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Wouldn’t an effective color based character level make more sense than CP or level 1-49?

  • WatchYourSixx
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    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.
    The only thing to fear is, fear itself. - FDR

    CP 800
    PC NA

    - Maximus the Marksman (AD) Temp
    - Rex the Unstoppable Force (DC) DK
    - Sodor Dragonfire (DC) DK
    - Masha'Dar Shadow-Paw (DC) NB
    - Magnus the Mage (DC) Sorc
  • vamp_emily
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    Maybe we can color code personalities too. Not sure how we could do this.

    Red = mean player
    blue = cool player
    green = friendly player

    If you want a friend, get a dog.
    AW Rank: Grand Warlord 1 ( level 49)

  • Gandrhulf_Harbard
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    No, I don’t like that, I like CP as is
    Seems to me to be just another way for so called "elitists" to look down and denigrate anyone who dares try and find enjoyment outside of the current meta.

    This game already has enough of that.

    All The Best
    Those memories come back to haunt me, they haunt me like a curse.
    Is a dream a lie if it don't come true, or is it something worse.
  • NewBlacksmurf
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    Yes, that would be desired
    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
    Edited by NewBlacksmurf on February 8, 2018 5:53PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Tasear
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    No, I don’t like that, I like CP as is
    There has to be a way to show progression. This is not the way.
  • DMuehlhausen
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    No, I have another suggestion as I don’t like CP or this idea
    Only way to fix the elitism around CP number is to hide the number so only you see it. you give any type of rating system or number, or slider, or colors or whatever and people will judge you on it.

    I was in a PuG last night with a 872 Sorc doing less damage than me as a healer. On the flip side I've been with CP 200 that were just destroying everything. Only real option take away the numbers and just play with the people you get.
  • Nihility42
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    No, I don’t like that, I like CP as is
    Lysette 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.
    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?
  • Lysette
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    To me it sounds, like if a StamSorc with no points in magicka will count as a "rank 1 sorcerer" despite the fact, that he might be an excellent warrior by all means, just not the means of this method to classify him as a weak sorcerer - what he is, but that is not the point, he might still be a good dps, just not pushing it out as a magic user.
  • NewBlacksmurf
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    Yes, that would be desired
    Nihility42 wrote: »
    Lysette 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.
    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?

    @Nihility42

    What are you trying to ask when you say how is it calculated?
    Today and always in the past our stats, gear and skills work together to produce results which are calculculated by the game. There is a min and a max based on these choices. The max is best understood as 100 and the min is best understood as 1.

    It’s just simplifying the unseen and representing it as a logical numerical value.

    100 in no way suggest someone is better or worse but it does provide relevant information about their build choices.
    100 is the max of the calculation, so if I’m a magic DPS build and you see 90-100 in blue you’re see an indicator that my choices are magic based and give way to the best possible DPS the game allows.

    Has nothing to do with if I can effectively produce, it’s a build indicator.

    As such in the same example, I could be a 78 in blue which now conveys I’m choosing a hybrid of magic DPS mixed with support.

    Another example is a 51 blue DPS which indicates I’m a hybrid or balanced between dps and support.
    The UI shows my role so if I’ve selected dps and healer you know the hybrid choices.

    Don’t exclude what the game already tells us, this is just removing the ambiguity of the CP number and providing meaningful information but not so much that it’s an inspect feature.

    This allows people to talk or adjust because now we can understand what someone is setup for
    Edited by NewBlacksmurf on February 8, 2018 7:04PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Tandor
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    No, I don’t like that, I like CP as is
    A pointless proposal, given that for those who are concerned about such things it just replaces one method of character assessment and rejection with another.

    All of which is just one more reason to solo in MMOs these days. Thankfully I don't have to worry about what others may think of my characters, and I have total disinterest in theirs.
  • Lysette
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    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
    NewBlacksmurf
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    Yes, that would be desired
    Lysette 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?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Lysette
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    Lysette 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
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    Yes, that would be desired
    Lysette wrote: »
    Lysette 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.

    I hear what you’re saying but you’re literally touching on what is unclear.
    I think we could come up with three or four responses.

