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Let's brainstorm together! How would you overhaul the CP system?

  • mairwen85
    mairwen85
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    kalunte wrote: »
    keep in mind that the biggest issue with CP is how it discourages new players who comes to TESO.

    therefor i would simply cap it to 360 and reduce the amount you have to spent in each tree to get the bonus we already have and turn all others into crowns.

    more lvl would also give crowns, let's say 5crowns per lvl so that playing more would bring more goodies to players (which is more than nothing) and new ppl wont be afraid to come since they have less grind to access to the "end game" content.

    Not everyone wants pretty pixels, and some might say this endorses p2w practices. Where else can you take your character for progression if in game options are static? Power for crown, that's where.
    Edited by mairwen85 on April 4, 2019 4:48PM
  • Tandor
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    Commancho wrote: »
    Skwor wrote: »
    Commancho wrote: »
    I would like to know who came up with the notion that people play the game to grind? I damn sure didn't. I do it out of necessity. Not because I like it. The best thing about this game that has kept me is that I don't have to keep constantly grinding gear because the gear level is capped. I hated that in other MMOs. Get rid of that and I'm done. And I'm pretty sure I'm not alone. People don't play the game for grinding. They play because the game is fun.

    Y'all really need to stop peddling that snake oil about the game will die without progression. It's a bs notion because most people hate grinding and only do it because of forced necessity.

    True, this game has so much awesome and huge content that it simple doesn't need to use this kind of cheap moves to cover some shallow gameplay like some other multiplayer games. It doesn't mean that our characters shouldn't be more powerfull with a time, but grind should be avoided wherever it's possible.

    What is a grind to you may be a game to others
    The others might try to get a job as well :trollface:
    On a serious note, there is no fun in playing 0-160CP.

    There's a misconception that only people who play 24/7 because they don't work for whatever reason have the time to play the game fully on all their characters. More likely it's that they have the same amount of time for gaming as everyone else, they just don't share the feeling that everything has to be achieved immediately.

    On your serious note, with the huge amount of content now available in the game, you can get well past 160CP without any repetition of content at all. It's really only a problem for those who choose to play a MMORPG with an evolving storyline and progression system with the sole aim of participating in endgame PvP. I can quite understand why that's a source of frustration for them, but what I don't understand is why they're playing ESO in the first place especially given that once they reach the endgame PvP we are constantly told that it is "literally unplayable" anyway!
  • Kombinator
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    kalunte wrote: »
    keep in mind that the biggest issue with CP is how it discourages new players who comes to TESO.

    therefor i would simply cap it to 360 and reduce the amount you have to spent in each tree to get the bonus we already have and turn all others into crowns.

    more lvl would also give crowns, let's say 5crowns per lvl so that playing more would bring more goodies to players (which is more than nothing) and new ppl wont be afraid to come since they have less grind to access to the "end game" content.

    Well that could work. Those who farmed out super high CP would gain lots of crowns for exclusive stuff. And would give little kids a chance to get the expansions simply by grinding out.

    However it would also mean, that those players would not buy it for REAL money. And that is a potential money loss, and only EA does such thing. Removing a money potential feature for the sake of the players.

    The cap is one way to make the game harder, but it's not the only way.

    In WoW you have multiple layers of end-game gear, and RNG to slow you down. There could be something like that in ESO. New difficulty dungeons would give even stronger sets, or even stuff for higher CP.

    Normal: Can be done without any special gear. Primarily to give some idea of the system, and to gather the basic gear for new characters.

    Veteran: You need at least normal gear, and some skill.

    Master: LFG still works. But you need to have full epic veteran gear, and considerable skill.

    Insane: No LFG. Can only be done with full premade group. Requires full group synergy, and skill to stand a chance here.

    Another style is the SWTOR method. Your "CP" gives chests, that contain gear. The bigger the CP the better gear you get. Above "max" level you can level up infinitely for more chests. Lots of grinding, but MINIMAL RNG.

