 gear grind, CP200 gear grind, etc.
    Mordimus - Stam Sorc
  • Gidorick
    Gidorick
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    Stikato wrote: »
    The only thing that actually changed was trashing the V1-V16 grind. Other than that, its exactly the same system wrapped up in a different colored bow. Except now we can have CP180 gear grind, CP200 gear grind, etc.

    And that's pretty much my point @Stikato , the bow doesn't feel like an Elder Scrolls bow. Sure, there are actual, real issues that could come up with the Champion System as the main leveling system, but I'm just not feeling it.

    It's like that Toon mod for Skyrim. It's cool, for sure, but the next Elder Scrolls wouldn't adopt that style because it's not the Elder Scrolls Style.

    https://youtu.be/sxbo-Hy0gMw
    Edited by Gidorick on June 4, 2016 5:11AM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    There are two things I'm picking up here, so I'll try to restate @Gidorick. First, I get the sense that you do not feel the Champion System fits Elder Scrolls. I'm actually inclined to disagree since it feels an awful lot like the Skyrim leveling experienced and perks. It has its own ESO spin, but there's definitely a connection there. Secondly, you don't like the way it displays and the elitism that might come from that. I understand this concern, but as long as they keep the bar low on the gear it shouldn't be too big of a problem should it? In terms of the esthetics of the system, I really can't speak to that. I recall the Stargate MMo was going to have their levels similar, where each level was very minor in importance and they would unroll new content fairly regularly. That was what they were going for, and It seems to me like that is what ZoS is trying to do here. My question to you, is how would you take the system as designed and make it esthetically more pleasing, less 'elitist' and more Scroll-Like?
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • hrothbern
    hrothbern
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    There are two things I'm picking up here, so I'll try to restate @Gidorick. First, I get the sense that you do not feel the Champion System fits Elder Scrolls. I'm actually inclined to disagree since it feels an awful lot like the Skyrim leveling experienced and perks. It has its own ESO spin, but there's definitely a connection there. Secondly, you don't like the way it displays and the elitism that might come from that. I understand this concern, but as long as they keep the bar low on the gear it shouldn't be too big of a problem should it? In terms of the esthetics of the system, I really can't speak to that. I recall the Stargate MMo was going to have their levels similar, where each level was very minor in importance and they would unroll new content fairly regularly. That was what they were going for, and It seems to me like that is what ZoS is trying to do here. My question to you, is how would you take the system as designed and make it esthetically more pleasing, less 'elitist' and more Scroll-Like?

    +1

    ".... but as long as they keep the bar low on the gear it shouldn't be too big of a problem should it?"

    This is the key of keeping the flock together
    and give everybody a feeling of progress

    Newbies and non-elitist easy-going players have the catch up mechanism to easily get to the gear level, now at CP 160...
    and easy access to all the newest cool gear in the game, including easy to get new gear.

    profi's can go to the max possible with the CP cap and the very grinding top gear, to squeeze out the last min-max percentage

    Edited by hrothbern on June 4, 2016 6:02AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    jrgray93 wrote: »
    yodased wrote: »
    lua is a great resource, more than likely you have the ability to turn those off :)

    The problem with this is that they only turn it off for you. All that does is put you at an informational disadvantage to other players. I don't think champion points should have been made available to see to begin with. All it does is encourage people to only group with players of high CP value. That's not conducive to a friendly experience for newer or more casual players, who are necessary for the good of the game.

    Should they keep the value visible to other players, I think it would make more sense if anything over 160 just showed as "160+." It's nice to know people can wear max value gear and your group leader will scale correctly. What's not necessary and creates an environment of elitism is showing things like 501.

    May not be the best change its definitely not what I thought it would be but rolling in PvP with 501+ CP I don't get ganked as often granted I would win most of those fights but it's great not being attack on my way to a real fight.
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  • temjiu
    temjiu
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    To be honest, I would have been happy with simply extending the levels to 80 or whatever. or the CP system. I just hated VR. I was one of those folks that literally cancelled my subs because of VR. But I would have been just as happy with lvl 80 as VR16...it was a horrible answer to the outcry of MMO players asking for an endgame. it wasn't just that either, it was the broken Cadwells silver/gold. It still has issues, but it's slowly getting there.

