VaranisArano wrote: »Juju_beans wrote: »Getting to 300cp now is twice as easy as it was when 300cp was the cap. It get progressively easier every time the cap is raised for new players to reach all-content-readiness of 300cp, which is when the diminishing returns of cp start kicking in big time.
So you look at an easy process, and demand it gets easier, instant? When it's been designed for casual players anyway?
But OP is a casual player that wants to be in the same place as more dedicated hard core players.
The only way OP can get there and still be casual is to buy their way to cp cap.
I added two words to accurately describe what they want.
"The only way OP can get there right away and still be casual is to buy their way to cp cap."
They could, of course, continue to play casually and slowly but surely work their way up to the CP cap, but that won't get them what they want right now.
LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »VaranisArano wrote: »LiquidPony wrote: »And I think all of the commentary here painting most players as scrubs who don't know how to play the game despite having max CP makes it pretty evident that speeding up the journey to cap isn't going to make a lick of difference in the quality of the player base.
See, when I look at the current group of people with high CP who don't know how to play - those are mostly people who got their CP through grinding Skyreach or Spellscar or Alikr Dolmens. You know, stuff that gets you exp but doesn't actually give you experience at playing the game (though even that gives you more game experience than buying your CP).
People who got their CP by playing the game, doing dungeons, running quests...they at least have played the game. They used their skills to fight, they've had plenty of opportunities to learn to block, bash, interrupt, and not stand in stupid. They at least know the basics and often more than that.
My contention is that allowing players to buy CP will increase the amount of players who have high CP but can't play, thus making the problem worse. Having players with high CP but who can't play frustrates both those players and more experienced players alike and overall makes the playerbase worse in quality.
I disagree.
Grinding Skyreach or public dungeons is better practice for end game combat than questing or doing Dark Brotherhood or Thieves Guild content or whatever else. Hell, grinding Skyreach is more difficult than just about any normal group dungeon in the game, IMO.
You have to block, break free, not stand in the stupid, and be able to sustain to be able to (efficiently) grind Skyreach. You don't have to do anything other than heavy attack to play through every bit of quest content in the game and most normal group dungeons as well.
Anecdotally I know plenty of very skilled players who smash through the hardest content in the game who got the vast majority of their CP by grinding, and I know plenty of not very skilled players who struggle in DLC dungeons who got their CP by "actually playing the game."
To me, the game itself does little to nothing to prepare players for end game content. Most people will learn more in an hour on YouTube than they will in 400 hours of play time doing quests and overland content and normal dungeons.
The bovine scatology is strong in this post.
That is like saying that if i learn the boss mechanics of one vet dungeon i should be a pro at all vet dungeons. Just because you can do the same dungeon/delve over and over and over and learn to do it does NOT transfer to other content. What you learn by doing skyreach for hours on end is...how to efficiently do skyreach...at best.
And the youtube reference is just absolutely ridiculous. You can learn more in an hour watching youtube than you can playing 400 hours in game. If you spent 400 hours in game and you learned more in an hour off youtube, you are seriously doing something wrong like not leaving the bank in the city.
And yes doing other content does help you learn because you encounter different scenarios against different mobs with different abilities.
But that entire argument is pointless because a majority of players do not play games to hurry up and reach end game content. In fact i dont know ANY players in this game in ANY of my guilds that are currently trying to hurry up and hit 720. Most people want to play through at least a decent amount of content.
Most people also do not want some scrub in their group that bought their way to the top and has no clue what they are doing with that character.
If you want to be instant end game, go play skyrim using the cheats and godmode. There you go, elder scroll instant endgame.
Ever had anyone in one of your guilds who switched platforms/servers?
I assure you that those people have zero interest in playing through the game again.
Then that is something that they should factor into their decision to switch, wouldn't you say?
