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No cp conversion confirmed

RazielSR
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"Thanks."
Edited by RazielSR on January 29, 2021 12:26AM
  • AMeanOne
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    Well if it's true I imagine it will be like morrowind and the mass exodus of endgame players
  • YandereGirlfriend
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    What is this thread even about?
  • LalMirchi
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    What is this thread even about?

    One wonders....
  • trackdemon5512
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    Why would you need a CP conversion? If you haven't been playing the game then that's on you.
  • nukk3r
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    Why would you need a CP conversion? If you haven't been playing the game then that's on you.

    Because it will take less XP for a brand new player to get to the existing high CP level of a vet player. This extra XP and time invested in it will just burn.
  • Hapexamendios
    Hapexamendios
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    Where is this confirmation?
  • Matchimus
    Matchimus
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    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?
    Edited by Matchimus on January 29, 2021 1:52AM
  • Kurat
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    They said that cp gaining will be adjusted because of the new cap. Dunno if they only meant lower cp because I'm 1400cp and it takes same amount of xp as currently on live. Or maybe this hasn't been adjusted yet.
    Cant decide if I should start grinding now or wait after the patch. I got tons of xp scrolls and I dont wanna waste them now if xp needed gonna be less after the patch. At the same time they nerfed one of the best grinding spots, Skyreach. Not the dungeon itself but the fighters guild passive that gives 9 ultimate when killing undead. They changed it to 3 ultimates and you need to have fighters guild ability slotted. Cant spam destro ults after another anymore. It slows down the grind abit.
  • VaranisArano
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    Why would you need a CP conversion? If you haven't been playing the game then that's on you.

    That's kind of an odd one. I've got around 1000 CP, which is well above the current cap of 810, but well below the future cap of 3600.

    When I play a lot, it's PVP. So while my AP per hour is fairly decent, it's not exactly stellar EXP gains compared to most PVE content, you know?

    I've been playing through the last several Events with double exp, but honestly I didn't bother grabbing the EXP buff. Why bother? Since I've got around 1000 CP, there wasn't much point to getting more CP. Until now, that is.

    Likewise, I've got a stockpile of EXP scrolls from daily logins because there wasn't any point to using them. Until now, that is.

    So it's not necessarily the case that players over CP 810 haven't been playing the game. Its just that once we hit CP 810, the urgency of grinding out those additional CP over the cap kinda goes away.


    I'm not super thrilled to be going from 100% of the old system to around 30% or so of the new system. I suppose it's good for new players that relatively few players are going to start off in the stratosphere, CP-wise. For myself, I don't particularly care to do the exp-grinding activities like dolmen-running, skyreach runs, or regularly doing a bunch of dailies instead of playing the content I want to do that's more enjoyable but less lucrative in exp.
  • nukk3r
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    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.
  • jaws343
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    Why would you need a CP conversion? If you haven't been playing the game then that's on you.

    That's kind of an odd one. I've got around 1000 CP, which is well above the current cap of 810, but well below the future cap of 3600.

    When I play a lot, it's PVP. So while my AP per hour is fairly decent, it's not exactly stellar EXP gains compared to most PVE content, you know?

    I've been playing through the last several Events with double exp, but honestly I didn't bother grabbing the EXP buff. Why bother? Since I've got around 1000 CP, there wasn't much point to getting more CP. Until now, that is.

    Likewise, I've got a stockpile of EXP scrolls from daily logins because there wasn't any point to using them. Until now, that is.

    So it's not necessarily the case that players over CP 810 haven't been playing the game. Its just that once we hit CP 810, the urgency of grinding out those additional CP over the cap kinda goes away.


    I'm not super thrilled to be going from 100% of the old system to around 30% or so of the new system. I suppose it's good for new players that relatively few players are going to start off in the stratosphere, CP-wise. For myself, I don't particularly care to do the exp-grinding activities like dolmen-running, skyreach runs, or regularly doing a bunch of dailies instead of playing the content I want to do that's more enjoyable but less lucrative in exp.

    Yeah, this is my sentiment with the CP gain rate. I think they should expand the increased gain from 1200 cp to 2000 cp. This would give the players who have been well over the current cap who weren't grinding unnecessary at the time cp a chance for greater cp gains but not necessarily maxing out the cp cap easily.
  • oddbasket
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    Current players playing the game beyond cp810 are doing simply just that, time invested for playing the game. It's not the same as time invested totally for cp grinding that it is owed to them a conversion, because there wasn't or isn't a benefit to cp grinding under current cp system, rather cp keeps increase as a by product.