    I think the underlying problem is instead of having a smooth transitioning system, they have pretty much clunked on different concepts. one different here...one over there. I don't mind the CP, but I admit it feels a bit clunky. It does remind me of the skill system in Skyrim...but it isn't for skills, it's for character passives. The skills that should be there are gated behind a very limited "tier" system instead of an open point system. Add to that the class specilization, and thats...um...3 different concepts all meshed together.

    Love the game, but at the same time it feels like the borrowed from 5 different games, and glued them all together with elmer's glue and tape. Instead of a well designed work slowly chipped from the same piece of granite, It reminds me of my first Popsicle stick fortress...there was allot more glued on there then Popsicle sticks! The cat avoided me for weeks...

    On the flip side...the CP system is still pretty fresh, even though it's been out for awhile. This patch finally put the VR system to rest (thankfully IMO), and the CP is here. It will take some time to balance. I foresee it getting better. it isn't perfect, but it's a bit lateto make dynamic reversals...the glue has dried. They barely survived the massive redirection they took from killing VR levels...I don't think the game would survive another game changing upheaval like that. Is it perfect? no. But im OK enough with it to let it be as it is, and allow the team to do their best to make it the best elmer's glue system they can make it.

    Quick note on elitism: In my 15+ years of playing MMO's, there are a few things that you can pretty much guarantee will be there. One is bugs. Two is elitism. If there is a structured advancement system post level cap, there will be elitists that feed their egos by dragging others through the mud. The only way to get rid of elitism is to kill any progression past max lvl. And we know how that would work out.

    well, perhaps we don't. perhaps there's a group of folks that think that an MMO could survive if it was just like a single player game. I haven't seen one make it yet, but then again, I'm not the person laying millions of their shareholders dollars on the line to feed the budget of said game. I just fork over my 15$ a month to have the privilege of playing it.
    Edited by temjiu on June 4, 2016 6:48AM
  • Arato
    Arato
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    EZgoin76 wrote: »
    Arato wrote: »
    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.

    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.

    Because initially there was no endgame. You got to 50, and some people said they wanted to do the other faction's zones on their character that was already leveled up.. so ZOS created VR's to make an end game. People didn't like it, so they started making plans to remove them, since real end game was coming anyway with trials and such.

    But it's a lot easier to add levels, than take them away, which made the removal very complicated.

    They wanted a system that allowed for longer term progression, but make every level up less impactful than normal character levelups (normal character level impacts a lot of things in regard to character strength, relative crit rates, relative armor effectiveness, even adding a miss chance if you're much higher level than your opponent. A VR1 would straight up whiff on a perfectly aimed attack against a VR16

    Personally, I just would have bit the bullet, made the cap 50, left in champion levels but not have them effect gear or character strength beyond the passive effects you put points into, reduced all Tier 6 and above gear down to Tier 5. Ebony/Daedric is the top tier of material in any Elder Scrolls game except ESO.

    the team did a huge disservice by not only delaying the VR removal but expanding the VR cap multiple times, just making their job harder as more people became invested in the VR system. Console players never should have had to know VR's in the first place.

    Now yes, they are removed, yet there's a gaping hole left from a bloated system being ripped out, now you have Tier 6-9 materials that are basically worthless to anyone who had a VR16 character on their account, good thing for crafting bags making the bloat and excess materials not as noticable I guess, but there's basically no point to gathering in any zones from cadwell's silver up until IC or Wrothgar, I guess upper craglorn for nirncrux, but that's it.

    ZOS basically made a mess and drug their feet about cleaning it up until they couldn't clean it up entirely and so there's still stains from the mess they made everywhere earlier.
    Edited by Arato on June 4, 2016 7:51AM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Arato wrote: »
    EZgoin76 wrote: »
    Arato wrote: »
    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.