    Also I’m not saying my idea is full proof, my intent is to get something meaningful tho.
    Heck, you could convince me that they should be seen as 99 with one number being blue and the other green

    It’s still more logic than the arbitrary CP 700+++

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • idk
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    No, I don’t like that, I like CP as is
    idk wrote: »
    idk wrote: »
    Nihility42 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.
    Edited by idk on February 8, 2018 8:20PM
  • Rex-Umbra
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    No, I have another suggestion as I don’t like CP or this idea
    Seems pointless but i think new players seeing some one run past cp 700 etc is probably discoraging. I just would hide cp.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Tandor
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    No, I don’t like that, I like CP as is
    Rex-Umbra wrote: »
    Seems pointless but i think new players seeing some one run past cp 700 etc is probably discoraging. I just would hide cp.

    Or perhaps they see something tangible to aim for?
  • NewBlacksmurf
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    Yes, that would be desired
    idk wrote: »
    idk wrote: »
    idk wrote: »
    Nihility42 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.
    idk wrote: »
    idk wrote: »
    idk wrote: »
    Nihility42 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.

    @idk
    The isn’t isn’t to make anyone good or bad,etc.
    it’s to give a simplified indicator of their choices based on stats, gear and assigned CP, skills slotted

    That’s what people are trying to use CP for
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Apache_Kid
    Apache_Kid
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    Yes, that would be desired
    Interesting idea. People are so opposed to it because we don't like change. I like the concept though.
  • TheShadowScout
    TheShadowScout
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    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... ;)
  • NewBlacksmurf
    NewBlacksmurf
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    ✭✭✭✭✭
    Yes, that would be desired
    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... ;)

    @TheShadowScout
    you get an awesome. I can think and dream of better at least....that darn crown store tho :wink:
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Sparr0w
    Sparr0w
    ✭✭✭✭✭
    No, I have another suggestion as I don’t like CP or this idea
    Just get rid of the CP display, I'm using a level 24 char & smoked a CP 140 in a duel yesterday (same race/classes)... literally just means they technically have an 'advantage' but people still see it as 'ooh he's a higher level, he must be better'.

    Even with this idea you could get people rated 9/10 who play 10x worse than someone with a 3/4 rating, just because they know their build/rotation better.
    @Sparr0w so I get the notification
    Xbox (EU) - l Sparrow x | CP 810+
    DD: All Mag + Stam
    Heal: Templar | Sorc | NB | Warden | Necro
    Tank: NB | DK | Warden
    Completions: All HM's + TTT + IR + GH
    PC (EU) - Sparrxw | CP 810+
    DD: All Mag + Stam
    Heal: Templar | Sorc
    Tank: DK | NB
    Completions: All HM's + TTT + IR + GH + GS
  • teiselaise
    teiselaise
    ✭✭✭
    No, I have another suggestion as I don’t like CP or this idea
    I believe that the game should either show everything, including gear, achievements and stuff, so you could easily see if the player is viable for your content before you kick him/ leave, OR not show anything, not levels nothing, maybe remaining health as a percentage :))) that would cripple a lot of content though.
    Also both systems should get a rating system, you play a dungeon and a little menu pops up and asks you how the player was, you could also always without doing content with him, that would be limited to rates like griefing and trolling, that system could also be used by trolls but *** trolls, also you could colour the system so all ratings had their own colours, fx. Red=helpful, Blue=knowledgeable, Yellow=Funny, then you would have a little strip besides your name representing your votes, so if 10 people said you where funny and 10 said you where knowledgeable it would be a green strip, there should also be a little help button that showed the different meanings and their base colours. Besides that to make them more attracting, 200 helpful votes and you get a tittle or a crown crate or just a little sweet, maybe a gold frame on your colour strip, 200 troll and you can't use zone chat, guild stores or groupfinder, the negative ratings should degrade over time to allow players back to some of the content and give them a new chance :3, also, this could help in places like botting too, have a bot vote, zos should then for God's sake look into players with too many of those votes, they would probably just ignore that though :/
    Argonian masterrace
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