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Should CP 1.0 to CP 2.0 conversion should be done by exp instead of CPs ?

  • Nordic__Knights
    Nordic__Knights
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    WE DONT HAVE 2XCP EVENTS WE HAVE 2XXP EVENTS SO THEM THAT SAY CP MEANS MORE THEN XP , WHY WOULDNT IT BE 2XCP IF THAT WAS AN BIG DEAL
    im so over players not getting that our time played in this game aint counted by CP , NOR SHOULD IT BE XP HAS BEEN USED FROM THE START LVL1 OF GAME YOU NEED X AMOUNT OF XP TO GET LVL 2 , NOT YOU NEED X AMOUNT OF CP TO GET TO LVL 2 IF MY XP WONT BE COUNTED THEN IM DONE GAINING EASY AS THAT ,
  • ExistingRug61
    ExistingRug61
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    No, CP should stay the same even if the gap change (Because...)
    Ringod123 wrote: »
    I think this all somewhat depends on how you look at it.

    What if instead of the change to the cap curve ZOS instead simply said that they were going to just over double all xp gained by level 50 characters from this point on, like extra enlightenment. Or added another easily available 2.5 xp buff that is multiplicative with all the current ones.

    This is functionally the same as what they have done (barring exact multiplier and some slight non-linearities in the xp curve).

    But if they made the change in this manner instead, would players ask for for their previously earned xp to be doubled? Saying that “but that’s how much xp I would have earned if you had made this change at the start of the game”. Seems somewhat unreasonable in that context.

    Did everyone ask for retroactive xp to be granted when ambrosia and it’s more powerful variant were added? Or when ZOS started giving away all the free xp scrolls as daily rewards? If these had existed in such availability when I started playing I would have earned way more xp than I have. Should I be given free xp as if I had been using them for the entire time I have been playing, simply because they exist now? Doesn’t sound right. And is directly analogous to this change.

    So I guess looking at it in this way it makes sense to me that our cp would stay the same. I don’t see why a change in the rate of CP gain should be retro-active.
    Although it’s not like I would be upset if they did rescale, I just don’t see why it’s necessary.

    So in your eyes it's perfectly OK that players like me, who it took roughly 2.5K hours to reach parity in CP enabled PvP, will now have that parity taken away from us and will have to put in another 2-3k hours of XP grind just to regain the parity we already had earned under the original system? If the cap was raised by 30, or hell even 300, this wouldn't be as bad, but when the effective raise in CP cap is 1000, all in 1 go, and the "conversion" effectively removes earned XP from the vast majority of the players, then clearly they havn't thought things through.

    So 5k+ hours playtime needed to reach parity with people that have played longer than you is acceptable?
    How on earth is that supposed to lure new players in? in 6-7 year i've only put in 3.5k hours....

    It sounds like you are in a fairly similar situation to me. I am not actually at the current CP cap, and am just under at ~795 or something. And likewise my motivation to get there is for PvP.

    I also dislike the fact that I am suddenly going to be so far behind the new parity.
    So no, in my eyes, I also think it isn't great that we are suddenly so far behind.
    Likewise I find it frustrating that I probably won't have access to as many QoL things from the craft tree on my characters as I was previously obtaining from CP1.0.

    But the issue you raise here, of us suddenly being so far behind parity with a player who is already at the new vertical progression cap - this is not an issue with the conversion system, rather it is an issue that the vertical progression cap suddenly jumped from 810 to somewhere like 1800-2400. Or in the case of the QoL factors, that it takes many more CP to obtain all of the same QoL features that we had under the old system.

    The better solution to this would be that the vertical progression cap not have changed by so much in one go.
    And to make it easier to obtain QoL items in craft by lowering costs or re-arranging the pathways to make it simpler/cheaper to get to the more beneficial ones.
    I fully support these suggestions.

    Not to give out CP earned based or retroactive xp because the rate at which CP can be earned has changed.
    This is at best a band aid solution that mitigates the issue for some current players (depending on where they are CP wise), but doesn't do anything to assist new players.