    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.

    Because initially there was no endgame. You got to 50, and some people said they wanted to do the other faction's zones on their character that was already leveled up.. so ZOS created VR's to make an end game. People didn't like it, so they started making plans to remove them, since real end game was coming anyway with trials and such.

    But it's a lot easier to add levels, than take them away, which made the removal very complicated.

    They wanted a system that allowed for longer term progression, but make every level up less impactful than normal character levelups (normal character level impacts a lot of things in regard to character strength, relative crit rates, relative armor effectiveness, even adding a miss chance if you're much higher level than your opponent. A VR1 would straight up whiff on a perfectly aimed attack against a VR16

    Personally, I just would have bit the bullet, made the cap 50, left in champion levels but not have them effect gear or character strength beyond the passive effects you put points into, reduced all Tier 6 and above gear down to Tier 5. Ebony/Daedric is the top tier of material in any Elder Scrolls game except ESO.

    the team did a huge disservice by not only delaying the VR removal but expanding the VR cap multiple times, just making their job harder as more people became invested in the VR system. Console players never should have had to know VR's in the first place.

    Now yes, they are removed, yet there's a gaping hole left from a bloated system being ripped out, now you have Tier 6-9 materials that are basically worthless to anyone who had a VR16 character on their account, good thing for crafting bags making the bloat and excess materials not as noticable I guess, but there's basically no point to gathering in any zones from cadwell's silver up until IC or Wrothgar, I guess upper craglorn for nirncrux, but that's it.

    ZOS basically made a mess and drug their feet about cleaning it up until they couldn't clean it up entirely and so there's still stains from the mess they made everywhere earlier.

    I actually think they're on the right track tough with places like Craglorn. Some materials SHOULD be from specific parts of Tamriel. Jarrin root for instance should be from Stros M'kai. Saltrice is really more of a Morrowind thing. A lot of items could find they are needed from different locations and I think that would be great! Give crafters a reason to farm a specific map for their purposes. This adds depth to the game. Most of us who do alchemy in this game for instance know that you'll find mushrooms generally in dark places around rocks or next to a tree. Water Hyacinth and Nirnroot are around water. I'm just suggesting I like the idea of making some materials specific to certain Provinces or even narrower regions of the conditions make sense.

    I also agree with you that the progression of materials is odd for a TES game.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Apocalypse1981
    Apocalypse1981
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    I actually think its pretty good. I Always enjoyed leveling alts and now it will be less of a grind.
    Regarding the whole cp visibilty: i dont mind, elitism will always find a way.
    Ppl who kick others in a pug cause of low cp arent elitist they are just *** and you cant do anything about it other than report and move on.
  • Faulgor
    Faulgor
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    Gidorick wrote: »
    Stikato wrote: »
    The only thing that actually changed was trashing the V1-V16 grind. Other than that, its exactly the same system wrapped up in a different colored bow. Except now we can have CP180 gear grind, CP200 gear grind, etc.

    And that's pretty much my point @Stikato , the bow doesn't feel like an Elder Scrolls bow. Sure, there are actual, real issues that could come up with the Champion System as the main leveling system, but I'm just not feeling it.

    It's like that Toon mod for Skyrim. It's cool, for sure, but the next Elder Scrolls wouldn't adopt that style because it's not the Elder Scrolls Style.

    https://youtu.be/sxbo-Hy0gMw


    I really don't see how it isn't, or at least is less Elder Scrolls than the veteran system. The champion system feels like a crossover between the older attribute systems and the perk system from Skyrim. Spending champion points actually feels like a choice, like chosing which attribute or perk to increase on levelup, instead of just another skill point of which you already have more than enough.

