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Champion Point discussion.

  • theyancey
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    This is an RPG. It is not a shooter. That means character development. Every MMORPG has had extra levels added with each expansion. What have we gotten? Bupkees. CP has been the only way to upgrade and customize our characters. Without that the game dies for the RPG player. Without the RPG player the game dies. Whatever replaces the CP program it needs to take that into account. Existing CP points need to be transferred in some meaningful manner. Otherwise thre is little to no reason for long time players to continue. I prepurchased the latest expansion. However if there has been no positive moves towards reinstituting some type of progression I will not be renewing my Plus sub when it expires in May.
  • Anotherone773
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    Nanfoodle wrote: »
    This is the best and most popular PvP game online right now.
    "The best" is subjective. Most popular is not true at all. When you consider average number of unique players that PVP this game isnt even in the top 50, probably not even the top 100 and thats if we exclude mobile games. Ive been in fights in Eve Online, personally, that is bigger than all the campaigns in cyrodil combined in terms of players on a single ESO megaserver and im excluding the other 90% of Eve players who are pvping elsewhere. Even if you narrow this game to Medieval Fantasy MMORPG, its probably not even in the top 5 for PVP.
    Cyrodiil is packed every Prime time and active at all hours of every day.
    Its barely active most of the day, at least by what i would call active for a "pvp game", at least on PC NA. Most of the campaigns can barely fill 2 bars across 3 alliances at peak.
    You may not think of it as PvP game but most do.
    Well i live in reality which is why they are probably so disappointed with the "state of PVP" in a game that all but a sliver of content is designed for PVE.
    This by no means that this PvP game, does not have awesome PvE as well.
    Saying something over and over again doesnt make it true.
    Also remember when this games PvE was really bad, its was the PvP community that kept this game going. As at one point that was the main reason to play this game.
    You might want to believe that but i can guarantee you that ESO survived on franchise name alone. Even before 1T and during the whole sub period, this was still a typical MMO PVE game. It was heavily marketed as the next TES game that you could play with friends. But its hard to play with friends when they are level 45 and you are 26 or when you are AD and the are DC.

    1T fixed some flaws in their marketing strategy but before that you could still bank on TES fans, such as myself, playing for the content and storyline. ESO has never had a lot of PVPers when compared to games that are actually PVP games. An actual PVP game is designed around PVP and PVE is a necessary evil but not the focus. In a PVE game,PVE is the focus and PVP is an after thought. ZOS ( probably) spends more on voice acting alone than they do PVP content.

    Look i would love for this to be a good pvp game. Id love for it to be a decent pvp game. But its not. PVP is terribly designed in it. It has no appealing features at all. It has no strategy and the risk/reward system is terrible for pvp. It simply is not interesting. I wish it were because i typically love PVP, but its quite rubbish in ESO.
  • UglyTriangle
    UglyTriangle
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    Personally I would just increase the CP cap to 1000, and any points thereafter can be spent for 'non combat' purposes, such as .1% better rates when selling to merchant... as an example.

    This, in addition to having some sort of catch-up mechanism for people who are fresh. The enlightenment bonus is nice, though I wish it wasn't limited to a certain amount.
    Bobo the Cowardly | Warden | Healer/MagDPS
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  • AhPook_Is_Here
    AhPook_Is_Here
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    Scrap it
    Buff abilities back up, and give classes some flavor back. ESO classes are like British food.
    “Whatever.”
    -Unknown American
  • MEBengalsFan2001
    MEBengalsFan2001
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    If the Champion System were to be Reworked into something completely new, or scrapped in its entirety. How would one go about replacing it with something that all players can use.

    In my opinion, I would rather see the champion point system reworked into something entirely new.

    Such questions include:
    • How would you approach the system.
    • How would one find a way to eliminate the power creep.
    • How would it appeal to each playable class in both PvE and PvP.
    Pretty sure I’m missing a few questions but still, the current issue in the eyes of the community by far is the champion point system administering power creep which needs to be eliminated at some point to an extent.

    I would keep the system simply adjust the % gains we get from the points used.
  • Casul
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    Kombinator wrote: »
    BuildMan wrote: »
    Make CP completely for non combat effects. Then buff armor sets to make up the difference. Easier to balance as you took away one variable to the equation.

