
PvP should be CP only.
new players can expect to die until they can match up the CP.
good news for alt players though, they only have to grind the CP once!
or they can stick to BG, where it doesn't make sense for 15-min fight to allow CP. hell, it's unbalanced enough as it is combining random PUG with pre-mades.............
don't like that idea?
that's why we have no-CP campaigns...
PvP should be CP only.
new players can expect to die until they can match up the CP.
good news for alt players though, they only have to grind the CP once!
or they can stick to BG, where it doesn't make sense for 15-min fight to allow CP. hell, it's unbalanced enough as it is combining random PUG with pre-mades.............
don't like that idea?
that's why we have no-CP campaigns...
PvP should be CP only.
new players can expect to die until they can match up the CP.
good news for alt players though, they only have to grind the CP once!
or they can stick to BG, where it doesn't make sense for 15-min fight to allow CP. hell, it's unbalanced enough as it is combining random PUG with pre-mades.............
don't like that idea?
that's why we have no-CP campaigns...
The problem with that is there are different CP categories to invest in depending on if you are doing PvE or PvE. And it's not reasonable to expect players to pay for a skill reset every time they want to jump into a battleground or do some Cyrodil.
That's the main reason I stick to none CP PvP. So until they change that I can't agree with your suggestion that PvP should be CP only.
VaranisArano wrote: »*looks at the relative popularity of Cyrodiil campaigns on PC/NA*
Yes, clearly the answer is to remove CP PVP and replace it with a system of flat buffs gained through an extreme grind.
No thanks. I prefer CP PVP. I have no interest in your system, which disincentivizes running alts in PVP and which removes a good deal of build variety currently present through placing CP. Moreover, to be blunt, I do not understand players who think it's just fine to ask for gameplay modes to be removed, especially when its clear that many players enjoy CP PVP.
In any case, this is a moot point unless ZOS walks back their longstanding commitment to balancing PVE and PVP together.
Removing CP in anyform is *** stupid idea....
The whole Veteran system failed because of it. Screaming out that old content is easy is so childish because its old content and pissing down roadblocks on newer player and people who create alts isn't fun either.
Craglorn is a prime example of this. You had your zone, where were you before they changed it?
Edit: I will tell you where in the newer content because you avoided those zones.
Removing CP in anyform is *** stupid idea....
The whole Veteran system failed because of it. Screaming out that old content is easy is so childish because its old content and pissing down roadblocks on newer player and people who create alts isn't fun either.
Craglorn is a prime example of this. You had your zone, where were you before they changed it?
Edit: I will tell you where in the newer content because you avoided those zones.
It's not just about old content, it is new content as well. Open world is pretty much balanced around not having CP anyway. It has to be so that new players can go into that content and enjoy it, be challenged by it, but not overwhelmed by it. For people with 810 cp it is trivial because they can 2 shot most of it. Open world for the most part should be about creating new areas to explore, developing the lore, running quest lines, and things of that nature. It should be balanced for new players so that they can experience that. If CP is removed from the open world aspect then veteran players also can do this content with the newer players and not trivialize it. Well, not by such a large degree anyway. They will still have better gear, and understand their characters capabilities better, but it will be much more in line with new players than it is now.
VaranisArano wrote: »Removing CP in anyform is *** stupid idea....
The whole Veteran system failed because of it. Screaming out that old content is easy is so childish because its old content and pissing down roadblocks on newer player and people who create alts isn't fun either.
Craglorn is a prime example of this. You had your zone, where were you before they changed it?
Edit: I will tell you where in the newer content because you avoided those zones.
It's not just about old content, it is new content as well. Open world is pretty much balanced around not having CP anyway. It has to be so that new players can go into that content and enjoy it, be challenged by it, but not overwhelmed by it. For people with 810 cp it is trivial because they can 2 shot most of it. Open world for the most part should be about creating new areas to explore, developing the lore, running quest lines, and things of that nature. It should be balanced for new players so that they can experience that. If CP is removed from the open world aspect then veteran players also can do this content with the newer players and not trivialize it. Well, not by such a large degree anyway. They will still have better gear, and understand their characters capabilities better, but it will be much more in line with new players than it is now.
So...what's preventing experienced players who want that challenge from removing their Champion Points?