    Old and new players should be given the same cp progression rate under the new system to let players gradually fill the spectrum up to cp 3600 and not have old players skip ahead and leave a vacuum in between with new players playing catch up. That leaves an inbalance in the player base when the new system takes effect.
  • Sgrug
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    oddbasket wrote: »
    Current players playing the game beyond cp810 are doing simply just that, time invested for playing the game. It's not the same as time invested totally for cp grinding that it is owed to them a conversion, because there wasn't or isn't a benefit to cp grinding under current cp system, rather cp keeps increase as a by product.

    Old and new players should be given the same cp progression rate under the new system to let players gradually fill the spectrum up to cp 3600 and not have old players skip ahead and leave a vacuum in between with new players playing catch up. That leaves an inbalance in the player base when the new system takes effect.

    How is anyone skipping ahead, every CP has been earned by time and effort. I do not get the morality of taking away from one group to give to another group?
  • oddbasket
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    Sgrug wrote: »
    oddbasket wrote: »
    Current players playing the game beyond cp810 are doing simply just that, time invested for playing the game. It's not the same as time invested totally for cp grinding that it is owed to them a conversion, because there wasn't or isn't a benefit to cp grinding under current cp system, rather cp keeps increase as a by product.

    Old and new players should be given the same cp progression rate under the new system to let players gradually fill the spectrum up to cp 3600 and not have old players skip ahead and leave a vacuum in between with new players playing catch up. That leaves an inbalance in the player base when the new system takes effect.

    How is anyone skipping ahead, every CP has been earned by time and effort. I do not get the morality of taking away from one group to give to another group?

    Noone took anything away, current players earned cp levels as a by product of time spent playing beyond cp810. All of this is from playing under the current system, but have earned nothing under the new system yet. They only think they are entitled to higher cp levels because of their previous time played achieving other additional ingame progress and objectives/achievements, all of which are still testament of that game time invested.
  • MashmalloMan
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    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    How exactly did that comment come up with that info when the exp required to level up on live and pts right now is identical.. The exp curve has not been adjusted yet (despite comments in the notes that it has).
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Sju
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    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    Simply just false, based purely on your own fears.

    Here, from combat preview:
    Considering we haven’t raised the cap by 30 per patch in quite some time, we adjusted the CP curve to accommodate for that difference with a focus on speeding up the gain between 810 CP and roughly 1200 CP. This means you’ll gain CP levels faster at lower levels, and the rate at which you gain CP between 810 and 1200 (ish) will be slightly faster than how it is now with CP 1.0. After 1200 CP or so, the CP gain rate will feel about the same as it did in CP 1.0 once you reached higher ranks.
  • markulrich1966
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    Matt explained it today in an interview in the german bethesda twitch stream.

    The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
    Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.

    So with 1200 you will be at 100% of the maximum damage that can be reached.


    In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
    It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.

    Edited by markulrich1966 on January 29, 2021 5:16AM
  • H3rBie
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    1200 per tree so 3x1200, if I'm right.

    also if I remember correct, back when they switched from vr system to cp.. players who just reached vr16 were cp160 after switch and others who had more exp where higher, with a max of 510, don't remember correct anymore, but pretty sure that there was also a cp conversation.. so I think they'll do the same noe, at least I hope so
    Edited by H3rBie on January 29, 2021 5:38AM
  • zvavi
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    Matt explained it today in an interview in the german bethesda twitch stream.

    The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
    Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.

    So with 1200 you will be at 100% of the maximum damage that can be reached.


    In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
    It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.

    Passive stars do make you stronger.
  • colossalvoids
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    AMeanOne wrote: »
    Well if it's true I imagine it will be like morrowind and the mass exodus of endgame players

    Most endgame players I encountered are in a CP 1,1k-1,6k range (not talking 2-3 accounts surely, main ones) so it's not that big of a deal for most, also as far as I saw discussions on various discords most are happy that there would be any progress involved as from summerset we had zero and were sitting on unusable cp and were gaining xp without any ability to spend it anywhere.

    Personally decided to quit the game for couple of reasons one being game stagnation right before this announcement and it's basically brought me back. That's my "chapter" content for this year.
  • virtus753
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    Matt explained it today in an interview in the german bethesda twitch stream.

