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What about CP?

  • Nordic__Knights
    Nordic__Knights
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    d0q7qlenowhk.png
    Heres 1st part of it ya i might been harsh over their request to remove cp all together because to do so would negate a lots of progression
    bx53l6yyscyn.png
    Heres other part and i simply pointed out that player must not be pushing hard for cp as with his time played over long time frame he could easily be maxed
    And if it's so hard of a task why do I have so many Subs that are maxed out CP regardless of how long I play per day XP is XP if it takes me three months to get that XP 2 years should be well enough time for the Casual player to get the same if not more due to the new systems added to the game
    Edited by Nordic__Knights on October 18, 2019 11:53PM
  • Sahidom
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    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.
  • Nordic__Knights
    Nordic__Knights
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    Sahidom wrote: »
    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.

    I actually just read through that will skim through it actually it is actually a well-written up thoughtful idea not just a removal of something would I accept something like that for my progression that I've made already Maybe if it's put in the right order and not unfair to the ones who's gained already
    Edited by Nordic__Knights on October 19, 2019 12:05AM
  • LiquidPony
    LiquidPony
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    Sahidom wrote: »
    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.

    This is a collection of the most ridiculous proposals I think I've ever seen for this game.

    Bravo to that OP for "thinking outside the box" but what they're proposing is ... a different game altogether. Although to be honest I hit "animation canceling will be removed" and decided that everything else therein was almost certainly not a very good idea.
  • Nordic__Knights
    Nordic__Knights
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    LiquidPony wrote: »
    Sahidom wrote: »
    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.

    This is a collection of the most ridiculous proposals I think I've ever seen for this game.

    Bravo to that OP for "thinking outside the box" but what they're proposing is ... a different game altogether. Although to be honest I hit "animation canceling will be removed" and decided that everything else therein was almost certainly not a very good idea.

    So ESO fixing their very first bug ever to hit this game would be a problem?
  • LiquidPony
    LiquidPony
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    LiquidPony wrote: »
    Sahidom wrote: »
    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.

    This is a collection of the most ridiculous proposals I think I've ever seen for this game.

    Bravo to that OP for "thinking outside the box" but what they're proposing is ... a different game altogether. Although to be honest I hit "animation canceling will be removed" and decided that everything else therein was almost certainly not a very good idea.

    So ESO fixing their very first bug ever to hit this game would be a problem?

    aNiMAtIoN CaNCElLInG iS An EXpLoiT

    About sums it up.
  • Nordic__Knights
    Nordic__Knights
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    LiquidPony wrote: »
    LiquidPony wrote: »
    Sahidom wrote: »
    https://forums.elderscrollsonline.com/en/discussion/491508/cp-ideas-2-0#latest

    Here is another discussion about proposals for a new Champion Point system.

    This is a collection of the most ridiculous proposals I think I've ever seen for this game.

    Bravo to that OP for "thinking outside the box" but what they're proposing is ... a different game altogether. Although to be honest I hit "animation canceling will be removed" and decided that everything else therein was almost certainly not a very good idea.

    So ESO fixing their very first bug ever to hit this game would be a problem?

    aNiMAtIoN CaNCElLInG iS An EXpLoiT

    About sums it up.

    I actually read through the whole of the proposal and though removal of Animation canceling did sound good as it is the first bug this game ever turned into a skill formation because they couldn't fix it within their coding which says a lot for their game to be honest in regards to being able to are not being able to fix their bugs I did not see that his proposal would be balanced in regards to new players mid-level players and veteran players it just seemed like the gaps added resources added skills added the additives itself favor veteran players way more than the current system does
  • the1andonlyskwex
    the1andonlyskwex
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    I have a much simpler proposal than that guy:

    1) Give each ability bar one "Specialization" slot. This slot will allow you to equip one "Specialization" passive for each bar. The fact that you can only have one Specialization passive active at a time will allow for horizontal progression (unlocking more options), while putting an upper limit on the amount of power a character can have.
    2) Specialization passives can be unlocked with CP, and CP accumulation will be essentially unbounded (like skill points are now)
    3) Each CP constellation will then contain a "Specialization" skill tree, with each sign containing a major branch of a tree (and potentially more branches withing the signs). The skills in the tree will need to be unlocked sequentially, with higher tier Specializations also costing more CP than lower tier Specializations to unlock.
    4) Each tree/branch will have a theme (damage, healing, resistances, critical hits, max resources, resource recovery, etc.), and higher level Specializations will be more specific, but also more powerful than lower level Specializations. For example, the first Specialization in a damage tree might increase all damage done by 2%, while the second tier might contain options to increase either dot damage by 4% or direct damage by 4%, and the top tier might allow you to increase a specific damage type (fire, frost, physical, etc.) by 10%.
    5) Costs will be set so it takes approximately 160 total cp to get the last ability in a tree (so at 160cp you could have 4-5 abilities unlocked in a single tree, including one max tier ability, or a larger number of abilities spread among a bunch of trees or branches). You would still only be able to equip one specialization ability per skillbar.
    6) CP reset costs would be very high, to make unlocking more than 2 top-tier Specializations worthwhile.
    7) If ZOS wants to add more flavor, they could also add a single active ability or ultimate ability at the to of each tree.