LiquidPony wrote: »LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »VaranisArano wrote: »LiquidPony wrote: »And I think all of the commentary here painting most players as scrubs who don't know how to play the game despite having max CP makes it pretty evident that speeding up the journey to cap isn't going to make a lick of difference in the quality of the player base.
See, when I look at the current group of people with high CP who don't know how to play - those are mostly people who got their CP through grinding Skyreach or Spellscar or Alikr Dolmens. You know, stuff that gets you exp but doesn't actually give you experience at playing the game (though even that gives you more game experience than buying your CP).
People who got their CP by playing the game, doing dungeons, running quests...they at least have played the game. They used their skills to fight, they've had plenty of opportunities to learn to block, bash, interrupt, and not stand in stupid. They at least know the basics and often more than that.
My contention is that allowing players to buy CP will increase the amount of players who have high CP but can't play, thus making the problem worse. Having players with high CP but who can't play frustrates both those players and more experienced players alike and overall makes the playerbase worse in quality.
I disagree.
Grinding Skyreach or public dungeons is better practice for end game combat than questing or doing Dark Brotherhood or Thieves Guild content or whatever else. Hell, grinding Skyreach is more difficult than just about any normal group dungeon in the game, IMO.
You have to block, break free, not stand in the stupid, and be able to sustain to be able to (efficiently) grind Skyreach. You don't have to do anything other than heavy attack to play through every bit of quest content in the game and most normal group dungeons as well.
Anecdotally I know plenty of very skilled players who smash through the hardest content in the game who got the vast majority of their CP by grinding, and I know plenty of not very skilled players who struggle in DLC dungeons who got their CP by "actually playing the game."
To me, the game itself does little to nothing to prepare players for end game content. Most people will learn more in an hour on YouTube than they will in 400 hours of play time doing quests and overland content and normal dungeons.
The bovine scatology is strong in this post.
That is like saying that if i learn the boss mechanics of one vet dungeon i should be a pro at all vet dungeons. Just because you can do the same dungeon/delve over and over and over and learn to do it does NOT transfer to other content. What you learn by doing skyreach for hours on end is...how to efficiently do skyreach...at best.
And the youtube reference is just absolutely ridiculous. You can learn more in an hour watching youtube than you can playing 400 hours in game. If you spent 400 hours in game and you learned more in an hour off youtube, you are seriously doing something wrong like not leaving the bank in the city.
And yes doing other content does help you learn because you encounter different scenarios against different mobs with different abilities.
But that entire argument is pointless because a majority of players do not play games to hurry up and reach end game content. In fact i dont know ANY players in this game in ANY of my guilds that are currently trying to hurry up and hit 720. Most people want to play through at least a decent amount of content.
Most people also do not want some scrub in their group that bought their way to the top and has no clue what they are doing with that character.
If you want to be instant end game, go play skyrim using the cheats and godmode. There you go, elder scroll instant endgame.
Ever had anyone in one of your guilds who switched platforms/servers?
I assure you that those people have zero interest in playing through the game again.
Then that is something that they should factor into their decision to switch, wouldn't you say?
I would agree with that if ZOS hadn't produced bug-riddled unplayable garbage on 2 out of 3 platforms.
As it is, a lot of people get to end game on XB1/PS4 and suddenly realize that they've been sold a false bill of goods and that the game and content they paid for don't actually work.
Regardless, the specifics are beside the point. The point is that some people may not be interested in "actually playing the game" (whatever that means ... we're supposed to *play how we want*, remember?), and their reasons may vary, but those people may be interested in a more powerful CP catch-up mechanism.
To me, it's an idea worth considering. I have friends who fell off of the game a while ago who'd like to get back into it but are put off by being 300 or 400 CP behind the curve. I play on multiple platforms and would be interested in faster way to get my alternate account leveled. I know people who switched platforms due to performance reasons or personal/financial reasons who would've loved a feature like this.
IMO it doesn't hurt anything. I understand that some people *feel* differently but what I see here is mostly just expressions of those feelings rather than actual arguments.