    It would outrage people with high CP as their raw combat power gets reduced to regular level.

    I would increase base level to 70, and erase CP system entirely. Reaching lvl 70 would be similar to reaching 160 CP.

    After that you could pick up a new class for your character. You could switch classes OUTSIDE of combat at any time with a one hour cooldown. Given enough grind you could pick up all classes for your character. Each class outside of the main could be grinder by 20 "levels". These levels would have similar XP requirement as if you were go from 70 to 90, and grant no attributes. Only skillpoints.

    Those who have CP over 160 would be given instant XP scrolls, that instantly gives similar ammount of XP as reaching that CP required. There would be full, and fragmented version of it. The full would instantly give 20 extra level to your currently equipped new class, and put all class skills to 50. Fragmented version would be the "final" which would give whatever XP remained after using the full ones. It would be generated for each account. XP granted by that scroll would evenly spread amont the class skills.

    Extra classes you unlock, and level would be account wide. Characters that reach lvl70 gets auto unlocked as extra class account wide, if already unlocked, then you are given the option to replace the unlocked one. This could only be done ONCE in an account.

    Your raw power would be less, than on full CP now, but you would get much more flexibility, and should you decide to switch class you could do it without grinding up a new character, and all content/gear/achievement remain unlocked.

    There may have been a miscommunication in my post. The power level we are currently at would be preserved by buffing armor sets, ability scaling, or just increasing base stat pools. Then CP could be dropped which would make the equation for perfect balance a little simpler. But the power level of characters would not be jeopardized in any way.
    PvP needs more love.
  • karekiz
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    Remove it. Give players X either gold, transmutes, or some sort of cosmetic prize for being over cap.

    Any necessary sustain/denesive/offensive benefits that need to be brought into line with current gameplay could be retrofitted into passives.
    Edited by karekiz on February 12, 2020 5:24PM
  • xaraan
    xaraan
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    1. They should respect current CP levels in some form when converting over.

    2. I'd like to see a more non-combat oriented system. Leave combat buffs flat across board so you do not need no-CP and CP pvp, and allow people to pick up some interesting perks like the faster harvesting, horse riding, arcane well, etc. Granted, some of those could have a slight combat modifier, but nothing as bad as straight buffs to flat damage.

    3. The important thing IMO is that they offer some sort of progression in the game for end game players. I hate feeling like I'm earning CP and it's for nothing. Give us some advancement at the end, even if it's just fluff perks that are just fun to have.
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  • ZOS_GregoryV
    Greetings all,

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  • Veinblood1965
    Veinblood1965
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    How about after 1000 CP every 50 CP you get a unique emote, like a large fluffy bunny who follows you around that waves at everyone and stops and tells everyone how great you are? Tells great tales of your many deeds. Something like this...

    I was there when Veinblood slew the mightly Chugration Boss and resurrected me from the dead. He did so with a can of Hair Restorer with a Permanent Wave.

    Something like that...
    Edited by Veinblood1965 on February 12, 2020 8:39PM
  • Nordic__Knights
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    Kombinator wrote: »
    Kombinator wrote: »
    BuildMan wrote: »
    Make CP completely for non combat effects. Then buff armor sets to make up the difference. Easier to balance as you took away one variable to the equation.

    It would outrage people with high CP as their raw combat power gets reduced to regular level.

    I would increase base level to 70, and erase CP system entirely. Reaching lvl 70 would be similar to reaching 160 CP.

    After that you could pick up a new class for your character. You could switch classes OUTSIDE of combat at any time with a one hour cooldown. Given enough grind you could pick up all classes for your character. Each class outside of the main could be grinder by 20 "levels". These levels would have similar XP requirement as if you were go from 70 to 90, and grant no attributes. Only skillpoints.

    Those who have CP over 160 would be given instant XP scrolls, that instantly gives similar ammount of XP as reaching that CP required. There would be full, and fragmented version of it. The full would instantly give 20 extra level to your currently equipped new class, and put all class skills to 50. Fragmented version would be the "final" which would give whatever XP remained after using the full ones. It would be generated for each account. XP granted by that scroll would evenly spread amont the class skills.

