WatchYourSixx wrote: »The calculations are already done with gear and CP, or in other words your statistics. This is what I meant by a "gear score". There's already an interesting tool that can be used to compare gear and CP, among other things. Uesp's build editor has a value that includes all relative damage modifiers to give you an "effective weapon/spell power". You can use this to conclude things such as burning spellweave with a high uptime is better than mother's sorrow. Etc etc.
My point being that I wouldn't mind seeing a value like that, that tells you your "theoretical damage" per say. Not sure how it would apply to tanks or healers.
This still doesn't include skills, which the game has no calculations that tell you "this combination of skills would give you more damage" that is something left up to the player. And even if you have the perfect skills for the maximum dps, heals, or tanking, it still doesn't show how effective they are with them. You could have perfect gear in the world, perfect skills, and yet still perform very poorly in your role. No magical number can tell you that.
NewBlacksmurf wrote: »Let's see - a StamSorc would count as what then? - blue or green or maybe some other color? And what decides which rank he will get? Maybe he is a warrior who is just using some of the magic as support - as what does he count then?
@Lysette
It counts as what it is.....
Your choices indicate how close you are to the possible min (1) or max (100)possible.
Very simple. Sorry if my OP complicates it
NewBlacksmurf wrote: »WatchYourSixx wrote: »The calculations are already done with gear and CP, or in other words your statistics. This is what I meant by a "gear score". There's already an interesting tool that can be used to compare gear and CP, among other things. Uesp's build editor has a value that includes all relative damage modifiers to give you an "effective weapon/spell power". You can use this to conclude things such as burning spellweave with a high uptime is better than mother's sorrow. Etc etc.
My point being that I wouldn't mind seeing a value like that, that tells you your "theoretical damage" per say. Not sure how it would apply to tanks or healers.
This still doesn't include skills, which the game has no calculations that tell you "this combination of skills would give you more damage" that is something left up to the player. And even if you have the perfect skills for the maximum dps, heals, or tanking, it still doesn't show how effective they are with them. You could have perfect gear in the world, perfect skills, and yet still perform very poorly in your role. No magical number can tell you that.
@WatchYourSixx
Gotcha, we are on the same page of thought.
I’m taking it further tho because some of those tools tend to be for this or that platform or require “outside of the game” efforts.
Now I’m O K with being wrong but I’m suggesting if such a feature existing, it would be more meaningful than what we have.
To me the skills are the important part because we all see and maybe even participate in nerf or buff reactions. Some of us even may comment on those
More important tho, is the player within the game needs to know.
So this isn’t a system that everyone should shoot for 100 as if you think about it, the max may not be the best choices however it does allow us to know.
And to another comment, @idk on what’s to stop people from flipping and swapping in/out things.....nothing
I don’t have any ideas on that but to me that’s a different discussion because changing things, changes the numberic and possibly the color so it’s good overall in the focus and thought of providing meaningful information.
That’s my focus with the idea. Meat and potatoes (funny I know potatoe) vs what exists now
Nihility42 wrote: »NewBlacksmurf wrote: »Let's see - a StamSorc would count as what then? - blue or green or maybe some other color? And what decides which rank he will get? Maybe he is a warrior who is just using some of the magic as support - as what does he count then?
@Lysette
It counts as what it is.....
Your choices indicate how close you are to the possible min (1) or max (100)possible.
Very simple. Sorry if my OP complicates it
How is the min and max calculated? That's the problem here.NewBlacksmurf wrote: »WatchYourSixx wrote: »The calculations are already done with gear and CP, or in other words your statistics. This is what I meant by a "gear score". There's already an interesting tool that can be used to compare gear and CP, among other things. Uesp's build editor has a value that includes all relative damage modifiers to give you an "effective weapon/spell power". You can use this to conclude things such as burning spellweave with a high uptime is better than mother's sorrow. Etc etc.
My point being that I wouldn't mind seeing a value like that, that tells you your "theoretical damage" per say. Not sure how it would apply to tanks or healers.
This still doesn't include skills, which the game has no calculations that tell you "this combination of skills would give you more damage" that is something left up to the player. And even if you have the perfect skills for the maximum dps, heals, or tanking, it still doesn't show how effective they are with them. You could have perfect gear in the world, perfect skills, and yet still perform very poorly in your role. No magical number can tell you that.