    I actually feel like the champion system is the most Elder Scrolls-like part of the character system, to the point where level 1-50 feel "tacked on". So I can't really see why you feel it isn't, unless you can explain it better.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Gidorick
    Gidorick
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    There are two things I'm picking up here, so I'll try to restate @Gidorick. First, I get the sense that you do not feel the Champion System fits Elder Scrolls. I'm actually inclined to disagree since it feels an awful lot like the Skyrim leveling experienced and perks. It has its own ESO spin, but there's definitely a connection there. Secondly, you don't like the way it displays and the elitism that might come from that. I understand this concern, but as long as they keep the bar low on the gear it shouldn't be too big of a problem should it? In terms of the esthetics of the system, I really can't speak to that. I recall the Stargate MMo was going to have their levels similar, where each level was very minor in importance and they would unroll new content fairly regularly. That was what they were going for, and It seems to me like that is what ZoS is trying to do here. My question to you, is how would you take the system as designed and make it esthetically more pleasing, less 'elitist' and more Scroll-Like?

    I can actually cut and paste one of my previous responses for part of this...

    [paste]
    I agree the user interface is more like Skyrim's skill trees @vyndral13preub18_ESO , I think that was their inspiration for the champion system. I think the champion system is fine as a side-system, but not as the main system of levels. In Skyrim the character leveling is very much like ESO level 1-50. However, Skyrim skill leveling is very much like the champion system. They are concurrent systems. You levels skills and when you've leveled enough skills your character levels up.

    In ESO you level your character to 50... then you stop leveling your character and level your skills. VR and CP together was more similar to Skyrim.

    In fact, I would be entirely cool with the whole system being retooled so that players earn CPs from the get go, CPs are character specific, and our level cap was raised to 80. That would be for another thread, though.
    [/paste]

    I honestly don't mind the elitism personally. I get why some people have an issue with it, but I really don't. If you play ESO a lot more than me and/or put more effort into learning it's mechanics and complete more of the end-game competitive content than I do... why shouldn't you be able to see me, see you, and feel like you're better than I am?

    I would pretty much do what I fist suggested back in May 2015 :

    https://forums.elderscrollsonline.com/en/discussion/174148/level-50-80-vr-1-16-replacement-a-new-ish-concept/p1
    Gidorick wrote: »
    This is a similar, but different concept for Veteran Rank replacement. While I am still suggesting VR be replaced with straight levels there are enough differences for me to just make a new thread. This thread does not suggest that we continue progression past level cap… I’ve separated that into another thread. :wink:

    TL/DR
    ZOS should convert Veteran Ranks to 30 levels, distributing the skill points of the 16 Vet Ranks accordingly.

    Topics:
    • Immediately raise the level cap to 80
    • Convert all gear/recipes to the appropriate level
    • Skill, Attribute, and Champion Points
    • Current VR Rank Conversion

    Immediately raise the level cap to 80
    Soon, each VR Rank takes 850K XP to achieve. This is a daunting a task for many players, especially considering that the average XP requirement per level 41-50 is about 111,000 XP. Taking the average multiplier between levels 10-50 we can see a progression that is much more gradual and in line with the average increase in the XP required for each level prior to level 50.
    AYBHLo6.png?1
    In this post 50 Level system proposition, the first level in which players are required to achieve more than 1 million XP would be level 80, the suggested CAP. Level 80 would require 1,020,034 XP to reach.

    The TOTAL number of XP required to level from VR1 to VR16 is 12,750,000. This proposed change would increase the total number of XP required to be about 13,800,000. Many VR 14 players would automatically achieve level 80 and would be at max level.
    Qu2rDKF.png?1
    Convert all gear/recipes to the appropriate level
    This new system would facilitate the conversion of current VR Gear and Recipes to Level gear and recipes.
    aDah0dS.png?1
    Old Chart
    fv29tbD.png?1

    If it’s decided to increase the levels beyond 80 ZOS could use the established gear interval to have gear released for every 2 levels instead of every single level. More on that in the thread Ongoing Level Progression Concept (not yet posted)

    Skill, Attribute, and Champion Points
    Post 50 progression incentives should be a little more separated than pre 50 progression. Skill points (SP), Attribute Points (AP), Champion Points (CP), and Gear Requirements (GR) shouldn’t be awarded for every level. These points can be distributed at a wider interval than 1-49 leveling.