    I also find the later a bit illogical, because like I said:
    If ZOS had kept the XP/CP curve the same as CP1.0, and simply increased all xp earned in the game from this point on by 2-2.5x as a catch up measure, would you ask to have you're previously earned XP also be multiplied by this factor, as if the new multiplier had existed when you gained your previous XP?
    To me doing so would be illogical, and given that is effectively functionally identical to what they have done by basically proportionally lowering xp required from this point on, this is why I find it illogical to "convert" peoples CP.
    Edited by ExistingRug61 on February 18, 2021 10:41PM
  • Kittytravel
    Kittytravel
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    I said yes; I'll outline some of the reasons below in the form of counter-points to a few arguments for the other side. I'll spoiler my answers because I'd rather it not look like a massive wall of text and be a little easier to read.

    1. "No, because the EXP Curve is being adjusted to allow new players to catch up to old ones."
    The problem with this is sure it's a good argument if you are looking at only the now and not the future. In another year everyone who is a 'long time' player of varying degrees will be CP 1600+ and new players will, guess what? Still have to catch up. The curve has NOTHING to do with newer players catching up to old ones. You know what does have everything to do with that? Enlightenment.

    2. "No, because any other time they've raised the cap the curve wasn't adjusted."
    This point doesn't stand because the increase before was 30, not 2790. It's pretty easy to grasp that the 'CP ups' that were received in the past were paltry compared to this. Months would go by before the cap was raised by 30 again and again, all the way from 570 to 810. You had months to catch up or exceed the cap and it was plenty of time to be ready for the next cap-raise.
    In addition to this, it's actually just entirely wrong. When the CP 1.0 system was first introduced they actually did implement a carry-over method so that players time wasn't entirely wasted. It was also done with extreme forewarning and preparation for the player base to reach a point where they were comfortable. People of corresponding VR ranks were given an incremental boost in compensation for the systems transition. In addition CP itself was added in March 3 2015 and the full transition didn't occur until May 31 2016 giving players a full year to reach the appropriate CP cap.

    Source: http://esoacademy.com/faq/veteran-rank-champion-rank-conversion/
    3. "No, because you aren't actually losing out on any time spent enjoying the game."
    That's your opinion, straight and simple. To anyone who has accumulated the billions of EXP necessary to reach their current CP level they would lose out on a whole lot of EXP to reach that point, somewhere it was averaged to be about a 40% EXP loss of everything you've ever acquired EXP for switching from Live to PTS though we cannot of course test this accurately without getting the curve formula.

    4. "No, because it only helps old players maintain their gap."
    Not true either, because when you change a curve the values within also go higher or lower depending on the adjustments made to your equation. In this case everyones levels, yes even that CP 110, will be adjusted higher because they have more value per EXP point.

    5. "No, because seeing people start at 1600 will discourage new players from wanting to continue playing seeing such a huge level to get to."
    And... 810 isn't? Do you know how crazy most MMO players think ESO is when we tell them "Oh yeah level cap is only 810." They think we are literally insane. If this is the hill you want to die on you really should be petitioning to ask them to lower the CP cap entirely and increasing the value of every single CP point.

    6. "No, because Enlightenment isn't factored in and you could actually see your level go down."
    Why would Enlightenment, a buff given to every player fairly, be a consideration in changing the XP curve? Whether or not someone earned EXP at a 4x rate for one level per day every day for six years or someone earned 900,000,000 EXP farming Skyreach for a week is completely irrelevant. The only thing that actually matters is their total XP amount. With that terrible logic you might as well also throw in "Well what about EXP Scrolls, Ambrosia Potions, Event EXP Buffs" so on and so forth; it's truly an irrelevant point.

    7. "No, because ZOS can't see the total EXP players have earned."
    If that's the case, if they really do run a value that isn't just a numerical explanation of EXP = CP level+overflow amount of EXP then honestly they should just scrap the entire game. You are free to see a guesstimated value of your EXP here.
    https://docs.google.com/spreadsheets/d/1VPInJPxegaowYUym-vGQ6_so07gPFI1NnQ-v4O-f7mM/edit#gid=0
    Credit for the doc is not mine and the name is in the doc.