Emma_Overload wrote: »redspecter23 wrote: »$50 per CP. Bring your wallet and enjoy.
I was thinking the "Champion Packs" could be 1000 crowns each and give 10 CP.
That's too expensive. If they're gonna sell them, at least let people hit the CP cap for like $100 or something in that range. $720 is ridiculous.
Anotherone773 wrote: »LiquidPony wrote: »LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »VaranisArano wrote: »LiquidPony wrote: »And I think all of the commentary here painting most players as scrubs who don't know how to play the game despite having max CP makes it pretty evident that speeding up the journey to cap isn't going to make a lick of difference in the quality of the player base.
See, when I look at the current group of people with high CP who don't know how to play - those are mostly people who got their CP through grinding Skyreach or Spellscar or Alikr Dolmens. You know, stuff that gets you exp but doesn't actually give you experience at playing the game (though even that gives you more game experience than buying your CP).
People who got their CP by playing the game, doing dungeons, running quests...they at least have played the game. They used their skills to fight, they've had plenty of opportunities to learn to block, bash, interrupt, and not stand in stupid. They at least know the basics and often more than that.
My contention is that allowing players to buy CP will increase the amount of players who have high CP but can't play, thus making the problem worse. Having players with high CP but who can't play frustrates both those players and more experienced players alike and overall makes the playerbase worse in quality.
I disagree.
Grinding Skyreach or public dungeons is better practice for end game combat than questing or doing Dark Brotherhood or Thieves Guild content or whatever else. Hell, grinding Skyreach is more difficult than just about any normal group dungeon in the game, IMO.
You have to block, break free, not stand in the stupid, and be able to sustain to be able to (efficiently) grind Skyreach. You don't have to do anything other than heavy attack to play through every bit of quest content in the game and most normal group dungeons as well.
Anecdotally I know plenty of very skilled players who smash through the hardest content in the game who got the vast majority of their CP by grinding, and I know plenty of not very skilled players who struggle in DLC dungeons who got their CP by "actually playing the game."
To me, the game itself does little to nothing to prepare players for end game content. Most people will learn more in an hour on YouTube than they will in 400 hours of play time doing quests and overland content and normal dungeons.
The bovine scatology is strong in this post.
That is like saying that if i learn the boss mechanics of one vet dungeon i should be a pro at all vet dungeons. Just because you can do the same dungeon/delve over and over and over and learn to do it does NOT transfer to other content. What you learn by doing skyreach for hours on end is...how to efficiently do skyreach...at best.
And the youtube reference is just absolutely ridiculous. You can learn more in an hour watching youtube than you can playing 400 hours in game. If you spent 400 hours in game and you learned more in an hour off youtube, you are seriously doing something wrong like not leaving the bank in the city.
And yes doing other content does help you learn because you encounter different scenarios against different mobs with different abilities.
But that entire argument is pointless because a majority of players do not play games to hurry up and reach end game content. In fact i dont know ANY players in this game in ANY of my guilds that are currently trying to hurry up and hit 720. Most people want to play through at least a decent amount of content.
Most people also do not want some scrub in their group that bought their way to the top and has no clue what they are doing with that character.
If you want to be instant end game, go play skyrim using the cheats and godmode. There you go, elder scroll instant endgame.
Ever had anyone in one of your guilds who switched platforms/servers?
I assure you that those people have zero interest in playing through the game again.
Then that is something that they should factor into their decision to switch, wouldn't you say?
I would agree with that if ZOS hadn't produced bug-riddled unplayable garbage on 2 out of 3 platforms.
As it is, a lot of people get to end game on XB1/PS4 and suddenly realize that they've been sold a false bill of goods and that the game and content they paid for don't actually work.
Regardless, the specifics are beside the point. The point is that some people may not be interested in "actually playing the game" (whatever that means ... we're supposed to *play how we want*, remember?), and their reasons may vary, but those people may be interested in a more powerful CP catch-up mechanism.