    Below is a chart of when players would be awarded the different progression incentives. It should be noted that this progression would not add any additional Skill Points or Attribute points to the current Veteran Rank system, they will just be awarded at different XP intervals.
    aVVKSrk.png?1
    Old Chart
    7LjbXBs.png?1

    It's interesting to note that adding 2 VR levels would actually make the conversion to levels 50-80 a more direct conversion.
    • Skill Points: Skill points should be awarded every other level. This will result in the same 16 skill points that are awarded during VR leveling.
    • Attributes: Attribute points should continue to be awarded every other level.
    • Champion Points: Champion points should remain to be a tangential progression and will provide players with a much more specialized character. Players should earn additional CP by leveling. Players should receive 1 CP every other level. This would be in addition to their normal CP gain.

      This can be accomplished by granting a player 400K non-enlightened XP to the Champion Progression. If a player has 125K XP toward a Warrior CP, they will be awarded the Warrior CP and will then have 125K toward their next Thief CP. Their CP level would increase accordingly.
    Current VR Rank Conversion
    Many players who have characters past level 49 maxed would need to adjust their attribute points upon to conversion of VR Ranks to Level conversion. The following would have to occur:

    Characters above level 49 would:
    • Have their VR Rank converted to levels dependent on the total number of XP they have earned.
      U1td5ZS.png
    • Gain additional CP levels in accordance with their new level.
    These changes would bring a player who previously gained VR 16 in line with a player who climbs to level 80. A player who has 8 VR 16 characters would automatically gain an additional 128 Champion levels. Some may view this as being too much but a player who takes 8 characters to level 80 would receive a total of around 380 Champion Points (assuming a player gets about 2 CP per 850 thousand XP).

    Overview
    Using this concept, players who are leveling past level 49 will experience a more rewarding leveling experience and not feel the daunting pressure that is currently felt with the Veteran Ranks. This will help make progression more interesting and more rewarding. This post-level 50 progression should be accompanied by additional skills and DLC for players to consume, but that is for another post.

    Thoughts?

    Levels + CP was very similar to Skyrim's leveling with skill levels coupled with character levels, but with the CP system we are left with just character levels pre level 50 and post 50 is just the more granular system. Also, having "levels that are 300...400...500 just isn't "Elder Scrolls'y" and the champion system will eventually reach level 3600!!!

    Since this is an MMO higher levels are to be expected. In one of my other concepts I suggest ZOS raise the level cap once per month. Even if they converted Vet Ranks to level 50-80 and then raised the level once per month we would see level 200 in 10 years. While, sure, 200 seems high.. it's a much more reasonable allowance than 3600.
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  • Gidorick
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    Faulgor wrote: »
    Gidorick wrote: »
    Stikato wrote: »
    The only thing that actually changed was trashing the V1-V16 grind. Other than that, its exactly the same system wrapped up in a different colored bow. Except now we can have CP180 gear grind, CP200 gear grind, etc.

    And that's pretty much my point @Stikato , the bow doesn't feel like an Elder Scrolls bow. Sure, there are actual, real issues that could come up with the Champion System as the main leveling system, but I'm just not feeling it.

    It's like that Toon mod for Skyrim. It's cool, for sure, but the next Elder Scrolls wouldn't adopt that style because it's not the Elder Scrolls Style.

    https://youtu.be/sxbo-Hy0gMw


    I really don't see how it isn't, or at least is less Elder Scrolls than the veteran system. The champion system feels like a crossover between the older attribute systems and the perk system from Skyrim. Spending champion points actually feels like a choice, like chosing which attribute or perk to increase on levelup, instead of just another skill point of which you already have more than enough.

    I actually feel like the champion system is the most Elder Scrolls-like part of the character system, to the point where level 1-50 feel "tacked on". So I can't really see why you feel it isn't, unless you can explain it better.