Nothing, really, except for the inconvenience of having to reset your CP whenever you want to do group content or CP PVP. Which ZOS could address (if they wanted to) with having slots to save CP layouts (though they seem to have no interest in doing so).
So if your desire for challenge outweighs that inconvenience, you can run around in overland content with no CP if you want.
VaranisArano wrote: »So...what's preventing experienced players who want that challenge from removing their Champion Points?
Removing CP in anyform is *** stupid idea....
The whole Veteran system failed because of it. Screaming out that old content is easy is so childish because its old content and pissing down roadblocks on newer player and people who create alts isn't fun either.
Craglorn is a prime example of this. You had your zone, where were you before they changed it?
Edit: I will tell you where in the newer content because you avoided those zones.
It's not just about old content, it is new content as well. Open world is pretty much balanced around not having CP anyway. It has to be so that new players can go into that content and enjoy it, be challenged by it, but not overwhelmed by it. For people with 810 cp it is trivial because they can 2 shot most of it. Open world for the most part should be about creating new areas to explore, developing the lore, running quest lines, and things of that nature. It should be balanced for new players so that they can experience that. If CP is removed from the open world aspect then veteran players also can do this content with the newer players and not trivialize it. Well, not by such a large degree anyway. They will still have better gear, and understand their characters capabilities better, but it will be much more in line with new players than it is now.
VaranisArano wrote: »So...what's preventing experienced players who want that challenge from removing their Champion Points?
The biggest overland challenge is finding a mob that lives more than five seconds.
I've just recently started levelling a character. I cheated a bit and crafted blue level 4 armor, 2H/3M/2L just to level all armor skill lines before deciding what she'll wear later. No enchantments on armor, no food, no attribute points, and only 10 green CP (roll-dodge cost reduction?) for that harvesting double-yield perk. I use whatever weapon I find along the way. With that and when I was lucky enough to find an abandoned dark anchor, I could solo it before even unlocking an ultimate. It took some time, but I don't think I should've been able to. Most often, however, several CP capped players show up and the final boss vaporizes the second it hits the ground. Isn't that dumb?
Yesterday I was collecting skyshards in Alik'r Desert. Laugh at me if you will... I died a little when I saw that herd charging to an anchor and off moments later. Is that how people "play" this game nowadays? It's remarkably similar to how bots "played" back in 2014 when they farmed delve bosses, except they only camped one spot. Have the bots improved, or have the players lost their minds?
VaranisArano wrote: »Removing CP in anyform is *** stupid idea....
The whole Veteran system failed because of it. Screaming out that old content is easy is so childish because its old content and pissing down roadblocks on newer player and people who create alts isn't fun either.
Craglorn is a prime example of this. You had your zone, where were you before they changed it?
Edit: I will tell you where in the newer content because you avoided those zones.
It's not just about old content, it is new content as well. Open world is pretty much balanced around not having CP anyway. It has to be so that new players can go into that content and enjoy it, be challenged by it, but not overwhelmed by it. For people with 810 cp it is trivial because they can 2 shot most of it. Open world for the most part should be about creating new areas to explore, developing the lore, running quest lines, and things of that nature. It should be balanced for new players so that they can experience that. If CP is removed from the open world aspect then veteran players also can do this content with the newer players and not trivialize it. Well, not by such a large degree anyway. They will still have better gear, and understand their characters capabilities better, but it will be much more in line with new players than it is now.
So...what's preventing experienced players who want that challenge from removing their Champion Points?
Nothing, really, except for the inconvenience of having to reset your CP whenever you want to do group content or CP PVP. Which ZOS could address (if they wanted to) with having slots to save CP layouts (though they seem to have no interest in doing so).
So if your desire for challenge outweighs that inconvenience, you can run around in overland content with no CP if you want.
Or you don't have to reset your cp and you can run through that new stuff like its nothing to the detriment of new players that are earnestly trying to complete that content. I'm not saying people do that with that intention, but it ends up happening. Let me ask you this, what content in open world pve do you feel you cannot complete without cp? Is there any? It is already tuned for new players without cp. Do you just want to burn through new content as fast as you can? I'm not sure what advantages there are to having cp in open world content. I see it as only trivializing that content? Where does it not do this?
