Uriel_Nocturne wrote: »I disagree. Even the OP has agreed with us on the content in this thread and the detrimental effects it's having on the game.NewBlacksmurf wrote: »I think @Uriel_Nocturne and @Robbmrp that you all are taking this OP and moving it to something completely different.
The topic doesn't agree with cosmetically converting VR levels to numeric levels in the same functionality as the Vet system.
The topic is suggesting that the current attempt to display requirements and NPC difficulty as well as character progression from the VR system as a CP level isn't desired and feels done wrong.
Its not anything around VR levels staying character specific and being character levels 50-66 (which by the way VR wasn't even a character level)
*I just wanted to clarify that you don't agree but perhaps you all as well as I feel that displaying CP is wrong. Just that, and nothing else.
Even if the display of the CP totals were the core issue at hand, that in itself opens up an entirely new host of issues directly related to that display.
Some of those are also mentioned in https://forums.elderscrollsonline.com/en/discussion/269331/cp-displays-negative-side-effects#latest <--- this thread.
The elitism is starting to rear its ugly head, just as was forewarned in the PTS. And that's only one issue around displaying the CP totals. There are more, and the firestorm is already starting.
While I know I sound like some lunatic "doomsayer", the truth of the matter is that it's starting. It is really happening.
And it is all tied back to the insistence that Vet Ranks needed to be removed, and the very vocal minority was able to convince Zenimax that an "only CP progression end-game" was somehow a good idea.
The related aftereffects are inseparable from the root cause brought forth by @Gidorick .
Jennifur_Vultee wrote: »The simple solution was obvious but some people hated VR with a passion and would accept nothing less than the rebranding of VR that they got. Zenimax could have done something like this...
Keep the current VR leveling structure in place, a new player leveling from level 49 becomes VR1.
A player on an alt that levels to VR1 could be given the option to jump to the players highest VR level or continue to level normally as if there was no change. If they chose to level normally they could reset that later for a fee, maybe 5000 gold or something to jump the alt to their max character VR level. That would have made people who don't want to actually play alts to max level happy and would have made people like me who wanted to play alts to max level happy.
What we got was a simple rebranding of VR to CP Ranks with everyone's alts auto jumping to max character level. We also got the associated visual eyesore that is Level 50 Champion Point XXX system...its not simple to read at a glance like the VR shield and number. CP as a leveling system is messy, introduces yet again another number bloat because hey 160 is bigger than 16 so it must be better. Its nothing but lip service to those who hated VR, a slap in the face to those who liked VR and introduces a system that feels cumbersome. I personally hate the conversion.
dodgehopper_ESO 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.
ConeOfSilence wrote: »I like the new system. In reality there wasn't much value in the vet rankings only in health, stam and magic attribute points, the real toon changing power is in the CP points, e.g more crit damage , faster stam regen and so forth. There is still the grind too until you get to 501 my vet16 was only just over 400 when the system changed over.
1. The only reason VR got removed was because it was character bound,VR remnants are still here but without being character bound.NewBlacksmurf wrote: »So why even have CP of the actual leveling system that existed with VR is still here?
What's the point of a CP cap for using Passives and another CP cap for gear
Wasn't the whole point of removing VR partly cause the two systems couldn't co-exist as they didn't make sense together?
Why don't we have gear with an indicator of how strong it is (not a CP indicator)
And then keep the CP cap for use and remove the CP requirement for gear entirely.
Gear should be gear....and if it gets better by NPC difficult that works but NPC difficulty should align with levels 49-56+ not any CPs cause NPCs aren't assigning CP points...right?
If they are, then we need to know what's assigned to combat them which requires a whole different design.
Funny thing is everybody now seems to be against it but 90% of this forum were crying for it for almost a whole year hahah
I didn't think the veteran system WITH the CP system couldn't coexist @NewBlacksmurf , I quite liked the combination of the two. Sure, I think the CP system could be tweaked a bit but it was cool to have little progressions that helped you build toward a large goal. Now there is no larger goal.
I still believe the problem with Vet ranks was the fact that players just hit an XP wall with Vet Ranks. The below image uses the actual level to vet ranks ratio.
If ZOS just continued the stairs at the same rate, no one would have minded.
Oh well... it's past. No sense in whining about it anymore. We're stuck with Champion Points alone. Such a shame.
I_killed_Vivec wrote: »And even though I've taken advantage of that myself I'm not sure it's a good thing...
Agreed @Gidorick . You, I, and a whole host of other people warned people about this. We told them that the Elitism and Horizontal Progression would set in, and after that there would be nothing but boredom and a sense of "why bother?".I_killed_Vivec wrote: »And even though I've taken advantage of that myself I'm not sure it's a good thing...
SO much this @I_killed_Vivec ... I really think in a years time the forum will be full of people complaining that they are bored because they are at CP cap and they don't feel like playing if they aren't going to progress.
Feels like Diablo Paragon levels to me. -shrug-
Feels like Diablo Paragon levels to me. -shrug-
And neither of those are part of The Elder Scrolls franchise @Ravinsild , that's my main gripe.
I_killed_Vivec wrote: »I didn't think the veteran system WITH the CP system couldn't coexist @NewBlacksmurf , I quite liked the combination of the two. Sure, I think the CP system could be tweaked a bit but it was cool to have little progressions that helped you build toward a large goal. Now there is no larger goal.
I still believe the problem with Vet ranks was the fact that players just hit an XP wall with Vet Ranks. The below image uses the actual level to vet ranks ratio.
If ZOS just continued the stairs at the same rate, no one would have minded.
Oh well... it's past. No sense in whining about it anymore. We're stuck with Champion Points alone. Such a shame.
I didn't see the problem with VR at all. Yes, the size of the steps was greater, but these were Veteran ranks!
I also enjoyed the way I came into each zone a little below the VR rank for that zone and had to fight hard. Then I levelled up and the second half of the zone was easier, but when I started the next zone it was more difficult again. Each zone, as well as each VR, gave a sense of progression.
CP were originally heralded as something different, something that would increase diversity, reward different choices. Something that would provide "horizontal" progression - which was obviously a myth. In a game where you progress by killing things, you want to get better at killing things
Apart from a more granulated progression (but even more of a grind), the only thing that CP offer that VR didn't is that they are account based.
And even though I've taken advantage of that myself I'm not sure it's a good thing...
j.murro2ub17_ESO wrote: »If you know the history of VR ranks in this game, you wouldn't even be having this discussion.
NewBlacksmurf wrote: »- CP tiers are now to somehow represent VR levels but they don't because anyone who had a mix of VR's now is promoted without adequate gear to a much higher CP (VR level)
There's going to be quite a few people feeling this pinch in the near future I think.NewBlacksmurf wrote: »- CP tiers are now to somehow represent VR levels but they don't because anyone who had a mix of VR's now is promoted without adequate gear to a much higher CP (VR level)
I never did get a VR16 (the grind was too stronk, kept rerolling alts got them to VR7 or 8 max then rerolled more alts) and now this is the problem I'm having lol.
Remaking full sets of gear for all my CP160 characters (Like...5 or so?) I was not prepared!
I hadn't really gotten many of those VR16 materials (because I never farmed them because I was never that level) so now I am under-geared and under-materialed and poor xD
It's okay though. But this is a legitimate "problem".
The first time I tried to fight something I was like "WTF? Did they nerf my entire build!? Stam DK got super nerfed!?"
Well no. I was in a VR5 zone but the monsters were scaled to CP150 and I had on like CP40 (VR4) gear...so the disparity was apparent.