    I just covered this in the above post @Faulgor so look up! :lol:

    but for the TL/DR.. in Skyrim the attribute level and character level were systems that worked side by side... together. In ESO we now have a pre 50 leveling and a post 50 leveling system. Pre 50 is like the Character levels in Skyrim. Post 50 is like the attribute levels. and now we have an elder scrolls where your character can be level 500? That's a bit excessive.
    Edited by Gidorick on June 4, 2016 9:52AM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

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  • EZgoin76
    EZgoin76
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    Gidorick wrote: »
    EZgoin76 wrote: »
    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.

    @EZgoin76, I believe it was because early beta players complained about wanting to complete all 3 faction's content with one character.

    So they developed Vet Ranks, Silver & Gold.

    Ty @Gidorick That's the answer I was looking for.
    I want to change the world. I'm just to lazy to do it.
  • Tandor
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    The trouble is that there are so many different ways the issue of veteran levels could have been resolved, with no two people likely to agree on which way would be best. Some wanted veteran levels kept, some wanted an extension of the ordinary leveling so VR 1 became level 51 etc, while there was also a lot of support for replacing veteran levels with champion points. I personally have no problem with the concept of replacing veteran levels with champion points although I hate that they are account-wide.

    I have a fair bit of sympathy for the devs, they accepted that players didn't like grinding and put a different system in place and now the players don't like the different system! Yet another example of them being damned if they do, damned if they don't.

    A lot of the present unhappiness is more of a display issue, and that could and should be dealt with very easily by making all UI displays such as CPs and user names etc optional.

    The elitism aspect can really only be fully dealt with, however, by a combination of educating the elitists and encouraging the non-elitists to stick together and play the way they want without troubling (or being troubled by) the elitists.

    It is still very early days so far as the new system is concerned, most players haven't been on the PTS and aren't in a position to judge it inside a week, and I'm sure things will settle down as people adjust to the changes and get used to them. Providing more display options would help in that respect and should be easily achieved if ZOS are listening to the arguments and willing to respond.
  • Arato
    Arato
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    Arato wrote: »
    EZgoin76 wrote: »
    Arato wrote: »
    EZgoin76 wrote: »
    I'm a console player so I have no idea if it was different before console release but why even have VR ranks to begin with?

    Why did they not just stick with regular levels, i.e. levels 1 through 50, open up the CP system at level 50. Then cap levels at 65 until content demanded higher levels.

    I may be thinking a little to simplistic, idk.

    Because this method opens up the game for all your alts once you hit level 50. Before, your alts were only 1/4 of the way to being able to do group content when they hit 50. They still had to do all the questing they did from 1-50 2 more times, plus another 6 veteran ranks worth of xp to reach the cap.

    Yes that's the way it is now. My question was why they made VR levels in the first place. Instead of having regular levels like I said above.

    I'M on my phone so I won't go further into it but I think this could have all been avoided in the first place.

    Because initially there was no endgame. You got to 50, and some people said they wanted to do the other faction's zones on their character that was already leveled up.. so ZOS created VR's to make an end game. People didn't like it, so they started making plans to remove them, since real end game was coming anyway with trials and such.

    But it's a lot easier to add levels, than take them away, which made the removal very complicated.

    They wanted a system that allowed for longer term progression, but make every level up less impactful than normal character levelups (normal character level impacts a lot of things in regard to character strength, relative crit rates, relative armor effectiveness, even adding a miss chance if you're much higher level than your opponent. A VR1 would straight up whiff on a perfectly aimed attack against a VR16

    Personally, I just would have bit the bullet, made the cap 50, left in champion levels but not have them effect gear or character strength beyond the passive effects you put points into, reduced all Tier 6 and above gear down to Tier 5. Ebony/Daedric is the top tier of material in any Elder Scrolls game except ESO.

    the team did a huge disservice by not only delaying the VR removal but expanding the VR cap multiple times, just making their job harder as more people became invested in the VR system. Console players never should have had to know VR's in the first place.

    Now yes, they are removed, yet there's a gaping hole left from a bloated system being ripped out, now you have Tier 6-9 materials that are basically worthless to anyone who had a VR16 character on their account, good thing for crafting bags making the bloat and excess materials not as noticable I guess, but there's basically no point to gathering in any zones from cadwell's silver up until IC or Wrothgar, I guess upper craglorn for nirncrux, but that's it.