    The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
    Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.

    So with 1200 you will be at 100% of the maximum damage that can be reached.


    In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
    It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.

    If you actually look at the CP nodes, that is demonstrably false:

    In the blue constellation there are several non-slottable passives that have a direct impact on damage. They add up to well more than 400 CP, which is the maximum investable blue points on an account with 1200 total CP. Then there are things that indirectly help damage, which shouldn’t be ignored either if we’re interested in maximizing overall damage.

    Here’s a stamina dps example:

    50 in Piercing, 100 in Battle Mastery, and 30 in Mighty require 180 total points in just the one minimage alone. They’re all non-slotted passives that directly improve damage done.

    Then there’s 50 required in the non-slotted Tireless Discipline for more maximum stamina, and 50 more CP are required in Precision for the extra crit rating.

    Now we’re at 280 CP required for non-slotted passives but need to add 200 more for maximizing four actively slotted nodes, which exceeds the quoted limit of 400 total blue points by 80.

    (One could argue that the extra 80 points in Battle Mastery isn’t going to make a huge difference, but the claim was about maximizing damage in absolute terms, and applying status effects more frequently certainly qualifies as doing that.)

    Then we’ve also ignored several non-slotted passives that stand to raise average damage indirectly by helping to prevent a serious case of floorparsing (a.k.a. “dead dps does no dps”). Every bit of damage mitigation helps survivability, which in turn helps damage done. The other minimage can cost up to 200 CP for maximum passive (non-slotted) benefit there.

    1200 may be a nice round number to get the majority of the benefits of the new system, but it is not the absolute vertical limit.
  • YandereGirlfriend
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    virtus753 wrote: »
    Matt explained it today in an interview in the german bethesda twitch stream.

    The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
    Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.

    So with 1200 you will be at 100% of the maximum damage that can be reached.


    In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
    It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.

    If you actually look at the CP nodes, that is demonstrably false:

    In the blue constellation there are several non-slottable passives that have a direct impact on damage. They add up to well more than 400 CP, which is the maximum investable blue points on an account with 1200 total CP. Then there are things that indirectly help damage, which shouldn’t be ignored either if we’re interested in maximizing overall damage.

    Here’s a stamina dps example:

    50 in Piercing, 100 in Battle Mastery, and 30 in Mighty require 180 total points in just the one minimage alone. They’re all non-slotted passives that directly improve damage done.

    Then there’s 50 required in the non-slotted Tireless Discipline for more maximum stamina, and 50 more CP are required in Precision for the extra crit rating.

    Now we’re at 280 CP required for non-slotted passives but need to add 200 more for maximizing four actively slotted nodes, which exceeds the quoted limit of 400 total blue points by 80.

    (One could argue that the extra 80 points in Battle Mastery isn’t going to make a huge difference, but the claim was about maximizing damage in absolute terms, and applying status effects more frequently certainly qualifies as doing that.)

    Then we’ve also ignored several non-slotted passives that stand to raise average damage indirectly by helping to prevent a serious case of floorparsing (a.k.a. “dead dps does no dps”). Every bit of damage mitigation helps survivability, which in turn helps damage done. The other minimage can cost up to 200 CP for maximum passive (non-slotted) benefit there.

    1200 may be a nice round number to get the majority of the benefits of the new system, but it is not the absolute vertical limit.

    The Stamina star is hardly going to make-or-break your DPS though. It provides, what, 1350 Stamina? That translates into 1350 / 10.5 = 129 Weapon Damage equivalent which is likely something like 1% DPS. Nearly any player would realize a substantially larger gain simply by improving their LA weaving ratio.

    The mitigation argument is true at some level but I fear that it strays close to the mentality where extreme DPS simply allows you to skip mechanics that are otherwise intended to be followed by the developers. It also reads as a call to arms against the idea of having healers return to actually being healers (as opposed to merely 'buff bots') and tanks to a more active role in protecting their groups and wearing safety sets rather than simply being vehicles for additional damage-support sets.

    Such a return to the classic RPG trinity (in my eyes) would hardly be the worst thing for the game.
  • virtus753
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    virtus753 wrote: »
    Matt explained it today in an interview in the german bethesda twitch stream.

    The cap is NOT 3600, it is 1200. This is the "vertical" maximum.
    Everything above until 3600 is optional, allowing you to use different cp settings for different situations. This is the "horizontal" progression.