@WatchYourSixx
Gotcha, we are on the same page of thought.
I’m taking it further tho because some of those tools tend to be for this or that platform or require “outside of the game” efforts.
Now I’m O K with being wrong but I’m suggesting if such a feature existing, it would be more meaningful than what we have.
To me the skills are the important part because we all see and maybe even participate in nerf or buff reactions. Some of us even may comment on those
More important tho, is the player within the game needs to know.
So this isn’t a system that everyone should shoot for 100 as if you think about it, the max may not be the best choices however it does allow us to know.
And to another comment, @idk on what’s to stop people from flipping and swapping in/out things.....nothing
I don’t have any ideas on that but to me that’s a different discussion because changing things, changes the numberic and possibly the color so it’s good overall in the focus and thought of providing meaningful information.
That’s my focus with the idea. Meat and potatoes (funny I know potatoe) vs what exists now
So 100 isn't always the best, but it suggests a player is likely to be better. Hmm... that sounds a lot like something we already have where 690 isn't always the best, but does suggest a player is better.
I still don't understand how this helps. And I don't understand where the max and min values you talk about come from. There are no absolute maxes or mins for most things. Sure the devs could probably calculate the maximum damage each skill could do under perfect conditions, but so what? How is knowing that useful at all? It'll still leave low CP players well below cap and they'll get insta-kicked anyway. And what about group support, tanking, and utility skills? How do you assign those a number? How do you even try to find a min or max on them? And how do skills weigh? What if a player has 9 skills at 100, but the most important skill for their builds is a 10. What do they get? If they're not weighted, then what good is the system? If they are weighted, what good is it because the developers will probably prioritize dumb skills?
What is a stamNB then, who is using ambush and impale on magicka and the rest morphed to stamina or pure weapon skills. As what does he count - is he by his class a magicka user or a stamina user - his class offers both basically. So what is he then - a blue or a green color?
NewBlacksmurf wrote: »What is a stamNB then, who is using ambush and impale on magicka and the rest morphed to stamina or pure weapon skills. As what does he count - is he by his class a magicka user or a stamina user - his class offers both basically. So what is he then - a blue or a green color?
@Lysette
They are what they are.....
This is exactly my point of doing this, would it not be clear if you and I could see what they are based on the game?
NewBlacksmurf wrote: »What is a stamNB then, who is using ambush and impale on magicka and the rest morphed to stamina or pure weapon skills. As what does he count - is he by his class a magicka user or a stamina user - his class offers both basically. So what is he then - a blue or a green color?
@Lysette
They are what they are.....
This is exactly my point of doing this, would it not be clear if you and I could see what they are based on the game?
Ok,now what is that NB then - a weak blue one or a beefy green one?- they aren't what they are, if you make them either blue or green - all the morphs and stuff make it totally unclear, to which color someone belongs.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Nihility42 wrote: »NewBlacksmurf wrote: »WatchYourSixx wrote: »So what you're saying is you want something like a gearscore? Displayed on your character with color indicating class type?
@WatchYourSixx @idk
Yes to a simple indicator but No to “gear score” only due to the games it’s used in and that isnt what I believe is useful information in those games. Games like WoW, Destiny, Th Division, LoTRO
@Nihility42 and @Zorgon_The_Revenged
The calculations in my head would involve player stats, gear stats and skills slotted
Nothing else matters as this would constantly change if you’re scaled or change gear and skills
But who decides how those stats and skills weigh in the calculation? Who decides what is best and what stats most heavily affect it? Who takes the time to fix it every time there is a balance change? What happens when a developer designs the formula and it doesn't match what players are actually looking for in the game and a "level" 60 healer is better than a level 100 due to a bad formula?
I still don't see how this could be calculated in a way that makes it an better or more impartial than CP. And if CP isn't enough, asking for DPS numbers or prior experience or whatever.
@Nihility42
The system. The developers as they are who actively buff, nerf and change these stats and effects every update.
I could be mistaken but these calculations are already being done.
What’s missing is an effective display that’s simple and easily shown.
What I’m saying is the game already determines what the combination of stats, gear and skills produce.
All this is doing is showing a colored number using a scale of 1-100
The point of that scale is regardless of the changes made, the indicator represents an easily understandable result.