    8. "No, because you were already awarded the benefit of being able to go above the cap which no other MMO does."
    Yeah very few MMO's also scale the world down to everyone, not raise gear cap, not constantly re-balance their entire game via gear every expansion, and not constantly remove player progress by doing so. If you wanna compare ESO to other MMOs go for it but then you can't just compare one feature in this regard, you have to compare the entire progression system of every MMO against ESOs. And I think we all know that ESO is by far and wide more generous to their casual player base than most others.

    If any of this, literally any of it, was about 'allowing new players to catch up', then what ZOS would do very easily is implement a better Enlightenment System. My suggestion? You receive a 10x EXP gain for the first 100 CP, 9x for the next 100, 8x for the next 100, etc etc. This power levels someone (in the new system) to a baseline 1k CP points before they run into the 'actual' curve. After that normal 'daily' Enlightenment can be active but this does a far better job of actually helping new players along than any of this mish-mash bullcrap about the curve being adjusted for new players. Adjusting the curve now does nothing for new players who will join next month, six months, a year away. People will still be far ahead of them and it will still take them an unreasonable amount of time to reach an 'enjoyable' level of CP. All this does is temporarily sedates the player CP gap for two months at best.
  • Joy_Division
    Joy_Division
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    This wouldn't be an issue if they designed the CP system as Brian introduced it on the Stream.

    If there wasn;t much vertical progression and if we actually had to make choices what to slot, then I wouldn't care how ZOS transferred my CP because it wouldn't make any or much difference. I simply would have more options than lesser CP players, not necessary more raw power. Which sounds reasonable to me.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Vevvev
    Vevvev
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    Ended up in an argument with someone who wanted everyone to be placed at 2,000 CP. My argument against his desire was this very thing and I would absolutely love it if the CP scaled up on release of 2.0 to total earned experience. However, if the devs don't do this I wouldn't mind too much. I'd just be a little sad.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • ExistingRug61
    ExistingRug61
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    No, CP should stay the same even if the gap change (Because...)
    I said yes; I'll outline some of the reasons below in the form of counter-points to a few arguments for the other side. I'll spoiler my answers because I'd rather it not look like a massive wall of text and be a little easier to read.

    1. "No, because the EXP Curve is being adjusted to allow new players to catch up to old ones."
    The problem with this is sure it's a good argument if you are looking at only the now and not the future. In another year everyone who is a 'long time' player of varying degrees will be CP 1600+ and new players will, guess what? Still have to catch up. The curve has NOTHING to do with newer players catching up to old ones. You know what does have everything to do with that? Enlightenment.

    2. "No, because any other time they've raised the cap the curve wasn't adjusted."
    This point doesn't stand because the increase before was 30, not 2790. It's pretty easy to grasp that the 'CP ups' that were received in the past were paltry compared to this. Months would go by before the cap was raised by 30 again and again, all the way from 570 to 810. You had months to catch up or exceed the cap and it was plenty of time to be ready for the next cap-raise.
    In addition to this, it's actually just entirely wrong. When the CP 1.0 system was first introduced they actually did implement a carry-over method so that players time wasn't entirely wasted. It was also done with extreme forewarning and preparation for the player base to reach a point where they were comfortable. People of corresponding VR ranks were given an incremental boost in compensation for the systems transition. In addition CP itself was added in March 3 2015 and the full transition didn't occur until May 31 2016 giving players a full year to reach the appropriate CP cap.

    Source: http://esoacademy.com/faq/veteran-rank-champion-rank-conversion/
    3. "No, because you aren't actually losing out on any time spent enjoying the game."
    That's your opinion, straight and simple. To anyone who has accumulated the billions of EXP necessary to reach their current CP level they would lose out on a whole lot of EXP to reach that point, somewhere it was averaged to be about a 40% EXP loss of everything you've ever acquired EXP for switching from Live to PTS though we cannot of course test this accurately without getting the curve formula.