    Extra classes you unlock, and level would be account wide. Characters that reach lvl70 gets auto unlocked as extra class account wide, if already unlocked, then you are given the option to replace the unlocked one. This could only be done ONCE in an account.

    Your raw power would be less, than on full CP now, but you would get much more flexibility, and should you decide to switch class you could do it without grinding up a new character, and all content/gear/achievement remain unlocked.

    So with your system where would someone who has 1400 cp atm be placed?
    Not to thoughtful to the fact that most if not all players that are cp maxed have other classes already at cp too i have 18 of them 2 of EVERY class 1 stam 1 mag dds, tanks and healers

    Yes, and you have full gear for each, and every one of them, and done every quest with every one of them, and all of them have full crafting skills. And everyone with full CP has all of these. One reason i hate going with alt is, because i see all the quest i haven't done yet.

    Not sure where 1400 CP would be placed. Could be unlocking all current class, but game could give more instant xp scroll for future use. You know when new class gets released.

    No ive only done all quest on 3 of them and only 8 are grand master craftsmen mainly because i started making ult accounts so that i got the feeling of progression for what i was doing not just another useless cp point i couldn't use
  • CoronHR
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    the only change i would want to see is that your cp after 810 could be used for something, say, trade a bunch in for a skill point, or for non-combat purposes like better merchant rates (someone mentioned that). or you could trade in skill points for a free skills respec. or maybe at some point it unlocks a purchasable furnishing. and i'd like it if the actual cp showed to other players. well anyway, seems like a lot of people want a reworking of the skill tree, which i think would *** off a lot of players (me included) who worked hard to get the points and spent them in a certain way. so i'd only want a change so that you can do something with the pts you acquire after 810 which you currently can't do anything with
    PC - EU - Steam client
  • Nordic__Knights
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    CoronHR wrote: »
    the only change i would want to see is that your cp after 810 could be used for something, say, trade a bunch in for a skill point, or for non-combat purposes like better merchant rates (someone mentioned that). or you could trade in skill points for a free skills respec. or maybe at some point it unlocks a purchasable furnishing. and i'd like it if the actual cp showed to other players. well anyway, seems like a lot of people want a reworking of the skill tree, which i think would *** off a lot of players (me included) who worked hard to get the points and spent them in a certain way. so i'd only want a change so that you can do something with the pts you acquire after 810 which you currently can't do anything with

    you get that there is 3600 points needed to complete all cp skill right problem with system is the % per point and only it they need to - the % per point and open up the cp system again its really not that hard an fix and with game still having years left in it players would be able to complete the system only thing holding us back is the lock thats been placed on it
  • spekdah
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    You can't make it just cosmetic, DLC content, especially vet dungeons and vet dungeon achievements is balanced around CP300 at least. So that first chunk of power needs to convert over unless they re-balance all the dungeons. Which would be mobs and mechanics.

    They could throw some new skills in there, maybe they cost a chunk of CP to unlock depending on power, i.e. 10, 25, 50 even 100 for a new ultimate. Anyway, some concept for CP sinks anyway, something that really pushes choices, Do you want a generalist with a balance of offence, defense, sustain. Or specialist. Choices have to be good though so we don't end up with cookie cutter.

    To stop powercreep maybe cap some of items.
  • spectralpulse_ESO
    Scrap CP. The game should be about skill and gear, not steamrolling content with CP. Give the high CP players a title or something.
  • Brandathorbel
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    what level would you say where CP starts to give very little return? about 600?
  • Sailor_Palutena
    Sailor_Palutena
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    1CP should be 1% just like when they revamped Racial skills. Flat bonuses. It sucks to deal with diminishing returns and it baffles me when I see people spending 100 points on a specific star. If 35% if the max, then just set a limit on it. 35 points.

    If there's something that frustrates the most is to spend 3 points to get 1% in whatever star you plan to focus.from 24 to 25% when the cap is 25 is like 10 champion points. Ridiculous.

    The extra CP could be used to increase Health, Stamina or Magicka.
    Edited by Sailor_Palutena on February 12, 2020 10:17PM
  • Kittytravel
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    xbobx15 wrote: »
    what level would you say where CP starts to give very little return? about 600?

    The return that CP gives is directly correlated with how many points you put into a single perk; but the overall return is always good from CP 1-810. It's just they don't feel very impactful unless they are in bundles of 30-50.