To me, it's an idea worth considering. I have friends who fell off of the game a while ago who'd like to get back into it but are put off by being 300 or 400 CP behind the curve. I play on multiple platforms and would be interested in faster way to get my alternate account leveled. I know people who switched platforms due to performance reasons or personal/financial reasons who would've loved a feature like this.
IMO it doesn't hurt anything. I understand that some people *feel* differently but what I see here is mostly just expressions of those feelings rather than actual arguments.
Please enlighten us on which platform is operating correctly so we can all switch to that platform.
LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »VaranisArano wrote: »LiquidPony wrote: »And I think all of the commentary here painting most players as scrubs who don't know how to play the game despite having max CP makes it pretty evident that speeding up the journey to cap isn't going to make a lick of difference in the quality of the player base.
See, when I look at the current group of people with high CP who don't know how to play - those are mostly people who got their CP through grinding Skyreach or Spellscar or Alikr Dolmens. You know, stuff that gets you exp but doesn't actually give you experience at playing the game (though even that gives you more game experience than buying your CP).
People who got their CP by playing the game, doing dungeons, running quests...they at least have played the game. They used their skills to fight, they've had plenty of opportunities to learn to block, bash, interrupt, and not stand in stupid. They at least know the basics and often more than that.
My contention is that allowing players to buy CP will increase the amount of players who have high CP but can't play, thus making the problem worse. Having players with high CP but who can't play frustrates both those players and more experienced players alike and overall makes the playerbase worse in quality.
I disagree.
Grinding Skyreach or public dungeons is better practice for end game combat than questing or doing Dark Brotherhood or Thieves Guild content or whatever else. Hell, grinding Skyreach is more difficult than just about any normal group dungeon in the game, IMO.
You have to block, break free, not stand in the stupid, and be able to sustain to be able to (efficiently) grind Skyreach. You don't have to do anything other than heavy attack to play through every bit of quest content in the game and most normal group dungeons as well.
Anecdotally I know plenty of very skilled players who smash through the hardest content in the game who got the vast majority of their CP by grinding, and I know plenty of not very skilled players who struggle in DLC dungeons who got their CP by "actually playing the game."
To me, the game itself does little to nothing to prepare players for end game content. Most people will learn more in an hour on YouTube than they will in 400 hours of play time doing quests and overland content and normal dungeons.
The bovine scatology is strong in this post.
That is like saying that if i learn the boss mechanics of one vet dungeon i should be a pro at all vet dungeons. Just because you can do the same dungeon/delve over and over and over and learn to do it does NOT transfer to other content. What you learn by doing skyreach for hours on end is...how to efficiently do skyreach...at best.
And the youtube reference is just absolutely ridiculous. You can learn more in an hour watching youtube than you can playing 400 hours in game. If you spent 400 hours in game and you learned more in an hour off youtube, you are seriously doing something wrong like not leaving the bank in the city.
And yes doing other content does help you learn because you encounter different scenarios against different mobs with different abilities.
But that entire argument is pointless because a majority of players do not play games to hurry up and reach end game content. In fact i dont know ANY players in this game in ANY of my guilds that are currently trying to hurry up and hit 720. Most people want to play through at least a decent amount of content.
Most people also do not want some scrub in their group that bought their way to the top and has no clue what they are doing with that character.
If you want to be instant end game, go play skyrim using the cheats and godmode. There you go, elder scroll instant endgame.
Ever had anyone in one of your guilds who switched platforms/servers?
I assure you that those people have zero interest in playing through the game again.
Then that is something that they should factor into their decision to switch, wouldn't you say?
I would agree with that if ZOS hadn't produced bug-riddled unplayable garbage on 2 out of 3 platforms.
As it is, a lot of people get to end game on XB1/PS4 and suddenly realize that they've been sold a false bill of goods and that the game and content they paid for don't actually work.