    Ultimately, the goal would be to provide advantages for having more CP (greater build diversity, flexibility, specialization), without allowing for unbounded power creep (by limiting the number of Specializations that could be equipped at a time). Maximum raw power would be achievable around 320cp (reducing the grind to be endgame competitive), but additional CP would still be worthwhile to allow greater flexibility (e.g. changing specialization for a specific boss fight, or to play multiple roles on a single character).
  • Nordic__Knights
    Nordic__Knights
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    I have a much simpler proposal than that guy:

    1) Give each ability bar one "Specialization" slot. This slot will allow you to equip one "Specialization" passive for each bar. The fact that you can only have one Specialization passive active at a time will allow for horizontal progression (unlocking more options), while putting an upper limit on the amount of power a character can have.
    2) Specialization passives can be unlocked with CP, and CP accumulation will be essentially unbounded (like skill points are now)
    3) Each CP constellation will then contain a "Specialization" skill tree, with each sign containing a major branch of a tree (and potentially more branches withing the signs). The skills in the tree will need to be unlocked sequentially, with higher tier Specializations also costing more CP than lower tier Specializations to unlock.
    4) Each tree/branch will have a theme (damage, healing, resistances, critical hits, max resources, resource recovery, etc.), and higher level Specializations will be more specific, but also more powerful than lower level Specializations. For example, the first Specialization in a damage tree might increase all damage done by 2%, while the second tier might contain options to increase either dot damage by 4% or direct damage by 4%, and the top tier might allow you to increase a specific damage type (fire, frost, physical, etc.) by 10%.
    5) Costs will be set so it takes approximately 160 total cp to get the last ability in a tree (so at 160cp you could have 4-5 abilities unlocked in a single tree, including one max tier ability, or a larger number of abilities spread among a bunch of trees or branches). You would still only be able to equip one specialization ability per skillbar.
    6) CP reset costs would be very high, to make unlocking more than 2 top-tier Specializations worthwhile.
    7) If ZOS wants to add more flavor, they could also add a single active ability or ultimate ability at the to of each tree.

    Ultimately, the goal would be to provide advantages for having more CP (greater build diversity, flexibility, specialization), without allowing for unbounded power creep (by limiting the number of Specializations that could be equipped at a time). Maximum raw power would be achievable around 320cp (reducing the grind to be endgame competitive), but additional CP would still be worthwhile to allow greater flexibility (e.g. changing specialization for a specific boss fight, or to play multiple roles on a single character).

    this sounds somewhat good but seems to remove a lot of progression some have already made as well as puts locks from 1 level to the next with an big gap in between and some might find that the hold on progression from 1 gap to the other makes it undesirable to progress in the game because it takes to long to see any progression
    Myself i like the system we have at this time the styling of it the pain points to me is it lets as have more options then needed for an dps/ healer/tank at the same time making it where you can become all 3 in 1. If an system could focus on improving just 1 area of choice dps/healing/tanking and just improve that 1 area only id like that but also feel it would have an small cap as there would be limited things that could be improved this unfortunately is what happens when a long period of time has passed with an system thats NEEDING adjustment as the CP system in this game has and progression is aloud to surpass the overall goal of the system
    Edited by Nordic__Knights on October 19, 2019 10:29PM
  • Grandma
    Grandma
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    Katahdin wrote: »
    Donny_Vito wrote: »
    Switching from PC to Console and having no CP made me try so hard to level up so I could reach the top tier. It was an OCD problem for me...I needed to be the max CP for whatever patch we were on. I imagine other new players experience similar issues. To say "just don't worry about it" is utterly useless when it's in my human nature to want to be the best.

    The point is you WILL get there. It's not the games problem if people have to rush and have everything now. You can choose to not listen to that OCD and learn to relax and just let it happen. I had the same problem with motifs until one day I decided I just was not going to obsess over them any more.

    this just in, we can cure depression by telling people to stop being sad. it worked for some random person so clearly it's a scientific basis for future research!

    sarcasm aside, a lot of people worked hard for their CP whether anyone likes it or not. In an ideal world, yes, CP would be nice to get at a casual relaxed pace like you said, and I would love that, but most people see that they need 160 for gear, 300 for stats, 810 for optimization, and as it's a video game with progression [particularly encouraged by being shared with your other characters], people are bound to vie for it. And since so many people already have it and worked their butts off to get it and are enjoying content at this level, and many more people aspire to get to it and work hard for it, sweeping it out from under our feet is a bad play and i 100% guarantee it's what ZOS will do because of that. Having progression is great. I almost miss having to grind CP and having landmarks to look forward to. I feel that I haven't gotten any better at the game in almost a year, because I've been at max CP for that long. It's nice to have some type of meter to measure success post level 50, and that's what CP promised. now ZOS hasn't touched it in a year and is just kinda ignoring it, esp. since they have a bunch of """""audits""""""" for other stuff lined up before they get to it.


    I think simplifying things would be cooler than making things more complex. Whatever garbage mechanic they come up with to replace it, they better keep all progression across the systems. If they go back to a smaller number system [ala vr where it's something like a max of 20 because of how far the game has gone now] then i better be at max for having max CP, y'know. cos I worked for that shiny number. Ah well. I feel like i looped a bit but my point is there somewhere. I'm tired.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • Banana
    Banana
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    One nerf at a time please
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