    4. "No, because it only helps old players maintain their gap."
    Not true either, because when you change a curve the values within also go higher or lower depending on the adjustments made to your equation. In this case everyones levels, yes even that CP 110, will be adjusted higher because they have more value per EXP point.

    5. "No, because seeing people start at 1600 will discourage new players from wanting to continue playing seeing such a huge level to get to."
    And... 810 isn't? Do you know how crazy most MMO players think ESO is when we tell them "Oh yeah level cap is only 810." They think we are literally insane. If this is the hill you want to die on you really should be petitioning to ask them to lower the CP cap entirely and increasing the value of every single CP point.

    6. "No, because Enlightenment isn't factored in and you could actually see your level go down."
    Why would Enlightenment, a buff given to every player fairly, be a consideration in changing the XP curve? Whether or not someone earned EXP at a 4x rate for one level per day every day for six years or someone earned 900,000,000 EXP farming Skyreach for a week is completely irrelevant. The only thing that actually matters is their total XP amount. With that terrible logic you might as well also throw in "Well what about EXP Scrolls, Ambrosia Potions, Event EXP Buffs" so on and so forth; it's truly an irrelevant point.

    7. "No, because ZOS can't see the total EXP players have earned."
    If that's the case, if they really do run a value that isn't just a numerical explanation of EXP = CP level+overflow amount of EXP then honestly they should just scrap the entire game. You are free to see a guesstimated value of your EXP here.
    https://docs.google.com/spreadsheets/d/1VPInJPxegaowYUym-vGQ6_so07gPFI1NnQ-v4O-f7mM/edit#gid=0
    Credit for the doc is not mine and the name is in the doc.

    8. "No, because you were already awarded the benefit of being able to go above the cap which no other MMO does."
    Yeah very few MMO's also scale the world down to everyone, not raise gear cap, not constantly re-balance their entire game via gear every expansion, and not constantly remove player progress by doing so. If you wanna compare ESO to other MMOs go for it but then you can't just compare one feature in this regard, you have to compare the entire progression system of every MMO against ESOs. And I think we all know that ESO is by far and wide more generous to their casual player base than most others.

    If any of this, literally any of it, was about 'allowing new players to catch up', then what ZOS would do very easily is implement a better Enlightenment System. My suggestion? You receive a 10x EXP gain for the first 100 CP, 9x for the next 100, 8x for the next 100, etc etc. This power levels someone (in the new system) to a baseline 1k CP points before they run into the 'actual' curve. After that normal 'daily' Enlightenment can be active but this does a far better job of actually helping new players along than any of this mish-mash bullcrap about the curve being adjusted for new players. Adjusting the curve now does nothing for new players who will join next month, six months, a year away. People will still be far ahead of them and it will still take them an unreasonable amount of time to reach an 'enjoyable' level of CP. All this does is temporarily sedates the player CP gap for two months at best.
    @Kittytravel
    I agree, many of those arguments you counterpoint aren’t strong ones, aren’t fully accurate, or are simply opinion. However I do disagree on #1, and also on the general question of this thread.

    Regarding #1:
    The new curve is most definitely a catch up mechanic (although a weak one).
    It does mean that newer players close the CP gap to longer term players faster than they would under the old curve.
    Consider several players at this point in time, at 0CP, 400CP, 800CP, 1200CP, 1600CP for instance. So everyone starts 400CP apart.
    Lets say that all players play and gain xp at the same rate over the next unspecified period, and they all gain 50mil XP.