Regardless, the specifics are beside the point. The point is that some people may not be interested in "actually playing the game" (whatever that means ... we're supposed to *play how we want*, remember?), and their reasons may vary, but those people may be interested in a more powerful CP catch-up mechanism.
To me, it's an idea worth considering. I have friends who fell off of the game a while ago who'd like to get back into it but are put off by being 300 or 400 CP behind the curve. I play on multiple platforms and would be interested in faster way to get my alternate account leveled. I know people who switched platforms due to performance reasons or personal/financial reasons who would've loved a feature like this.
IMO it doesn't hurt anything. I understand that some people *feel* differently but what I see here is mostly just expressions of those feelings rather than actual arguments.
Please enlighten us on which platform is operating correctly so we can all switch to that platform.
I can enlighten you to the fact that PC is operating much *more* correctly than either console and has been for quite some time.
PC may have its fair share of bugs but on console we've gone months on end where end game content was completely unplayable. And I don't mean like "lags so bad it's literally unplayable" or somesuch other hyperbolic nonsense, I mean half the group crashes and it's literally unplayable.
We've developed a whole catalog of folk remedies. Use skeleton polymorphs. Turn percentages off. Turn sound off. Stand in this spot and don't look at Rakkhat. Look at that wall. Don't look at that wall. Don't cast these kinds of abilities. Don't use ultimates. Etc. etc. Hell, we had a main tank on vMoL HM who resorted to turning his ability bars and resource bars off because he was crashing every pull (which did, at least anecdotally, appear to fix the issues). Let me tell you how much fun a main tank has progressing on Rakkhat HM without ability bars or resource bars ...
SilverIce58 wrote: »LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »LiquidPony wrote: »Anotherone773 wrote: »LiquidPony wrote: »VaranisArano wrote: »LiquidPony wrote: »And I think all of the commentary here painting most players as scrubs who don't know how to play the game despite having max CP makes it pretty evident that speeding up the journey to cap isn't going to make a lick of difference in the quality of the player base.
See, when I look at the current group of people with high CP who don't know how to play - those are mostly people who got their CP through grinding Skyreach or Spellscar or Alikr Dolmens. You know, stuff that gets you exp but doesn't actually give you experience at playing the game (though even that gives you more game experience than buying your CP).
People who got their CP by playing the game, doing dungeons, running quests...they at least have played the game. They used their skills to fight, they've had plenty of opportunities to learn to block, bash, interrupt, and not stand in stupid. They at least know the basics and often more than that.
My contention is that allowing players to buy CP will increase the amount of players who have high CP but can't play, thus making the problem worse. Having players with high CP but who can't play frustrates both those players and more experienced players alike and overall makes the playerbase worse in quality.
I disagree.
Grinding Skyreach or public dungeons is better practice for end game combat than questing or doing Dark Brotherhood or Thieves Guild content or whatever else. Hell, grinding Skyreach is more difficult than just about any normal group dungeon in the game, IMO.
You have to block, break free, not stand in the stupid, and be able to sustain to be able to (efficiently) grind Skyreach. You don't have to do anything other than heavy attack to play through every bit of quest content in the game and most normal group dungeons as well.
Anecdotally I know plenty of very skilled players who smash through the hardest content in the game who got the vast majority of their CP by grinding, and I know plenty of not very skilled players who struggle in DLC dungeons who got their CP by "actually playing the game."
To me, the game itself does little to nothing to prepare players for end game content. Most people will learn more in an hour on YouTube than they will in 400 hours of play time doing quests and overland content and normal dungeons.
The bovine scatology is strong in this post.
That is like saying that if i learn the boss mechanics of one vet dungeon i should be a pro at all vet dungeons. Just because you can do the same dungeon/delve over and over and over and learn to do it does NOT transfer to other content. What you learn by doing skyreach for hours on end is...how to efficiently do skyreach...at best.