    On another note here is my list of non-combat CP perks as someone earlier mentioned they'd like to see CP removed from combat and just left to balancing sets/skills and stats.

    The idea behind these is you'd receive these perks every 50 CP or however they want to do it; you'd get to pick one every 50 levels. At CP 1000 you'd be capped out on all of them and then would start getting costumes, pets, etc for being such a high level. A more manageable long term reward for players that have stayed heavily dedicated to the game for so long.
    1. Reduce The Radius NPC Can See You In Stealth by 3 meters.
    2. Increase The Value of Gold found in Lockboxes by 50%
    3. When Forcing A Lock You Have 10% Increased Success Chance.
    4. Increase The Success Chance of Pickpocketing by 10%.
    5. Increase The Value of Laundered Items By 20%.
    6. Increase Mount Speed Out Of Combat By 15%.
    7. Mount Sprinting Now Costs 0 Out of Combat.
    8. Increase the duration of food and drink by 20 minutes.
    9. Increase Sprint Speed out of combat by 15%.
    10. 10% Chance Of Doubling Your Drop From Harvest Nodes.
    11. Reduce Gathering Time by 50%.
    12. Increase All Money Looted From Treasure Chests By 50%.
    13. Increase The Quality of Items Found In Treasure Chests.
    14. Increase the Quality of items found from Anchors, Geysers, and World Bosses.
    15. Increase Crafting Inspiration Gained by 20%.
    16. Reduce the Gold Price you pay to vendors by 10%.
    17. Reduce the cost it takes to travel to wayshrines by 50%.
    18. Increase the gold you receive from quests by 25%
    19. Increase All Money Looted From Kills By 25%.
    20. Increase the value of all trophy and rare fish items by 100%.

    If anyone can think of any others or perhaps better options I tried to think of everything that I'd personally enjoy out of a long-term reward system that is supposed to gradually make my game play feel more fulfilling as time goes on.
  • Nanfoodle
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    I think non-combat advancement is the best option.
  • IonicKai
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    Nanfoodle wrote: »
    For a PvP game, speaking as a new player, the grind to 810 is an utter pain. The community looks down on any one not 810 and it turns off allot of new players. I'm stubborn so I have stuck around. And a real PvP game should not such a huge shelf to get to even footing. For the sake of the game this needs to change. I hope they lower the CP cap to 600 for combat. Remove the crafting and extra stuff in CP skill trees. After 600 have new skill trees unlock that deal with bonuses for crafting and other skills that have nothing to do with combat. Like in PvE areas let you walk on water. Just my two cents.

    The community is flawed in looking down on those below 810. The truth about CP is that the advantages are heavily front loaded. The difference between a CP 600 and a CP 810 is 70 points per tree which sounds like a lot but is really a few percentage points difference because of diminishing returns. There is actually math in this game and while it's not wrong that the 810 has an advantage I've met far too many 810s that get wrecked by content because they lack game knowledge. CP more accurately measures Collective Playtime right now and is actually pretty lenient on newer players because it's front loaded.

    I think if ZOS is going to adjust it they need to be very careful. Take too much power away and you have to buff other things or you will anger those that worked hard to get strong. Players hate feeling weaker because of bad patches. Everyone wants to see their characters grow stronger over time which means you actually want some power creep. The thing they need to focus on is providing good opportunity to grow without trivializing all content.

    That said content from 3-4 years ago should be much easier now then it was at release and CP has stopped causing the power creep. It's no longer had meaning as a progression system so they should consider keeping it as is and introducing a new system you can level into that provides a perk for players. Those with excessive CP can get a head start and new players could level both simultaneously.
  • Tandor
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    If I were going to change the system, and that's not a given, I would offer fewer points but they would be character-specific. Alternatively, if I were sticking with account-wide points I would have them only capable of being activated on level 50 characters.

    Either of these arrangements would help enormously with the problem a lot of high-CP players have when playing alts through overland content and finding it too easy.
  • Ermiq
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    Myself have 6 accounts all at or above cp cap 2 of them got there in less then 4 months of game play but my mains 1400cp and if when re work to cp system does happen if 1 of the cp I've earned gets removed making is so i get punished for being an PLAYER of the game it well be reason to move to another game that maybe less fun but doesn't punish their players for playing the game
    Oh, my God. 6 accounts. At CP cap. Do you know there's an option to create more characters at the same account and they will share CP points?

