The point of this thread is to bring up solutions to a problem. There's two extremes in the title. "Should there be a CP catch up mechanic? " and then " Should we be able to buy them? "
No, like most of your threads, the point of this thread is for you to find validation in your ideas. Your mind is clearly already made up and you have no interest in actual constructive discussion about any perceived problems. You only want to defend your ideas here, not discuss them. There have been many, many actual points made about why your ideas are unlikely to work, and you choose to ignore them in favor of responding to low hanging fruit.
That is your misguided perception of my attempt to discuss the CP issue.There's a difference between attacking me and contributing to a discussion. Whether you deem my discussion valid or not is none of my concern. It doesn't change or alter its course.
That is your misguided perception of my attempt to discuss the CP issue.There's a difference between attacking me and contributing to a discussion. Whether you deem my discussion valid or not is none of my concern. It doesn't change or alter its course.
Um, again, no. My perception is just fine, thanks. Your threads on the other hand...
I contributed plenty to your "discussion" earlier. You just chose to ignore it. This thread has run in circles, and nowhere in it have you been amenable to actually talking. All you've done is plop your ideas down in front and defend them vigorously to the last, resulting in this entire thread becoming a pointless argument. There's been no real discussion here.
So you're right, it doesn't change or alter its course. You did that all on your own. It's headed straight for the garbage bin.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
Thank you for a realistic explanation of the situation. As I have stated the people defending the CP levels and system have not had to endure the steep grind. A lot of them don't know what it's like save for a few that have made new accounts to see it first hand as one or more people in this thread have stated.
This is a real problem guys. It is essentially a 720 level game.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
Thank you for a realistic explanation of the situation. As I have stated the people defending the CP levels and system have not had to endure the steep grind. A lot of them don't know what it's like save for a few that have made new accounts to see it first hand as one or more people in this thread have stated.
This is a real problem guys. It is essentially a 720 level game.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is discouraging -- the gap is huge and they face a 'two steps forward, one step back' ordeal since the CP cap increases each patch. Newer players won't reap the benefits of grinding CP while an extended CP cap freeze is in place, nor will they receive a lump-sum of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed CP eligible players who are low in CP a one-time option to purchase 150-200 CPs to save them that same amount of time.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is discouraging -- the gap is huge and they face a 'two steps forward, one step back' ordeal since the CP cap increases each patch. Newer players won't reap the benefits of grinding CP while an extended CP cap freeze is in place, nor will they receive a lump-sum of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed CP eligible players who are low in CP a one-time option to purchase 150-200 CPs to save them that same amount of time.
A very sensible solution! I agree entirely.
So basically to compete you have to have the time. Time = win. Less time = less winning.
Playing video games in your mom's house so that you have more cp and better gear, so that you more easily win = earning your win.
Playing on the weekend for a few hours, after taking care of job and family, and going up against people a hundred cp levels above you and in much better gear, and being disadvantaged by such = not earning your win.
Sounds like a sucky setup. You want to play pick up games against people who are playing pick up games. And you end up playing a game vs pros - pros mostly because they put in time.
Trying to reach the CP cap for newer players is discouraging -- the gap is huge and they face a 'two steps forward, one step back' ordeal since the CP cap increases each patch. Newer players won't reap the benefits of grinding CP while an extended CP cap freeze is in place, nor will they receive a lump-sum of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed CP eligible players who are low in CP a one-time option to purchase 150-200 CPs to save them that same amount of time.
A viable solution to this whole problem would be No-CP dungeons, No-CP Trials,, and No-CP Maelstrom Arena. They already offer no-cp battleground and cyrodil. There's no reason why we can't have the choice.
starkerealm wrote: »And that's how you get wipes on the twins, because your amazing 40k DerPS wandered across the candle line, or won't ****ing move when you need to rotate, because they're just too good to need to know the mechanics.
*head desks*
A viable solution to this whole problem would be No-CP dungeons, No-CP Trials,, and No-CP Maelstrom Arena. They already offer no-cp battleground and cyrodil. There's no reason why we can't have the choice.
I'm not sure about Trials, because I've not tried taking a sub-50 character there, but the normal dungeons are pretty much non-CP already.
starkerealm wrote: »And that's how you get wipes on the twins, because your amazing 40k DerPS wandered across the candle line, or won't ****ing move when you need to rotate, because they're just too good to need to know the mechanics.
*head desks*
Yeah can't tell you how many times I've got some idiot in a normal dungeon who runs way ahead of the tank pulling -everything- then eventually actually DIES becuase he's specced for nothing but max dps and no survival, then blames the healer for not healing him (when he was about halfway through the dungeon ahead of the healer in the first 15 seconds)
There should be a way to buy 0-50 once you've done it 'X' amount of times - maybe 3? After that, it really is a waste of time.