And the youtube reference is just absolutely ridiculous. You can learn more in an hour watching youtube than you can playing 400 hours in game. If you spent 400 hours in game and you learned more in an hour off youtube, you are seriously doing something wrong like not leaving the bank in the city.
And yes doing other content does help you learn because you encounter different scenarios against different mobs with different abilities.
But that entire argument is pointless because a majority of players do not play games to hurry up and reach end game content. In fact i dont know ANY players in this game in ANY of my guilds that are currently trying to hurry up and hit 720. Most people want to play through at least a decent amount of content.
Most people also do not want some scrub in their group that bought their way to the top and has no clue what they are doing with that character.
If you want to be instant end game, go play skyrim using the cheats and godmode. There you go, elder scroll instant endgame.
Ever had anyone in one of your guilds who switched platforms/servers?
I assure you that those people have zero interest in playing through the game again.
Then that is something that they should factor into their decision to switch, wouldn't you say?
I would agree with that if ZOS hadn't produced bug-riddled unplayable garbage on 2 out of 3 platforms.
As it is, a lot of people get to end game on XB1/PS4 and suddenly realize that they've been sold a false bill of goods and that the game and content they paid for don't actually work.
Regardless, the specifics are beside the point. The point is that some people may not be interested in "actually playing the game" (whatever that means ... we're supposed to *play how we want*, remember?), and their reasons may vary, but those people may be interested in a more powerful CP catch-up mechanism.
To me, it's an idea worth considering. I have friends who fell off of the game a while ago who'd like to get back into it but are put off by being 300 or 400 CP behind the curve. I play on multiple platforms and would be interested in faster way to get my alternate account leveled. I know people who switched platforms due to performance reasons or personal/financial reasons who would've loved a feature like this.
IMO it doesn't hurt anything. I understand that some people *feel* differently but what I see here is mostly just expressions of those feelings rather than actual arguments.
Please enlighten us on which platform is operating correctly so we can all switch to that platform.
I can enlighten you to the fact that PC is operating much *more* correctly than either console and has been for quite some time.
PC may have its fair share of bugs but on console we've gone months on end where end game content was completely unplayable. And I don't mean like "lags so bad it's literally unplayable" or somesuch other hyperbolic nonsense, I mean half the group crashes and it's literally unplayable.
We've developed a whole catalog of folk remedies. Use skeleton polymorphs. Turn percentages off. Turn sound off. Stand in this spot and don't look at Rakkhat. Look at that wall. Don't look at that wall. Don't cast these kinds of abilities. Don't use ultimates. Etc. etc. Hell, we had a main tank on vMoL HM who resorted to turning his ability bars and resource bars off because he was crashing every pull (which did, at least anecdotally, appear to fix the issues). Let me tell you how much fun a main tank has progressing on Rakkhat HM without ability bars or resource bars ...
Wow, maybe try not to let your hatred for console show.
Kuramas9tails wrote: »Have nothing more in life to do and you will catch up my friend.
LiquidPony wrote: »To me, it's an idea worth considering. I have friends who fell off of the game a while ago who'd like to get back into it but are put off by being 300 or 400 CP behind the curve. I play on multiple platforms and would be interested in faster way to get my alternate account leveled. I know people who switched platforms due to performance reasons or personal/financial reasons who would've loved a feature like this.
IMO it doesn't hurt anything. I understand that some people *feel* differently but what I see here is mostly just expressions of those feelings rather than actual arguments.
I would legit quit this game if this ever happened. I’ve spent a year getting to where I am. CP level 668. If they made it to where new players could just purchase these points....uhhh...wuttt??? Y’all be wildin. It’s like all the work we all done would of been pointless? Wait.....the game would be pointless? (Pun intended). Ugh. Just stahhhppp.

There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
To get from 690 to 720 CP you need 13 million XP.