    However, I don't know what I'd think if I had grinded up that much, but as a player who only has 1 account (4 characters) at 780 CP (2500 hours played), I don't mind if they remove CP.
    CP has never been my goal. Yes, I've been waiting for 160CP since it's the actual end-game border, but then I just played non-CP PvP, collected interesting gear sets, earned money to play around with housing and never payed much attention to my CP level.
    xCHEMISTx wrote: »
    They won't get rid of it now its too central to character progression. If they wanted something different they should of thought about that before writing the code.
    MMORPGs change their progression systems quite often. It's a common thing in MMORPGs.
    Nanfoodle wrote: »
    For a PvP game, speaking as a new player, the grind to 810 is an utter pain. The community looks down on any one not 810 and it turns off allot of new players. I'm stubborn so I have stuck around. And a real PvP game should not such a huge shelf to get to even footing. For the sake of the game this needs to change. I hope they lower the CP cap to 600 for combat. Remove the crafting and extra stuff in CP skill trees. After 600 have new skill trees unlock that deal with bonuses for crafting and other skills that have nothing to do with combat. Like in PvE areas let you walk on water. Just my two cents.

    1) This is not a PVP game, It is a PVE game with PVP haphazardly thrown in as an afterthought to grab a few more customers.
    Looking at first years of ESO, I wouldn't say PvP is an afterthought. It actually supposed to be the main goal and selling point of the game. Moreover, 3 factions fighting each other in the central big area is what the ESO's predecessor Dark Ages of Camelot was about.
    But in the end PvE started to bring more money, that's why ESO has turned into a PvE game with just a little attention to PvP.
    Edited by Ermiq on February 13, 2020 12:00AM
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  • D0PAMINE
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    Personally I would just increase the CP cap to 1000, and any points thereafter can be spent for 'non combat' purposes, such as .1% better rates when selling to merchant... as an example.

    Although this is not exactly what I would like personally, this idea is solid imo.
  • Nordic__Knights
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    @Ermiq
    Yes i know this my main account has 2 of each classes 1 stam 1 mag that are dds then a few tanks and healers with 18 toons all together that are 1400cp i have 14,000+ hrs on my main
    For my sub accounts some have 2 toons but most are just single tooned , the ones i enjoy the most ,stamblade ,stamsorc, magplar and magdk that i play when i want to feel im getting something out of playing an game thats on pause when talking about progression And a never-ending changing spree all the time with combat
    Im retired so yes i have alot of free time to play
  • Tanis-Stormbinder
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    Unlock the entire CP system then level the base game to max CP. Use battle spirit to buff players to the base game until they reach the cp cap. This will give players some progression between DLC's and expansions.
  • Agalloch
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    Nanfoodle wrote: »
    This is the best and most popular PvP game online right now.
    "The best" is subjective. Most popular is not true at all. When you consider average number of unique players that PVP this game isnt even in the top 50, probably not even the top 100 and thats if we exclude mobile games. Ive been in fights in Eve Online, personally, that is bigger than all the campaigns in cyrodil combined in terms of players on a single ESO megaserver and im excluding the other 90% of Eve players who are pvping elsewhere. Even if you narrow this game to Medieval Fantasy MMORPG, its probably not even in the top 5 for PVP.
    Cyrodiil is packed every Prime time and active at all hours of every day.
    Its barely active most of the day, at least by what i would call active for a "pvp game", at least on PC NA. Most of the campaigns can barely fill 2 bars across 3 alliances at peak.
    You may not think of it as PvP game but most do.
    Well i live in reality which is why they are probably so disappointed with the "state of PVP" in a game that all but a sliver of content is designed for PVE.
    This by no means that this PvP game, does not have awesome PvE as well.
    Saying something over and over again doesnt make it true.
    Also remember when this games PvE was really bad, its was the PvP community that kept this game going. As at one point that was the main reason to play this game.
    You might want to believe that but i can guarantee you that ESO survived on franchise name alone. Even before 1T and during the whole sub period, this was still a typical MMO PVE game. It was heavily marketed as the next TES game that you could play with friends. But its hard to play with friends when they are level 45 and you are 26 or when you are AD and the are DC.