    So with 1200 you will be at 100% of the maximum damage that can be reached.


    In my own words: cp1200 is a "must" for optimal gameplay, cp 1200-3600 is a "nice to have".
    It allows you to combine on 1 single character what you used before on 2 or more, like a PVE CP setting as well as a PVP CP setting. Simply by switching the "stars". It offers more variety, but it does not make you any stronger.

    If you actually look at the CP nodes, that is demonstrably false:

    In the blue constellation there are several non-slottable passives that have a direct impact on damage. They add up to well more than 400 CP, which is the maximum investable blue points on an account with 1200 total CP. Then there are things that indirectly help damage, which shouldn’t be ignored either if we’re interested in maximizing overall damage.

    Here’s a stamina dps example:

    50 in Piercing, 100 in Battle Mastery, and 30 in Mighty require 180 total points in just the one minimage alone. They’re all non-slotted passives that directly improve damage done.

    Then there’s 50 required in the non-slotted Tireless Discipline for more maximum stamina, and 50 more CP are required in Precision for the extra crit rating.

    Now we’re at 280 CP required for non-slotted passives but need to add 200 more for maximizing four actively slotted nodes, which exceeds the quoted limit of 400 total blue points by 80.

    (One could argue that the extra 80 points in Battle Mastery isn’t going to make a huge difference, but the claim was about maximizing damage in absolute terms, and applying status effects more frequently certainly qualifies as doing that.)

    Then we’ve also ignored several non-slotted passives that stand to raise average damage indirectly by helping to prevent a serious case of floorparsing (a.k.a. “dead dps does no dps”). Every bit of damage mitigation helps survivability, which in turn helps damage done. The other minimage can cost up to 200 CP for maximum passive (non-slotted) benefit there.

    1200 may be a nice round number to get the majority of the benefits of the new system, but it is not the absolute vertical limit.

    The Stamina star is hardly going to make-or-break your DPS though. It provides, what, 1350 Stamina? That translates into 1350 / 10.5 = 129 Weapon Damage equivalent which is likely something like 1% DPS. Nearly any player would realize a substantially larger gain simply by improving their LA weaving ratio.

    The mitigation argument is true at some level but I fear that it strays close to the mentality where extreme DPS simply allows you to skip mechanics that are otherwise intended to be followed by the developers. It also reads as a call to arms against the idea of having healers return to actually being healers (as opposed to merely 'buff bots') and tanks to a more active role in protecting their groups and wearing safety sets rather than simply being vehicles for additional damage-support sets.

    Such a return to the classic RPG trinity (in my eyes) would hardly be the worst thing for the game.

    Some of those nodes are hardly gamechangers, for sure! But the claim was literally that 1200 CP can provide “100% of the maximum damage that can be reached.” That’s an absolute claim and thus one that was fairly easy to refute. Now, I can see why ZOS is promoting 1200 as a pseudo-cap, so to speak, but I think it’s important for players to understand that’s not the absolute cap on vertical progression, especially because there’s so much confusion right now about the new system and how it works and perhaps more importantly its future potential.

    Personally I’m not in the astronomical CP zone, but I’ve been beyond cap since they froze it (just past 1350 now). I’ve been immensely frustrated and disappointed with the absolutely nonexistent vertical progression since then. I’m glad to know that there will be an eminently attainable goal at 1200 that still feels like an achievement but also that people already past it can still look forward to eking out even a couple more percentage points of damage and damage reduction in the future as a reward for continued time spent. This is a large part of what’s been missing for me since Murkmire — the sense of progression, the psychological impact of which often eclipses the actual statistical gains.