In essence nothing you do now changes and the devs will continue to do what they do.....as a result tho, you would actually see if any change you made or that they make results in an actual buff or nerf to this number so we can adjust accordingly
This isn’t going to determine how effective someone plays a build as that’s another thing altogether, but it does replace the CP number in the UI when looking at another character so you know if their build is “good, great, bad, etc” depending on their choices.
It’s just a clean indicator
The developers nary have a clue about what sets ans skills are best. They get that information from players. Devs are not the experts. The players who actually spend the time to figure out what works best are the source of the best information. ICYMI builds often change some each update. Devs don't know how the builds will change each update.
So relying on this devs for this would be a mistake.
Seems like taking a straight forward system and making it more complicated and for someone it will become burdensome.
I still vote no
@idk
I think you’re adding something to this not mentioned.
I comprehend you and others are concerns that the developers don’t know what skills or stats are good/bad/indifferent.
This idea is simply using those existing calculations to produce a numberic with a color indicator.
Specifically meaning this, after you assign stats, CP and slot skills there is a max value each skill can reach
That value may change with each update however, the indicator is telling you and others on a scale of 1-100 how your choices relate on that scale.
It has nothing to do with the developer getting it right or wrong, it’s based of max and min set values through the calculations that already exist.
So now if you group and you see someone using X or Y abilities and it seems futile you know why and also if they seem good or great you know why.
You also have insight because you’re measured by the same scale.
The scale seems as arbitrary as the value of such a system.
So a player swaps out skills and gear until they see a good color grade. They them think they have a good build.
They got that score merely because they slotted skills and some gear that games the system. If you think such an idea wouldn't work that way then your greatly mistaken.
@idk
While I’m not trying to get you to agree or be in support of my idea, to your point, I think it’s worth mentioning that’s exactly what people are doing now.
Grind to max CP and they expect that to qualify them or mean they are good.
In another example people are using builds online and referring to themselves X build with X gear to suggest they are good.
That behavior isn’t going to change.
This idea isn’t to address that at all.
This idea hopes to address the arbitrary CP numeric we see that gives little to no understanding to the player.
While this may not be the best way to go about it, the focus of more meaningful indicators, it’s something that makes sense vs what we see now as the intent is towards meaningful indicators bs useless indicator.
One thing we know, there is a min and max value per skill associated with our stats, gear, gear stats, food, etc.
also people understand a 1-100 scale better than scales with inconsistent tables
Lastly people every week are asking for different updates or add-ons to help them better understand how effective their choices are.
This is just my attempt. But hopefully I’m not confusing it too much. From your comments, I think I’m being clearer....maybe not. But you do seem to understand it better and are pointing out very viable points of concerns.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Nihility42 wrote: »NewBlacksmurf wrote: »WatchYourSixx wrote: »So what you're saying is you want something like a gearscore? Displayed on your character with color indicating class type?
@WatchYourSixx @idk
Yes to a simple indicator but No to “gear score” only due to the games it’s used in and that isnt what I believe is useful information in those games. Games like WoW, Destiny, Th Division, LoTRO
@Nihility42 and @Zorgon_The_Revenged
The calculations in my head would involve player stats, gear stats and skills slotted
Nothing else matters as this would constantly change if you’re scaled or change gear and skills
But who decides how those stats and skills weigh in the calculation? Who decides what is best and what stats most heavily affect it? Who takes the time to fix it every time there is a balance change? What happens when a developer designs the formula and it doesn't match what players are actually looking for in the game and a "level" 60 healer is better than a level 100 due to a bad formula?
I still don't see how this could be calculated in a way that makes it an better or more impartial than CP. And if CP isn't enough, asking for DPS numbers or prior experience or whatever.
@Nihility42
The system. The developers as they are who actively buff, nerf and change these stats and effects every update.
I could be mistaken but these calculations are already being done.
What’s missing is an effective display that’s simple and easily shown.
What I’m saying is the game already determines what the combination of stats, gear and skills produce.
All this is doing is showing a colored number using a scale of 1-100
The point of that scale is regardless of the changes made, the indicator represents an easily understandable result.
In essence nothing you do now changes and the devs will continue to do what they do.....as a result tho, you would actually see if any change you made or that they make results in an actual buff or nerf to this number so we can adjust accordingly
This isn’t going to determine how effective someone plays a build as that’s another thing altogether, but it does replace the CP number in the UI when looking at another character so you know if their build is “good, great, bad, etc” depending on their choices.