    1T fixed some flaws in their marketing strategy but before that you could still bank on TES fans, such as myself, playing for the content and storyline. ESO has never had a lot of PVPers when compared to games that are actually PVP games. An actual PVP game is designed around PVP and PVE is a necessary evil but not the focus. In a PVE game,PVE is the focus and PVP is an after thought. ZOS ( probably) spends more on voice acting alone than they do PVP content.

    Look i would love for this to be a good pvp game. Id love for it to be a decent pvp game. But its not. PVP is terribly designed in it. It has no appealing features at all. It has no strategy and the risk/reward system is terrible for pvp. It simply is not interesting. I wish it were because i typically love PVP, but its quite rubbish in ESO.

    Actually ESO was marketed as a PVP CENTRIC MMO. At launch ESO supported massive pvp battles with hundreds of players on the same screen. Lighting patch, bad management , bad coding and so many other reasons ( many members of the original team left) ruined PVP ...and the problems started to appear outside Cyrodiil too ( loading screens in the middle of nowhere , bugged animations, glitches...etc. They saw PVE can quick bring more money so they started to make more pve content and stop trying to fix Cyrodiil. They create pve content with reskined assets , they create reskined motifs, mounts, pets ..only to gain quick money.

    They know if they fix Cyrodiil and revamp Cyrodiil and Imperial City many ex players will return and also new players will join the game ( so more money will come ). But this is a long process .

    They prefeer to gain money quick ..this is the explanation that we have no news about spell crafting, Justice system 2.0 ( probably not cancelled 100%) , revamped Cyrodiil , revamped Imperial City , revamped CP System.


    Pvp cost more ressources to maintain but also could bring more money in a long term than PVE .

    After they finish the promised performance fixes they could start to fix PVP ( Cyrodiil and a revamp of IC) and make more PVP content. I can dream at the year of 2021 to be the year dedicated to Imperials ( Cyrodiil ) I can dream about to see other locations of Cyrodiil and also to see a PVP centric Chapter.But Only if they finish the promised performance fixes.


    English us not my native language
    Edited by Agalloch on February 13, 2020 1:19PM
  • Anotherone773
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    xbobx15 wrote: »
    what level would you say where CP starts to give very little return? about 600?

    Level 1. Seriously it depends on the build. After about 30 points in something, diminishing returns really send you downhill. Past 50 and its nearly pointless.
    Ermiq wrote: »
    Looking at first years of ESO, I wouldn't say PvP is an afterthought. It actually supposed to be the main goal and selling point of the game. Moreover, 3 factions fighting each other in the central big area is what the ESO's predecessor Dark Ages of Camelot was about.
    But in the end PvE started to bring more money, that's why ESO has turned into a PvE game with just a little attention to PvP.

    There is nothing in this game or its advertising that gives the impression its a pvp game. In fact when i started playing in 2016? I actually googled "ESO PVP" to see if it had PVP and where it was. The entire premise of the game was that you were suppose to help your faction in the 3 banners war. That does not mean that it had to be a 3 way pvp match. The design of cyro gives the impression it was thrown together, or they let first week interns design it with no oversight( which would explain a lot tbh).

    I dont totally disagree with you, though. I think they thought they need PVP in this game to survive because back when it was about time to be released we had Call of Duty and Game of War released. And Game of War was advertising hard on TV like like WoW use too. I think that spooked them because these games were taking a lot of players who were whaling on them. Phones were starting to become good with games, just like back in the early 90s when you owned a console if you wanted great gaming by the early 2000s computers had caught up and started to pass consoles as the go to gaming platform. Around 2010, mobile started to do the same thing as games got better and better.

    Cyro failed to attract a lot of PVPers. It didnt have the cool battlegrounds of WoW, the scope or risk/reward system of EVE, and become came infamously known as Horse Simulator Online as you spent 5 minutes riding your horse to die in 5-10 seconds. It just isnt exciting pvp. The reason for pvping isnt exciting and it is the dullest looking zone in the game when in oblivion it was the beautiful lush zone. Cyro in ESO looks like belongs in a game made in 2005.