    In ESO it could work by being only able to spend a certain ammount of CP. Like 300. The rest of the CP can be spent on better gear. It would erase the RNG, and would allow easier specialization. Also the CP bought gear would be even stronger, than the best dungeon drops.

    Maybe you could even design it. Choose the style, enhancement, and trait. Like if you were crafting something except, that you don't need crafting skill, and got "infinite" materials from every kind, and you could even name it as a set, and add your very own set bonuses. 3 "low", and one strong set bonus. The low set bonuses would be anything you can see on any set's 2, 3, 4 bonus (monster sets excluded), and the strong one would be anything from any set's final set bonus.

    The laziest and cheapest style is just leave everything be. For most players stuff aren't exactly easy, and for hardcores EVERYTHING is easy. You could tell them to play CatMario, and when they finish it after a thousand try they just say gg easy.

    The "prestige" system is done by FPS games. It is a lazy method, but has potential. To give bonuses, or abilities, that you couldn't get otherwise (ever).

    New Game+ method done mostly by RPG games. If they hit the difficulty right, then it might become truly hard for anyone who isn't skilled, and geared. Could be combined with new layer of dungeon difficulty, and gear.

    The hardest, but probably best method would be the difficulty customizer. You could play on custom difficulty dungeon. It would work in the old host/client style. You either host one, or join one. You could increase difficulty by increasing health, and damage of all enemies up to 1000% stronger. Increasing difficulty would also scale XP, and item drop rate. On 1000% difficulty each boss would drop 10 items. But not many could defeat that level.

    0% you get the usual one item.
    1-99% you have chance to get extra item. On 99% there is 99% chance.
    And of course 100% would guarantee 2 item/boss, 200% for 3 item, and so on.

    An alteration of the custom difficulty is that each player sets a preferred difficulty, and when LFG enters the dungeon gets scaled to the average of the group. The danger is that some fools would set way too high difficulty ruining lower tier players' chances.
  • snarkomatic
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    Ratzkifal wrote: »
    I've been playing a bit of WoW recently because of a friend who wanted me to try (can't say that I like it), but there is something about the way they handled artifact power that really works well. It's not a flawless system obviously and WoW has you on a constant grind for new gear, but perhaps we could invest our CP into improving our gear. Then if you decide to switch gear, you get new equipment to invest CP into. It would also mean that all of your alts would have the same kind of need. It shouldn't be too big so that you can't do without or refuse to change gear because it's a grind, but also not too little to be meaningless.

    Man, replacing CP is a tough nut to crack.

    No. Artifact power in WoW is a nightmare and the player base despises it so much they're completely changing the way it works in their summer update. Every time you upgrade armor sets you reduce your own progress, and have to grind further in order to get back the passives/abilities you already had on the lesser armor. It's nonsensical and it feels really, really bad.
  • Shantu
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    This whole debate is based on the fallacy that CP power creep is bad. It's not. The vast majority of 810 CP players still can't do 20K on a dummy, let alone tackle vet dungeons and trials. If anything, whatever power creep comes with higher CP levels gives the "average" player a fighting chance at harder content. There has been some excellent discussion on this matter. Unfortunately, it appears by their statements on the matter, I don't think ZOS is listening. Big mistake, IMO.
  • Skwor
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    kalunte wrote: »
    keep in mind that the biggest issue with CP is how it discourages new players who comes to TESO.

    therefor i would simply cap it to 360 and reduce the amount you have to spent in each tree to get the bonus we already have and turn all others into crowns.

    more lvl would also give crowns, let's say 5crowns per lvl so that playing more would bring more goodies to players (which is more than nothing) and new ppl wont be afraid to come since they have less grind to access to the "end game" content.

    How nice and generous of you to give me 5 crowns for countless hours of gameplay intentionally played for progression to feel like my charatcter grew.

    So nice in fact that I would likely leave as many others also would for what is effectivly a big fat middle finger to any loyal player wth high CP.