If there are places, then how difficult is it for new players to complete this content without cp? Not speaking to you specifically, but rather in general what is the necessity for cp in open world content? Where is the content that can't be done without it, and how does that impact the new player experience?
With the old system when zones had mobs with various levels it could somewhat make sense as there was a progression to it, but now, with all mobs basically the same level that progression is gone. They make new content with the idea that new players can start right there rather than starting at the 3 beginner hubs. You can go anywhere open world now at any time while leveling. With a system like that in place, and in the name of balancing content for new players the only role for cp there is to trivialize it. We are not suppose to solo world bosses, again trivialization. I think cp has a place but it is in end game content, level 50 plus content, that is where it could be balanced exclusively with that content and make end game even better than it is. We earn cp post level 50, that is what it should be for.
Sadly WOW did the same...40/25 man raids now can be solo'd…..so sad, those were good times!
itsfatbass wrote: »Not sure how your post only got 1 agree OP but I have added mine to it. Great ideas but a pipe dream tbh. Zos doesn't exactly have a track record of doing things based on player feedback.
VaranisArano wrote: »I think the difference here is that while I'm content to let players choose what difficulty they want to play at with CP or without, you want to impose that No CP difficulty on everyone whether they want it or not.
I'm not a huge fan of that. I understand why that appeals to you, and why its the solution to your desire to make sure those max CP/high DPS players don't trivialize content, but taking away my choice doesn't appeal to me.
VaranisArano wrote: »I think the difference here is that while I'm content to let players choose what difficulty they want to play at with CP or without, you want to impose that No CP difficulty on everyone whether they want it or not.
I'm not a huge fan of that. I understand why that appeals to you, and why its the solution to your desire to make sure those max CP/high DPS players don't trivialize content, but taking away my choice doesn't appeal to me.
Sounds sensible, but therein lies the devil. It's a multiplayer game, one player's choice may limit the options of another. When flocks of people choose to plunder a zone, there's no way to pump the difficulty up. As long as there are incentives to trivialize, people will, and ruin it for others.
Way back before CP, when zones had designated levels, there were no incentives for high-level players to go in low-level zones and steamroll everything, except for the odd one out hunting achievements. Some players hated that the game basically told them what to do when (I myself stopped questing when I out-levelled Rivenspire by gaining too much exp in Cyrodiil). But it also prevented trivializing the content. If you found something too difficult, you could come back a few levels later and still get the loot. Facerolling it 10 levels above was not rewarded.
You would rather play with cp than have a pvp specific progression system earned through pvping?
VaranisArano wrote: »I disagree that players having the freedom to quest as they choose, whether with No CP or high enough DPS to trivialize content, is a bad thing.
VaranisArano wrote: »Player choice, even if it restricts the ability of some players to quest in privacy or full immersion, is a good thing.
VaranisArano wrote: »Oh, I'm aware that some players will complain that other players are running through killing everything.
A. That's dependent on DPS, not no CP. I started ripping through quest content at between 10 to 15k DPS, and that's entirely possible with No CP. I prefer to keep my CP, but removing it isnt actually going to fix the problem of higher DPS than quest content is designed for.
VaranisArano wrote: »B. Players being annoyed by other players messing with their quests is going to happen as long as quests and delves aren't instanced. So if "ruining" the experience is the problem, the actual solution is even more intensive than just uping the difficulty. This isn't a single player game, and other players will always be around to ruin some players' immersion unless ZOS takes steps to change that with instances.
VaranisArano wrote: »This bit:
"It's a multiplayer game, one player's choice may limit the options of another."
Yeah, that's the nature of the beast, isn't it? Its a multiplayer game, and one that currently says "Everyone can quest at any level, and any level of DPS. No, you don't get any expectation of privacy because everyone's ability to quest how they please is more important than your immersion. If you want a challenge, you can hinder yourself how you choose. You can't dictate to others how they play."
So for the pvp audience let me pose the question as the CP/No CP debate is one of the most polarizing. What is it about the CP system that makes you strongly prefer playing with CP or without CP. This question does not pertain to population demographics are any other ancillary reason for that preference. Specifically, what is it about the CP system itself that drives you toward, or away from CP pvp?