    Under the previous XP curve, this results in the following CP gains
    CP0 goes to CP381
    CP400 goes to CP576 (now a lead of 195 over the previous player)
    CP800 goes to CP875 (now a lead of 299 over the previous player)
    CP1200 goes to CP1250 (now a lead of 375 over the previous player)
    CP1600 goes to CP 1638 (now a lead of 388 over the previous player)

    Under the new XP curve, adding the same 50mil to each player results in the following CP gains
    CP0 goes to CP528
    CP400 goes to CP708 (now a lead of 180 over the previous player)
    CP800 goes to CP1006 (now a lead of 298 over the previous player)
    CP1200 goes to CP1352 (now a lead of 346 over the previous player)
    CP1600 goes to CP 1719 (now a lead of 367 over the previous player)

    So under the new xp curve, all of the gaps are smaller in terms of CP than they would have been under the old curve.
    Thus it would appear to me that the change in xp curve will function as a catch up mechanic, albeit not actually a very big one, and certainly nothing to the degree of your last suggestion.
    (Note: there are some specific CP ranges where the gap doesn’t always get smaller in CP2.0 for the same xp due the point the 1.5 multiplier starts applying being in a different place under the two curves, but this corrects back to smaller gains eventually as more xp/cp is gained)

    Now, on to your last suggestion. Beyond being a much stronger catch up mechanic, how is this any different than simply lowering the xp required for those first however many hundred xp?
    Its basically like lowering the requirement for all CP under CP1000 by whatever amount the multiple is. So its basically the equivalent of changing the curve, just in a different way.
    It would however be a change that is more targeted towards the front end of CP, so in that sense it would be a better catch up mechanic than the current way the curve has been changed.

    And, in terms of the context of the primary question of this thread - whether CP should be adjusted to fit the new xp curve – the exact same argument to adjust existing players CP could be made under your suggested enlightenment change.

    Consider:
    I am going to use a simplified version to make this a bit simpler for me to calculate, sp lets say players under CP1000 get an extra 4x XP boost at all times, as some form of extra enlightenment, but the xp curve remains unchanged.
    So instead of requiring 336,628,454 XP to get to CP1000 (CP1.0 xp value), it would now effectively only take 336,628,454/4 = 84,157,113 XP of XP rewards, ie: the first 84,157,113 XP a player earns gets multiplied by 4.

    But what if I was already CP1000. I could say:
    I have already earned 336,628,454 XP.
    But, if the new enlightenment change existed when I earned that, the first 84,157,113 XP of it would have been multiplied by 4.
    So I should actually have and extra 3*84,157,113 = 252,471,339 XP
    So I should actually have 336,628,454 + 252,471,339 = 589,099,793 XP which would mean I should actually be CP1273 under the old curve.
    Does that sound right? Should I be “given” that extra 252 mil xp, because that’s what I would have if the new xp boon system existed when I earned my xp?
    Considered like this, it doesn’t seem to me to make sense to be added. And yet, this is exactly the same thing that asking for a CP conversion to the new xp/cp curve is asking for.

    Generally speaking though, I think this actually identifies the true problem going on here:
    This wouldn't be an issue if they designed the CP system as Brian introduced it on the Stream.

    If there wasn;t much vertical progression and if we actually had to make choices what to slot, then I wouldn't care how ZOS transferred my CP because it wouldn't make any or much difference. I simply would have more options than lesser CP players, not necessary more raw power. Which sounds reasonable to me.
    Edited by ExistingRug61 on February 19, 2021 2:03AM
  • Kittytravel
    Kittytravel
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    Regarding #1:
    The new curve is most definitely a catch up mechanic (although a weak one).
    It does mean that newer players close the CP gap to longer term players faster than they would under the old curve.
    Consider several players at this point in time, at 0CP, 400CP, 800CP, 1200CP, 1600CP for instance. So everyone starts 400CP apart.
    Lets say that all players play and gain xp at the same rate over the next unspecified period, and they all gain 50mil XP.

    So under the new xp curve, all of the gaps are smaller in terms of CP than they would have been under the old curve.
    Thus it would appear to me that the change in xp curve will function as a catch up mechanic, albeit not actually a very big one, and certainly nothing to the degree of your last suggestion.
    (Note: there are some specific CP ranges where the gap doesn’t always get smaller in CP2.0 for the same xp due the point the 1.5 multiplier starts applying being in a different place under the two curves, but this corrects back to smaller gains eventually as more xp/cp is gained)


    I'll start off with thanks for such a detailed reply! It's something the devs would probably want to see instead of having to mull it over themselves.