    Your idea is not benevolence it is envy wrapped in self serving arrogance. Why do so many insist on finding ways to screw those who have earned more than them in this game. Disgusting!
    Edited by Skwor on April 4, 2019 6:39PM
  • PathwayM
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    I would remove all combat related buffs from the trees. Instead the CP system should affect your character's style. Imagine having a passive that you get 1% increased gold found from monsters (up to 100%) and maybe even an unlocked passive that doubles your gold found. Or (going back to my diablo 2 roots here) a passive that each point increases the chance of finding higher quality items (up to 100%). Currently I think the harvesting passives are the best designed in the current CP system since they don't affect combat and are super useful.

    Some passive ideas:
    - % Increased Gold Find
    - % Chance to increase found item quality
    - % Increase to AP gain

    Another type of combat related (but not impacting) passive could be like:
    - % Chance to spawn a treasure scamp after killing an enemy.
  • ToRelax
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    Shantu wrote: »
    This whole debate is based on the fallacy that CP power creep is bad. It's not. The vast majority of 810 CP players still can't do 20K on a dummy, let alone tackle vet dungeons and trials. If anything, whatever power creep comes with higher CP levels gives the "average" player a fighting chance at harder content. There has been some excellent discussion on this matter. Unfortunately, it appears by their statements on the matter, I don't think ZOS is listening. Big mistake, IMO.

    Those players couldn't do 8k in 1.6 then; what's the point?
    If ZOS wanted the "average" player to be able to complete more content while making it even easier for more skilled players, they can (and do) nerf the content.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • dazee
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    I would mostly leave it the hell alone. I would stop increasing the cap at between 900 and 1000 and add more skill lines to the game each expansion or DLC so vet players could progress in some form still.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Juhasow
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    Shantu wrote: »
    This whole debate is based on the fallacy that CP power creep is bad. It's not. The vast majority of 810 CP players still can't do 20K on a dummy, let alone tackle vet dungeons and trials. If anything, whatever power creep comes with higher CP levels gives the "average" player a fighting chance at harder content. There has been some excellent discussion on this matter. Unfortunately, it appears by their statements on the matter, I don't think ZOS is listening. Big mistake, IMO.

    It's barely possible to not do 20k DPS as CP 810. Certain builds allow people to reach that value by putting the brick on LMB and going outside of the room. Seriously if someone is saying that "vast majority" of players with 810 CP cannot reach 20k DPS either he is lying or vast majority of CP 810 people plays without monitor.
  • Iccotak
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    Have a level cap, you don't have to keep rising in power
    WoW made the mistake of continuously adding levels every expansion (at 120 currently) and now they're looking at doing a level squeeze back to 1-60 to mainstream the leveling process. Don't make the same mistake

    It's ok that your character has reached their cap.
  • Tandor
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    kalunte wrote: »
    keep in mind that the biggest issue with CP is how it discourages new players who comes to TESO.

    therefor i would simply cap it to 360 and reduce the amount you have to spent in each tree to get the bonus we already have and turn all others into crowns.

    more lvl would also give crowns, let's say 5crowns per lvl so that playing more would bring more goodies to players (which is more than nothing) and new ppl wont be afraid to come since they have less grind to access to the "end game" content.

    If a new player is discouraged by something that he doesn't even need to think about for 50 levels, or he is planning to complete those 50 levels in a very short time, then he is either being badly advised about the game or he has chosen the wrong type of game.
  • LittlePinkDot
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    Leave it alone and capped. If you are already at cap, then it means your character is complete.... So time to make another alt.
  • dazee
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    Iccotak wrote: »
    Have a level cap, you don't have to keep rising in power
    WoW made the mistake of continuously adding levels every expansion (at 120 currently) and now they're looking at doing a level squeeze back to 1-60 to mainstream the leveling process. Don't make the same mistake

    It's ok that your character has reached their cap.

    Sideways progression once you reach the cap. That's how to keep players engaged. you don't become more POWERFUL you just become more VERSATILE.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
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