It’s just a clean indicator
The developers nary have a clue about what sets ans skills are best. They get that information from players. Devs are not the experts. The players who actually spend the time to figure out what works best are the source of the best information. ICYMI builds often change some each update. Devs don't know how the builds will change each update.
So relying on this devs for this would be a mistake.
Seems like taking a straight forward system and making it more complicated and for someone it will become burdensome.
I still vote no
@idk
I think you’re adding something to this not mentioned.
I comprehend you and others are concerns that the developers don’t know what skills or stats are good/bad/indifferent.
This idea is simply using those existing calculations to produce a numberic with a color indicator.
Specifically meaning this, after you assign stats, CP and slot skills there is a max value each skill can reach
That value may change with each update however, the indicator is telling you and others on a scale of 1-100 how your choices relate on that scale.
It has nothing to do with the developer getting it right or wrong, it’s based of max and min set values through the calculations that already exist.
So now if you group and you see someone using X or Y abilities and it seems futile you know why and also if they seem good or great you know why.
You also have insight because you’re measured by the same scale.
The scale seems as arbitrary as the value of such a system.
So a player swaps out skills and gear until they see a good color grade. They them think they have a good build.
They got that score merely because they slotted skills and some gear that games the system. If you think such an idea wouldn't work that way then your greatly mistaken.
@idk
While I’m not trying to get you to agree or be in support of my idea, to your point, I think it’s worth mentioning that’s exactly what people are doing now.
Grind to max CP and they expect that to qualify them or mean they are good.
In another example people are using builds online and referring to themselves X build with X gear to suggest they are good.
That behavior isn’t going to change.
This idea isn’t to address that at all.
This idea hopes to address the arbitrary CP numeric we see that gives little to no understanding to the player.
While this may not be the best way to go about it, the focus of more meaningful indicators, it’s something that makes sense vs what we see now as the intent is towards meaningful indicators bs useless indicator.
One thing we know, there is a min and max value per skill associated with our stats, gear, gear stats, food, etc.
also people understand a 1-100 scale better than scales with inconsistent tables
Lastly people every week are asking for different updates or add-ons to help them better understand how effective their choices are.
This is just my attempt. But hopefully I’m not confusing it too much. From your comments, I think I’m being clearer....maybe not. But you do seem to understand it better and are pointing out very viable points of concerns.
The actual issue is two fold.
1. There is not a system that can turn an average or inexperienced player into a strong player. Experience and effort coupled with desire is required so having a system that essentially grades a players build will essentially do the same thing. I am using build X or my color grade is gold still don't mean anything unless the player knows what they're doing. It just becomes an arbitrary number. Besides, with your system one could game it for a great score/color but have a crappy build.
2. The system would have no way of understanding how X works with Y. Top players can do the math for an idea of how things will work but they end uo having to test and test and test to actually find what works best. Suggesting some system can do that for them is a little extreme.
Besides, in gen end I'll take CP over whatever this idea is. I will take having a choice that will change every 3 months when Zos changes skills rather than having Zos make my choices for me.
So to answer your question. This doesn't make more sense than CP.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »Nihility42 wrote: »NewBlacksmurf wrote: »WatchYourSixx wrote: »So what you're saying is you want something like a gearscore? Displayed on your character with color indicating class type?
@WatchYourSixx @idk
Yes to a simple indicator but No to “gear score” only due to the games it’s used in and that isnt what I believe is useful information in those games. Games like WoW, Destiny, Th Division, LoTRO
@Nihility42 and @Zorgon_The_Revenged
The calculations in my head would involve player stats, gear stats and skills slotted
Nothing else matters as this would constantly change if you’re scaled or change gear and skills
But who decides how those stats and skills weigh in the calculation? Who decides what is best and what stats most heavily affect it? Who takes the time to fix it every time there is a balance change? What happens when a developer designs the formula and it doesn't match what players are actually looking for in the game and a "level" 60 healer is better than a level 100 due to a bad formula?
I still don't see how this could be calculated in a way that makes it an better or more impartial than CP. And if CP isn't enough, asking for DPS numbers or prior experience or whatever.
@Nihility42
The system. The developers as they are who actively buff, nerf and change these stats and effects every update.
I could be mistaken but these calculations are already being done.