People, generally speaking - there are always outliers, aren't "learning" their character's play styles at this stage. They're rocking up to the alik'r desert, throwing a LFDG in in zone chat and standing at a dolmen for a few mins watching Netflix while other people get XP for them.
Judas Helviaryn wrote: »There is a CP catch-up mechanic, it's called enlightenment, and the experience requirements for the lower CP levels are heavily reduced each patch to allow you to catch up.
As much as I love EVE, this is not EVE. EVE's business model does not belong in this game, and if you want that, you should go play EVE.
Earn what you have.
I don't feel like that is enough of a catch up. I would settle for permanent enlightenment until the previous CP cap is met. For example, if we had "permanent enlightenment" up to 690 CP that would make sense.
As the champion point cap is gradually raised the casual players are left feeling like they are in a never-ending grind to catch-up. Why not offer an alternative similar to EVE Online? EVE Online allows you to purchase skillpoints for your character. Why not allow players in ESO to buy "Champion Packs" on the Crown Store similar to mount speed and inventory space?
DieAlteHexe wrote: »There should be a way to buy 0-50 once you've done it 'X' amount of times - maybe 3? After that, it really is a waste of time.
People, generally speaking - there are always outliers, aren't "learning" their character's play styles at this stage. They're rocking up to the alik'r desert, throwing a LFDG in in zone chat and standing at a dolmen for a few mins watching Netflix while other people get XP for them.
Several other MMOs that I know of offer this with mixed results, at least according to their populace. Lots of complaints about not knowing how to play a class.
I would be bored cross-eyed doing the Dolmen thing (did it once years back for silly reasons, never again). But there's so much to do I can't see just doing that but that's the beauty of the game, do what makes you happy so long as it's not messing with others.
Jayman1000 wrote: »As the champion point cap is gradually raised the casual players are left feeling like they are in a never-ending grind to catch-up. Why not offer an alternative similar to EVE Online? EVE Online allows you to purchase skillpoints for your character. Why not allow players in ESO to buy "Champion Packs" on the Crown Store similar to mount speed and inventory space?
I dont even think this is enough. ZOS should sell max level characters on the crown store. 1000$ for max level, that should earn them a nice lump of cash.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
Thank you for a realistic explanation of the situation. As I have stated the people defending the CP levels and system have not had to endure the steep grind. A lot of them don't know what it's like save for a few that have made new accounts to see it first hand as one or more people in this thread have stated.
This is a real problem guys. It is essentially a 720 level game.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
Thank you for a realistic explanation of the situation. As I have stated the people defending the CP levels and system have not had to endure the steep grind. A lot of them don't know what it's like save for a few that have made new accounts to see it first hand as one or more people in this thread have stated.
This is a real problem guys. It is essentially a 720 level game.
It's not a realistic explanation because the exp needed to reach old cap is nearly the same amount to reach the new cap, meaning that right now the exp needed to reach 300cp is the lowest it's ever been, and this trend will continue as the cp cap rises.
And as I already mentioned in this thread, I was here for this "steep grind". CP cap when I joined was 600, and I started out at lvl22 when I picked the game back up. I hit cp160 within a few months, playing irregularly and with a poor understanding of how the game worked. It is not hard to earn cp.
Just looking at a number with absolutely no understanding of how it's scaled will tell you nothing. It has never been a "cp cap or bust" game. A few vets wanting >500cp players for vet content doesn't make it anything close to a 720 level game, especially because all gear is capped at 160cp, and all content is balanced around 160cp (norm), 300cp (standard vet), or 500cp (vet hard mode). Yes I'm aware the lack of meaningful mechanics in non-DLCs make many level suggestions redundant if you're skilled at the game.
All solo content is easily cleared at any level, and cp160 is enough to run nTrials even with a pug group.
CP was something that was phased in - it was designed to replace VR (veteran) levels. The phase-in period was gradual, and during this time we had CP and VR levels (both).
When VR levels were finally removed, players were awarded 10 CP points per VR level they had attained (VR levels went from VR1 - VR16). This resulted in many players getting a lump-sum of 'free' CPs added to the CPs they had already earned.
Starting with the Orsinium dlc, ZOS capped the number of CPs you could spend to 501 and kept it at that level for a long time (I think around 9 months or so). This a.) allowed time for many players to reach that CP cap and b.) it also helped to stop the small group of players who already had CP far in excess of the cap from dominating the field.
Trying to reach the CP cap for newer players is very discouraging -- not only is the gap huge, but they face a 'two steps forward, one step back' process because the CP cap keeps increasing with each patch. They don't get the benefit of grinding their CP during a time with an extended CP cap freeze. They also aren't benefitting from a lump-sum award of free CP points as many of us did.
