Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.
Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.
For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.
I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.
Are you excited when you get a new level or champion point?
I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.
The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.
THEDKEXPERIENCE wrote: »I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.
The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.
There’s stories in ESO? I just thought I was supposed to hit A as fast as I could. Interesting.
THEDKEXPERIENCE wrote: »I look forward to it because that means I get to say “Champion Point” like “KOBE!” every few hours and somehow that doesn’t get old.I have never been excited about gaining a new level in any game. It is just a meaningless mechanics.
The game is about two things. The stories and what we do after we finish the stories. Unlocking a new skill or gaining CP is just work needed so we can do what we want to do. Nothing more and nothing less.
There’s stories in ESO? I just thought I was supposed to hit A as fast as I could. Interesting.
Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.
Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.
For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.
I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.
What do you mean more narrative appoarch?
Sylvermynx wrote: »This game still confuzzles me. I came from WoW and RIFT where you get more levels, and have to regear etc. - which makes perfect sense to me. ESO's setup doesn't. Of course, I also came from the entire TES single-player games cycle, where you also just keep leveling up, and regearing.
I guess I think ESO thought it should be different. But for me, it's painfully different.
Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.
Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.
For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.
I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.
What do you mean more narrative appoarch?
1) The attribute system could do with adding points based on the pools that you actually use (i.e. get depleted) rather than some sort of out-of-body application of a point to a resource. It is perfectly possible, for example, to use a Magicka based character for 50 levels but assign all of your attribute points to Stamina. You wouldn't want to, but that discontinuity exists.
2) The way in which characters learn new abilities is surreal. All members of a single class have access to the same pool of abilities to select from. They somehow develop these identical abilities spontaneously as part of their adventures with no input from another living being. The way I'd like to see this handled is through deeper connections to the world itself. The TES games had situations where you had to learn spells/abilities from people/tomes/items/etc., SWTOR and LotRO both had class trainers. I'd love to see this made more involved! Visit a Dark Magic enclave, train with your alliance's military, apprentice yourself to the Fighter's Guild, seek ancient knowledge with the Mage's Guild... something, anything, that actually connects in-game actions to the development of new abilities. Because, again, there is a discontinuity.
Those are the kind of things I meant by a more narrative approach.
Short of developing ESO2, these are systemic issues that cannot be fixed entirely. A good step forward would be to abolish item levels and rework the crafting system accordingly. Don't see that happening, though.
jainiadral wrote: »Levels themselves feel dull... numbers being added to numbers to make... slightly higher numbers.
Skill points feel juicier because they unlock abilities directly. Your character can now do something new, or in a different way (morph). That feels much more satisfying to me than the purely numerical approach.
For this reason, the only part of the CP system that felt like a reward were the passive unlocks. And those care far too infrequently after the first 1-2 in each branch.
I’d love a more narrative approach to character progression. We’ll never get it though. The endgame PvE and PvP communities would lose their minds.
What do you mean more narrative appoarch?
1) The attribute system could do with adding points based on the pools that you actually use (i.e. get depleted) rather than some sort of out-of-body application of a point to a resource. It is perfectly possible, for example, to use a Magicka based character for 50 levels but assign all of your attribute points to Stamina. You wouldn't want to, but that discontinuity exists.
2) The way in which characters learn new abilities is surreal. All members of a single class have access to the same pool of abilities to select from. They somehow develop these identical abilities spontaneously as part of their adventures with no input from another living being. The way I'd like to see this handled is through deeper connections to the world itself. The TES games had situations where you had to learn spells/abilities from people/tomes/items/etc., SWTOR and LotRO both had class trainers. I'd love to see this made more involved! Visit a Dark Magic enclave, train with your alliance's military, apprentice yourself to the Fighter's Guild, seek ancient knowledge with the Mage's Guild... something, anything, that actually connects in-game actions to the development of new abilities. Because, again, there is a discontinuity.
Those are the kind of things I meant by a more narrative approach.
The second part sounds pretty coolTo have real quests and storyline attached to learning skills would be great for immersion.
Wifeaggro13 wrote: »Are you excited when you get a new level or champion point? If not what would make you more excited?
Never have I seen a development team leave progression and alternate advancement stagnate like this. It's no wonder there is no permanent community . Personaly Matt frior should have been let go long ago for this short sighted vision. Fixing it ? Meh... they already answered your question with the announcement of a new IP and a new MMO . Eso is in its twilight years they are only planning in 18 month blocks now not 5 year plans.