    Next up IC. They actually made a PVP zone worse than Cyro. That was impressive. This zone use to be so hard to get too. It has gotten easier but the difficulty of getting there was only the first problem. This zone tries to mix PVP and PVE with a risk/reward system like EVE, but it actually ended up more like turning on PVP in Rift while out in a zone except no choice here.

    The zone didnt appeal to many pvpers because trash mobs everywhere and PVPers like killing NPCs while pvping as PVEers like killing trash mobs when doing dungeons and trials. It is a pointless waste of energy. PVEers had to fight there way through mobs in a tiny zone in which they were likely to get ganked as soon as they started to engage an NPC. Then they lost half of the rewards they spend all that time earning. Then to pour acid in that wound, what you could purchase with the stones was an absolute joke. No thank you. IC was a huge fail. Strike two.

    Attempt 3: Morrowind and battlegrounds. WoW had success with battlegrounds, maybe that was the secret. Except every battleground is the same with a few tweaks and reskins. Its like Im buying a car from Henry Ford. I can have any Model i want as long as it is a Model T and any color i want as long as that color is black. Lets chase each other around a big circle with very boring objectives that require little to no strategy! YAY!

    Then they "improved" battlegrounds by adding slightly deformed ovals. Well definitely not going to steal GE's slogan of "Imagination at Work" with that one. BGs still lack the creative play and objectives of WOW BGs. If you were to use the matching system in real life it would match a pink party balloon with a car tire because you can fill both with air.

    I think they realized they arent good at this PVP thing. But instead of throwing new poorly thought out ideas at us, they need to make what they have useable and interesting.
  • Agalloch
    Agalloch
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    ESO need a VERTICAL progression and a horizontal one.

    ESO is a MMORPG ..so ..we need progression ..and CP is a vertical progression. An old player could have over 1000 CP and a new one could have under 810.

    We need content structured in tiers ...We don't want players to be nerfed every patch.

    They must find other ways to make the game fun..not by nerfing players / sets / etc/ every time.

    I can't wait the revamped CP System.

    I 'd like something like Paragon System from Diablo 3 . It;s awesome .
  • Uvi_AUT
    Uvi_AUT
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    If the Champion System were to be Reworked into something completely new, or scrapped in its entirety. How would one go about replacing it with something that all players can use.

    In my opinion, I would rather see the champion point system reworked into something entirely new.

    Such questions include:
    • How would you approach the system.
    • How would one find a way to eliminate the power creep.
    • How would it appeal to each playable class in both PvE and PvP.
    Pretty sure I’m missing a few questions but still, the current issue in the eyes of the community by far is the champion point system administering power creep which needs to be eliminated at some point to an extent.

    1.) I wouldnt, I´m not a Gamedesigner. All I know is that, since Gearing is Horizontal in this game after a point, there needs to be something to work towards to.
    2.) Why would you want to eliminate the Power Creep? The whole point of mmo`s is to make your character stronger over time. Without it there is very little point left.
    3.) I have no idea what that question is about. So I guess my answer is "About the same?". I seriously cant say if that answer fits to that question.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • Faulgor
    Faulgor
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    Ermiq wrote: »
    Looking at first years of ESO, I wouldn't say PvP is an afterthought. It actually supposed to be the main goal and selling point of the game. Moreover, 3 factions fighting each other in the central big area is what the ESO's predecessor Dark Ages of Camelot was about.
    But in the end PvE started to bring more money, that's why ESO has turned into a PvE game with just a little attention to PvP.

    There is nothing in this game or its advertising that gives the impression its a pvp game. In fact when i started playing in 2016? I actually googled "ESO PVP" to see if it had PVP and where it was. The entire premise of the game was that you were suppose to help your faction in the 3 banners war. That does not mean that it had to be a 3 way pvp match. The design of cyro gives the impression it was thrown together, or they let first week interns design it with no oversight( which would explain a lot tbh).
    Cyrodiil was the first map they built for the game. Matt Firor literally told Todd Howard that he would only head ZOS if he could make ESO a 3-way PvP game. That's what the game was all about at release, the 3-Banners-War. It's in the very logo.

    If anything, endgame PvE is an afterthought, as there weren't any trials or hardmodes at release.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
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