    As for the point about survivability, damage reduction indisputably plays a part in enabling the effacing of non-dps roles and their reduction to “[dps] support” at the expense of their own identities. Personally I certainly wouldn’t advocate the exclusion of tanks and healers, as the trinity is both familiar and welcome and has long had a place in the game. My argument above was a very linear one focused solely on disproving a claim about damage statistics. The social impact of CP is an element all its own, and one deserving of its own discussion. I do think dps survivability is not per se anti-tank or -heals: I have seen even very good healers and tanks suffer under undue pressure from dps who could have used more survivability. (And it can be very hard to learn how to survive when one doesn’t have some leeway in the first place to make mistakes.) And having all these nodes in the same tree in CP 2.0 does seem to limit the potential for dps to reach the absolute maximum for both damage and damage mitigation simultaneously to those who have upwards of 2000 CP. (I could see arguments either way here: do they deserve it at that point? does it threaten to alienate healers and tanks even more in endgame?) In my view, ZOS’ decision to bake in about 8k HP and 15% damage reduction—and then make extra resources and regen even more readily accessible through additional CP nodes—does a lot to relegate blue tree damage reduction CP to an auxiliary role. I wonder if the newly baked-in stats aren’t a bigger issue for players concerned (rightfully so, imo) about becoming even more non grata.
  • Firstmep
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    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    Maybe it's just me, but I don't have a problem with that.
    1200+cp here.
  • Kwoung
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    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    If you have spent 6000 hours in game, you must really enjoy it, so how does someone else's game affect you in any way shape or form? This is not new, people that played this or any MMO for that matter at launch, had a much harder time than those that followed, its just a fact. New players (with very little effort) can make gold and buy end game gear off guild traders that makes their game 1000 time easier than those who played earlier and had to grind it out. Nevermind the myriad of other changes that made it so much easier along the way. With that many hours played, I am sure you are one of those that played through all that, why is it an issue now?
  • Nairinhe
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    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
    Imagine the gap between new and old players if they did convert CP.
  • RazielSR
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    Nairinhe wrote: »
    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
    Imagine the gap between new and old players if they did convert CP.

    And whats the problem if theres a gap? Isnt zos saying past 1200 is just convenience?

    So? Then why nerf that convenience for old players? We can'thave that? But the new ones can reach 1200 faster than we never had...?? I dont wanna be stronger or make the new players leveling slowly with a conversion. I want equality.
    Edited by RazielSR on January 29, 2021 8:37AM
  • preevious
    preevious
    ✭✭✭✭✭
    RazielSR wrote: »
    Nairinhe wrote: »
    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
    Imagine the gap between new and old players if they did convert CP.

    And whats the problem if theres a gap? Isnt zos saying past 1200 is just convenience?

    So? Then why nerf that convenience for old players? We can'thave that? But the new ones can reach 1200 faster than we never had...?? I dont wanna be stronger or make the new players leveling slowly with a conversion. I want equality.

    That's not what equality is.

    You don't want equality.
    You want others to stay down, lower than you.
    You think it''s unfair if someone else has it more easy than you. It doesn't change anything for you, but still, it annoys you that other people will benefit of something you won't benefit.

    ...
    ...
    ...

    ok.
  • Xuhora
    Xuhora
    ✭✭✭✭✭
    RazielSR wrote: »
    Nairinhe wrote: »
    nukk3r wrote: »
    Matchimus wrote: »
    So if I get this right, there is an argument being made that new players/existing players should
    need to grind the equivilent number of hours as vets already have before they can be allowed to be on an equal setting?

    No. New players can and should enjoy the new benefits but vet players shouldn't be screwed over like this. I, for example, have ~1300CP. If the math is right in this comment then a new player will be at 2980 CP if they spend as much time as I did but I will only be at 1300 CP when the patch goes live without a conversion. If they play like me they'll get to my current level in about 800-1k hours, I've spent 6k hours in game.

    You've already spent 6k hours and have enjoyed being max CP for some time. A new player yet needs to spend 6k hours.
    Imagine the gap between new and old players if they did convert CP.

    And whats the problem if theres a gap? Isnt zos saying past 1200 is just convenience?

    So? Then why nerf that convenience for old players? We can'thave that? But the new ones can reach 1200 faster than we never had...?? I dont wanna be stronger or make the new players leveling slowly with a conversion. I want equality.

    i highly advice you to press on this link and take a look at the picutre (you can read further if it interests you).
    Yes you want equality, but you are given equity, which is far better in any point of view.

    there is a german therm of your feeling which is "futterneid" its a concept from the animal kingdom. where predetors defend their food at all cost and sometimes even eat more than they would normaly, just so no other predetor can have some of the prey.

    equality and equity explained: https://interactioninstitute.org/illustrating-equality-vs-equity/
    Edited by Xuhora on January 29, 2021 9:00AM
  • RazielSR
    RazielSR
    ✭✭✭✭✭
    The new system is making the child go to a vip zone.

    Edited by RazielSR on January 29, 2021 9:11AM
This discussion has been closed.