What’s missing is an effective display that’s simple and easily shown.
What I’m saying is the game already determines what the combination of stats, gear and skills produce.
All this is doing is showing a colored number using a scale of 1-100
The point of that scale is regardless of the changes made, the indicator represents an easily understandable result.
In essence nothing you do now changes and the devs will continue to do what they do.....as a result tho, you would actually see if any change you made or that they make results in an actual buff or nerf to this number so we can adjust accordingly
This isn’t going to determine how effective someone plays a build as that’s another thing altogether, but it does replace the CP number in the UI when looking at another character so you know if their build is “good, great, bad, etc” depending on their choices.
It’s just a clean indicator
The developers nary have a clue about what sets ans skills are best. They get that information from players. Devs are not the experts. The players who actually spend the time to figure out what works best are the source of the best information. ICYMI builds often change some each update. Devs don't know how the builds will change each update.
So relying on this devs for this would be a mistake.
Seems like taking a straight forward system and making it more complicated and for someone it will become burdensome.
I still vote no
@idk
I think you’re adding something to this not mentioned.
I comprehend you and others are concerns that the developers don’t know what skills or stats are good/bad/indifferent.
This idea is simply using those existing calculations to produce a numberic with a color indicator.
Specifically meaning this, after you assign stats, CP and slot skills there is a max value each skill can reach
That value may change with each update however, the indicator is telling you and others on a scale of 1-100 how your choices relate on that scale.
It has nothing to do with the developer getting it right or wrong, it’s based of max and min set values through the calculations that already exist.
So now if you group and you see someone using X or Y abilities and it seems futile you know why and also if they seem good or great you know why.
You also have insight because you’re measured by the same scale.
The scale seems as arbitrary as the value of such a system.
So a player swaps out skills and gear until they see a good color grade. They them think they have a good build.
They got that score merely because they slotted skills and some gear that games the system. If you think such an idea wouldn't work that way then your greatly mistaken.
@idk
While I’m not trying to get you to agree or be in support of my idea, to your point, I think it’s worth mentioning that’s exactly what people are doing now.
Grind to max CP and they expect that to qualify them or mean they are good.
In another example people are using builds online and referring to themselves X build with X gear to suggest they are good.
That behavior isn’t going to change.
This idea isn’t to address that at all.
This idea hopes to address the arbitrary CP numeric we see that gives little to no understanding to the player.
While this may not be the best way to go about it, the focus of more meaningful indicators, it’s something that makes sense vs what we see now as the intent is towards meaningful indicators bs useless indicator.
One thing we know, there is a min and max value per skill associated with our stats, gear, gear stats, food, etc.
also people understand a 1-100 scale better than scales with inconsistent tables
Lastly people every week are asking for different updates or add-ons to help them better understand how effective their choices are.
This is just my attempt. But hopefully I’m not confusing it too much. From your comments, I think I’m being clearer....maybe not. But you do seem to understand it better and are pointing out very viable points of concerns.
The actual issue is two fold.
1. There is not a system that can turn an average or inexperienced player into a strong player. Experience and effort coupled with desire is required so having a system that essentially grades a players build will essentially do the same thing. I am using build X or my color grade is gold still don't mean anything unless the player knows what they're doing. It just becomes an arbitrary number. Besides, with your system one could game it for a great score/color but have a crappy build.
2. The system would have no way of understanding how X works with Y. Top players can do the math for an idea of how things will work but they end uo having to test and test and test to actually find what works best. Suggesting some system can do that for them is a little extreme.
Besides, in gen end I'll take CP over whatever this idea is. I will take having a choice that will change every 3 months when Zos changes skills rather than having Zos make my choices for me.
So to answer your question. This doesn't make more sense than CP.
TheShadowScout wrote: »I do like the concept of somehow finding a better way to portray player power, seeing how neither levels nor CP or gear setup tell the whole story... ("Its... over 9000??")
Colored numbers for stamine/magica... eh... seeing how we already have colors in cyrodil, I am not so sure about that. Maybe some "rank" of sorts... you know, take the yet unused colors and make them grey-green-cyan-orange-purple in stages of "how good you are"...
But I reckon it would be pretty hard to make any meaningful scale of the sort. Cool though if they could do it... but I doubt it will ever happen, not unless they can sell an "power inspection function" in the crown store...