If you are at 100 CP, that same 13 million XP will get you to 206 CP
If you are at 300 CP, you get to 358
If you are at 500 CP, you get to 539
If you are at 720 CP, you get to 738
If you are at 900 CP, you get to 915
So as you can see, the lower you are on the curve, the more your XP stretches.
And if you are above the cap, then it takes a lot longer to earn more CP.
And this formula is adjusted every time the cap is raised.
LiquidPony wrote: »Throughout this thread (and others like it), I've seen it said that the XP necessary to reach cap is always the same, regardless of the cap..
LiquidPony wrote: »There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
To get from 690 to 720 CP you need 13 million XP.
If you are at 100 CP, that same 13 million XP will get you to 206 CP
If you are at 300 CP, you get to 358
If you are at 500 CP, you get to 539
If you are at 720 CP, you get to 738
If you are at 900 CP, you get to 915
So as you can see, the lower you are on the curve, the more your XP stretches.
And if you are above the cap, then it takes a lot longer to earn more CP.
And this formula is adjusted every time the cap is raised.
@AlnilamE @JasonSilverSpring
Throughout this thread (and others like it), I've seen it said that the XP necessary to reach cap is always the same, regardless of the cap.
But is that really true?
According to UESP, the formula (if you are under cap) is: (((level / (cap^0.995)) + 0.085) * 400000
So from my PC account, which is currently at CP262, I would expect to need 184423.4166 XP to get from CP262-->CP263. From my character sheet, 184,423 XP. So the formula is correct.
Now plug in and sum up all of the XP needed to go from L50->CP501: 120603743.7
Now plug in and sum up all of the XP needed to go from L50->CP720: 173502526.8
Perhaps I'm wrong, but I don't believe that the formula changes. The formula is the same, and CP are relatively easier to earn as the cap increases because the cap is part of the formula, but the total amount of XP necessary to reach cap does in fact increase.
The math above indicates that it takes about 53 million more XP to get from L50-->CP720 than it did from L50-->CP501.
Additionally, this page (http://en.uesp.net/wiki/Online:Champion) at UESP has not been updated since November and references a cap of 690, but the formula is still valid. So I can pretty confidently say that the formula does not change (or at least did not change for this patch).
LiquidPony wrote: »There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
To get from 690 to 720 CP you need 13 million XP.
If you are at 100 CP, that same 13 million XP will get you to 206 CP
If you are at 300 CP, you get to 358
If you are at 500 CP, you get to 539
If you are at 720 CP, you get to 738
If you are at 900 CP, you get to 915
So as you can see, the lower you are on the curve, the more your XP stretches.
And if you are above the cap, then it takes a lot longer to earn more CP.
And this formula is adjusted every time the cap is raised.
@AlnilamE @JasonSilverSpring
Throughout this thread (and others like it), I've seen it said that the XP necessary to reach cap is always the same, regardless of the cap.
But is that really true?
According to UESP, the formula (if you are under cap) is: (((level / (cap^0.995)) + 0.085) * 400000
So from my PC account, which is currently at CP262, I would expect to need 184423.4166 XP to get from CP262-->CP263. From my character sheet, 184,423 XP. So the formula is correct.
Now plug in and sum up all of the XP needed to go from L50->CP501: 120603743.7
Now plug in and sum up all of the XP needed to go from L50->CP720: 173502526.8
Perhaps I'm wrong, but I don't believe that the formula changes. The formula is the same, and CP are relatively easier to earn as the cap increases because the cap is part of the formula, but the total amount of XP necessary to reach cap does in fact increase.
The math above indicates that it takes about 53 million more XP to get from L50-->CP720 than it did from L50-->CP501.
Additionally, this page (http://en.uesp.net/wiki/Online:Champion) at UESP has not been updated since November and references a cap of 690, but the formula is still valid. So I can pretty confidently say that the formula does not change (or at least did not change for this patch).
LiquidPony wrote: »There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
To get from 690 to 720 CP you need 13 million XP.