    ZOS basically made a mess and drug their feet about cleaning it up until they couldn't clean it up entirely and so there's still stains from the mess they made everywhere earlier.

    I actually think they're on the right track tough with places like Craglorn. Some materials SHOULD be from specific parts of Tamriel. Jarrin root for instance should be from Stros M'kai. Saltrice is really more of a Morrowind thing. A lot of items could find they are needed from different locations and I think that would be great! Give crafters a reason to farm a specific map for their purposes. This adds depth to the game. Most of us who do alchemy in this game for instance know that you'll find mushrooms generally in dark places around rocks or next to a tree. Water Hyacinth and Nirnroot are around water. I'm just suggesting I like the idea of making some materials specific to certain Provinces or even narrower regions of the conditions make sense.

    I also agree with you that the progression of materials is odd for a TES game.

    In a perfect world, ESO wouldn't even have a level system at all, just skill levels and champion perk points, but zones wouldn't be level based, some mobs would be tougher than others in the same zone.

    You'd then have materials gathered not by what level they are, but how they fit into the geography of the zone.

    Like you wouldn't find the same types of trees in Skyrim that you'd find in Summerset isles.

    In that system the quality of gear you could wear would be determined by your skill level rather than an overall character level (IE to wear Ebony gear you'd need 45+ in heavy armor)
  • Gidorick
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    Arato wrote: »
    In a perfect world, ESO wouldn't even have a level system at all, just skill levels and champion perk points, but zones wouldn't be level based, some mobs would be tougher than others in the same zone.

    You'd then have materials gathered not by what level they are, but how they fit into the geography of the zone.

    Like you wouldn't find the same types of trees in Skyrim that you'd find in Summerset isles.

    In that system the quality of gear you could wear would be determined by your skill level rather than an overall character level (IE to wear Ebony gear you'd need 45+ in heavy armor)

    I disagree that we shouldn't have a level system at all @Arato I DO agree that the surrounding world shouldn't be based on that leveling system in the way that it is. Different sections of each zone should have varied in levels. We should have had the feeling of "woah, I'll come back later" in certain areas of every zone, like deep forest. When low level, we should have had a reason to stay on the roads, not go out at night and not venture too deep into caves and such. Heck, even caves should have multiple "levels" in them. Every zone should have areas of play that are viable for multiple levels of characters.

    Having level based crafting materials always struck me as being odd. I get that better materials yield better gear, that's as it should be. but I don't get low level characters not being able to equip high level gear. If you can afford it or make it with an alt, why not? Heck... I would even support an "overleveled gear" negative effect.

    Sure you're more protected and you're defense statistics are higher but your movement speed is reduced. Better protected but walking around clumsily.

    Oh well. What could have been, eh?
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

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  • I_killed_Vivec
    I_killed_Vivec
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    I dunno....

    How about introducing a ranking system?

    Maybe after each 10 CP you get you go up a rank - let's call it a "Veteran Rank".

    Then we could scale the gear you can use, the food and drink you can eat, the potions you can take, the zones you progress through - basically everything - off the Veteran Rank that you have! Simple, neat, efficient, and easy to understand!

    I imagine there would be complaints... :)

  • Gidorick
    Gidorick
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    I dunno....

    How about introducing a ranking system?

    Maybe after each 10 CP you get you go up a rank - let's call it a "Veteran Rank".

    Then we could scale the gear you can use, the food and drink you can eat, the potions you can take, the zones you progress through - basically everything - off the Veteran Rank that you have! Simple, neat, efficient, and easy to understand!

    I imagine there would be complaints... :)

    This got a guttural laugh from me. Thanks for the grin @I_killed_Vivec . :lol:
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Arato
    Arato
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    Gidorick wrote: »
    Arato wrote: »
    In a perfect world, ESO wouldn't even have a level system at all, just skill levels and champion perk points, but zones wouldn't be level based, some mobs would be tougher than others in the same zone.