When you look at it in terms of 'time saved' ... most of us (that have been around for a while) benefitted by not having to grind 150-200-points worth of our total CPs. Therefore, I would have no problem whatsoever if ZOS allowed low CP players a one-time option to purchase 150-200 CPs to save them that same amount of time.
Thank you for a realistic explanation of the situation. As I have stated the people defending the CP levels and system have not had to endure the steep grind. A lot of them don't know what it's like save for a few that have made new accounts to see it first hand as one or more people in this thread have stated.
This is a real problem guys. It is essentially a 720 level game.
It's not a realistic explanation because the exp needed to reach old cap is nearly the same amount to reach the new cap, meaning that right now the exp needed to reach 300cp is the lowest it's ever been, and this trend will continue as the cp cap rises.
And as I already mentioned in this thread, I was here for this "steep grind". CP cap when I joined was 600, and I started out at lvl22 when I picked the game back up. I hit cp160 within a few months, playing irregularly and with a poor understanding of how the game worked. It is not hard to earn cp.
Just looking at a number with absolutely no understanding of how it's scaled will tell you nothing. It has never been a "cp cap or bust" game. A few vets wanting >500cp players for vet content doesn't make it anything close to a 720 level game, especially because all gear is capped at 160cp, and all content is balanced around 160cp (norm), 300cp (standard vet), or 500cp (vet hard mode). Yes I'm aware the lack of meaningful mechanics in non-DLCs make many level suggestions redundant if you're skilled at the game.
All solo content is easily cleared at any level, and cp160 is enough to run nTrials even with a pug group.
The amount of XP to go from 0 to 720 is higher than it has ever been period.
Just looking at a number with absolutely no understanding of how it's scaled will tell you nothing. It has never been a "cp cap or bust" game. A few vets wanting >500cp players for vet content doesn't make it anything close to a 720 level game, especially because all gear is capped at 160cp, and all content is balanced around 160cp (norm), 300cp (standard vet), or 500cp (vet hard mode). Yes I'm aware the lack of meaningful mechanics in non-DLCs make many level suggestions redundant if you're skilled at the game.
starkerealm wrote: »Just looking at a number with absolutely no understanding of how it's scaled will tell you nothing. It has never been a "cp cap or bust" game. A few vets wanting >500cp players for vet content doesn't make it anything close to a 720 level game, especially because all gear is capped at 160cp, and all content is balanced around 160cp (norm), 300cp (standard vet), or 500cp (vet hard mode). Yes I'm aware the lack of meaningful mechanics in non-DLCs make many level suggestions redundant if you're skilled at the game.
Vet Hard Mode is calibrated for 600, not 501.
Let's be honest, when you see someone saying you need a CP threshold other than 160, you're interacting with someone who doesn't understand how the game works, and they're looking for a carry.
Someone's CP won't tell you if they can clear vet content. They can start clearing vet at CR10, if they know what they're doing, and you can get clogged up on stumbling blocks with 720s who never learned the game.
How well you clear the dungeon up to that point can tell you if your party is up to HM, but that's not something you can predict based on their CP. You need to see them in action, and get a feel for their ability to manage and clear content.
If someone, like @Knowledge, is telling you that your CP matters, do not listen to them. They're looking for a carry. Specifically, in this case, Knowledge, you're looking to get a carry from your own CP. ESO does not work that way.
starkerealm wrote: »Just looking at a number with absolutely no understanding of how it's scaled will tell you nothing. It has never been a "cp cap or bust" game. A few vets wanting >500cp players for vet content doesn't make it anything close to a 720 level game, especially because all gear is capped at 160cp, and all content is balanced around 160cp (norm), 300cp (standard vet), or 500cp (vet hard mode). Yes I'm aware the lack of meaningful mechanics in non-DLCs make many level suggestions redundant if you're skilled at the game.
Vet Hard Mode is calibrated for 600, not 501.
Let's be honest, when you see someone saying you need a CP threshold other than 160, you're interacting with someone who doesn't understand how the game works, and they're looking for a carry.
Someone's CP won't tell you if they can clear vet content. They can start clearing vet at CR10, if they know what they're doing, and you can get clogged up on stumbling blocks with 720s who never learned the game.
How well you clear the dungeon up to that point can tell you if your party is up to HM, but that's not something you can predict based on their CP. You need to see them in action, and get a feel for their ability to manage and clear content.
If someone, like @Knowledge, is telling you that your CP matters, do not listen to them. They're looking for a carry. Specifically, in this case, Knowledge, you're looking to get a carry from your own CP. ESO does not work that way.
If someones CP doesn't make them any better or worse why not allow them to catch up faster?
Daedric_NB_187 wrote: »I don't care whether or not they make it for sale in the crown store. Bad players will still be bad players regardless. Other games do it and it has no effect on them. Me personally, I'd rather they just make enlightenment permanently on once you hit 50.