If you are at 100 CP, that same 13 million XP will get you to 206 CP
If you are at 300 CP, you get to 358
If you are at 500 CP, you get to 539
If you are at 720 CP, you get to 738
If you are at 900 CP, you get to 915
So as you can see, the lower you are on the curve, the more your XP stretches.
And if you are above the cap, then it takes a lot longer to earn more CP.
And this formula is adjusted every time the cap is raised.
@AlnilamE @JasonSilverSpring
Throughout this thread (and others like it), I've seen it said that the XP necessary to reach cap is always the same, regardless of the cap.
But is that really true?
According to UESP, the formula (if you are under cap) is: (((level / (cap^0.995)) + 0.085) * 400000
So from my PC account, which is currently at CP262, I would expect to need 184423.4166 XP to get from CP262-->CP263. From my character sheet, 184,423 XP. So the formula is correct.
Now plug in and sum up all of the XP needed to go from L50->CP501: 120603743.7
Now plug in and sum up all of the XP needed to go from L50->CP720: 173502526.8
Perhaps I'm wrong, but I don't believe that the formula changes. The formula is the same, and CP are relatively easier to earn as the cap increases because the cap is part of the formula, but the total amount of XP necessary to reach cap does in fact increase.
The math above indicates that it takes about 53 million more XP to get from L50-->CP720 than it did from L50-->CP501.
Additionally, this page (http://en.uesp.net/wiki/Online:Champion) at UESP has not been updated since November and references a cap of 690, but the formula is still valid. So I can pretty confidently say that the formula does not change (or at least did not change for this patch).
You are quite correct! Thank you for dispelling the misinformation for the masses.
LiquidPony wrote: »There are several solutions to this growing problem. If you don't think it's a problem keep in mind we're getting closer to 1,000 CP.
- Offer more double or triple XP weekends. Maybe one a month.
- Make high XP potions/scrolls more accessible. Give us the ability to get 150% for much cheaper.
- Decrease the necessary XP needed per CP even further up to the PREVIOUS cap. IE. If it's 720 now make it easy to get 690.
- Remove CP all-together.
To get from 690 to 720 CP you need 13 million XP.
If you are at 100 CP, that same 13 million XP will get you to 206 CP
If you are at 300 CP, you get to 358
If you are at 500 CP, you get to 539
If you are at 720 CP, you get to 738
If you are at 900 CP, you get to 915
So as you can see, the lower you are on the curve, the more your XP stretches.
And if you are above the cap, then it takes a lot longer to earn more CP.
And this formula is adjusted every time the cap is raised.
@AlnilamE @JasonSilverSpring
Throughout this thread (and others like it), I've seen it said that the XP necessary to reach cap is always the same, regardless of the cap.
But is that really true?
According to UESP, the formula (if you are under cap) is: (((level / (cap^0.995)) + 0.085) * 400000
So from my PC account, which is currently at CP262, I would expect to need 184423.4166 XP to get from CP262-->CP263. From my character sheet, 184,423 XP. So the formula is correct.
Now plug in and sum up all of the XP needed to go from L50->CP501: 120603743.7
Now plug in and sum up all of the XP needed to go from L50->CP720: 173502526.8
Perhaps I'm wrong, but I don't believe that the formula changes. The formula is the same, and CP are relatively easier to earn as the cap increases because the cap is part of the formula, but the total amount of XP necessary to reach cap does in fact increase.
The math above indicates that it takes about 53 million more XP to get from L50-->CP720 than it did from L50-->CP501.
Additionally, this page (http://en.uesp.net/wiki/Online:Champion) at UESP has not been updated since November and references a cap of 690, but the formula is still valid. So I can pretty confidently say that the formula does not change (or at least did not change for this patch).
You are quite correct! Thank you for dispelling the misinformation for the masses.
Did you even bother checking the history of that UESP page before you gave it your stamp of approval? Confirmation bias much?