    You'd then have materials gathered not by what level they are, but how they fit into the geography of the zone.

    Like you wouldn't find the same types of trees in Skyrim that you'd find in Summerset isles.

    In that system the quality of gear you could wear would be determined by your skill level rather than an overall character level (IE to wear Ebony gear you'd need 45+ in heavy armor)

    I disagree that we shouldn't have a level system at all @Arato I DO agree that the surrounding world shouldn't be based on that leveling system in the way that it is. Different sections of each zone should have varied in levels. We should have had the feeling of "woah, I'll come back later" in certain areas of every zone, like deep forest. When low level, we should have had a reason to stay on the roads, not go out at night and not venture too deep into caves and such. Heck, even caves should have multiple "levels" in them. Every zone should have areas of play that are viable for multiple levels of characters.

    Having level based crafting materials always struck me as being odd. I get that better materials yield better gear, that's as it should be. but I don't get low level characters not being able to equip high level gear. If you can afford it or make it with an alt, why not? Heck... I would even support an "overleveled gear" negative effect.

    Sure you're more protected and you're defense statistics are higher but your movement speed is reduced. Better protected but walking around clumsily.

    Oh well. What could have been, eh?

    Well the way I see it, because we have individual skill lines with individual skill levels, there's no need for there to be an overall "character level" at all, and it feels really artificial to have zones segregated by level to begin with. Single player TES games don't work that way, and they feel more organic because of it.

    I mean why's a giant spider in this zone so much more powerful than a giant spider one loading screen away in another zone?

    Essentially more sandbox elements while still maintaining a high quality of developer made content and quests.

    This game tries to bridge TES and MMO, unfortunately it takes too many themepark elements from the MMO side.
  • dodgehopper_ESO
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    Arato wrote: »
    Gidorick wrote: »
    Arato wrote: »
    In a perfect world, ESO wouldn't even have a level system at all, just skill levels and champion perk points, but zones wouldn't be level based, some mobs would be tougher than others in the same zone.

    You'd then have materials gathered not by what level they are, but how they fit into the geography of the zone.

    Like you wouldn't find the same types of trees in Skyrim that you'd find in Summerset isles.

    In that system the quality of gear you could wear would be determined by your skill level rather than an overall character level (IE to wear Ebony gear you'd need 45+ in heavy armor)

    I disagree that we shouldn't have a level system at all @Arato I DO agree that the surrounding world shouldn't be based on that leveling system in the way that it is. Different sections of each zone should have varied in levels. We should have had the feeling of "woah, I'll come back later" in certain areas of every zone, like deep forest. When low level, we should have had a reason to stay on the roads, not go out at night and not venture too deep into caves and such. Heck, even caves should have multiple "levels" in them. Every zone should have areas of play that are viable for multiple levels of characters.

    Having level based crafting materials always struck me as being odd. I get that better materials yield better gear, that's as it should be. but I don't get low level characters not being able to equip high level gear. If you can afford it or make it with an alt, why not? Heck... I would even support an "overleveled gear" negative effect.

    Sure you're more protected and you're defense statistics are higher but your movement speed is reduced. Better protected but walking around clumsily.

    Oh well. What could have been, eh?

    Well the way I see it, because we have individual skill lines with individual skill levels, there's no need for there to be an overall "character level" at all, and it feels really artificial to have zones segregated by level to begin with. Single player TES games don't work that way, and they feel more organic because of it.

    I mean why's a giant spider in this zone so much more powerful than a giant spider one loading screen away in another zone?

    Essentially more sandbox elements while still maintaining a high quality of developer made content and quests.

    This game tries to bridge TES and MMO, unfortunately it takes too many themepark elements from the MMO side.

    That would be cool, but I suspect its considered a little too avant garde for most consumers sadly.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • GreenhaloX
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    I'm thinking you would be feeling it once your CP are in the 400 and allocated it right and also able to sustain more damages taken and also put out more damages.
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