    So while it's true that the gaps are smaller the catch up mechanic doesn't work as well here due to the integral difference in active-useful level.
    In the current system that is considered to be CP810; in the new system after their most recent changes to stars it's CP 1750. So from those who have attempted to test (which is hard to do since they won't provide a max-level template) they have averaged that the DPS you can get now at CP810 is equivalent to what you could get at CP1750. These are very rough averages from what I have read so take them lightly but I think we all know that we are losing power since the system itself is changing and climbing higher.

    So while the curve does shrink the effective level of 150 million EXP does not; in the current system that's capped while in the new system (assuming XP carryover) an 810 would be moved to CP1006 (using your table). This is better for them because it does put them closer to their original level of power but they are still 744 CP from where they were.

    So despite being a 'catchup' you end up needing 250 million EXP to get around CP1719 and your finally back where you essentially already were before the change happened. Now I'm not asking to be moved for free to where my DPS, Stats, and Capabilities won't change. That's part of the game, stuff gets nerfed. That's an MMO.

    But the EXP values I earned shouldn't be diluted as it's time I spent that is accurately recorded within the game, to disregard that (to me) is to disregard my time spent playing your game for the past few years.
    Now, on to your last suggestion. Beyond being a much stronger catch up mechanic, how is this any different than simply lowering the xp required for those first however many hundred xp?
    Its basically like lowering the requirement for all CP under CP1000 by whatever amount the multiple is. So its basically the equivalent of changing the curve, just in a different way.
    It would however be a change that is more targeted towards the front end of CP, so in that sense it would be a better catch up mechanic than the current way the curve has been changed.


    Because you didn't lower the XP required; you upped Enlightenment for lower level CP players which is an true catch-up mechanic. I'm not losing on any XP I've acquired. I'm not being told "Hey, Timmy just joined the game so since he's behind you we are gonna shrink your XP pool from the 150 million you've accumulated to 50 million so it's easier for him to catch up and also you need to level up 800 more times."

    That's the difference to me; one is a targeted move to actually address the issue at the root which is older players being so far ahead of newer ones. The change doesn't actually affect older players at all since they aren't having their total XP diluted nor are they losing power; newer players are gaining power at an exponentially faster rate but at the same measurements that the veterans had to do so. This is a very loose and poor analogy I shall preface with that.

    Xanathar has 60,000 Gold. This is considered the 'average' amount of gold in his game for a veteran player to have.
    Jones just joined the game and he has 1,000 Gold.

    Instead of adding a catchup mechanic for Jones to make the other 59,000 Gold we decide that 1,000 is the new standard and Xanathars gold is now only worth 5,000 gold while also adding a mechanic that will make Jones get 4,000 more gold as he levels to max cap but we didn't change any of the store prices. That's roughly what is happening here; the gold is XP and is being removed from the game because it's deemed problematic for players to catch up to. The CP points however still cost the same amount, 1 level, but now the guy who could have bought anything he wanted with 60k has to pick and choose while new players haven't actually gained or lost anything. Xanathar will still continue earning gold at his higher level at a faster rate due to more play options. Jones will still never catch up unless Xanathar stops playing for a long haitus.

    By frontloading the earliest CP levels Xanathar doesn't lose anything, he doesn't care if Jones is given a new system that will give him 59,000 Gold as he levels up. By the time Jones gets to Xanathars level Xanathar will have made another 120,000. But that type of catch up system doesn't inconveniance or take away from anyone; it only helps the new player reach a baseline state that will allow him to join Xanathar as a fellow player.
    And, in terms of the context of the primary question of this thread - whether CP should be adjusted to fit the new xp curve – the exact same argument to adjust existing players CP could be made under your suggested enlightenment change.

    Consider:
    I am going to use a simplified version to make this a bit simpler for me to calculate, sp lets say players under CP1000 get an extra 4x XP boost at all times, as some form of extra enlightenment, but the xp curve remains unchanged.
    So instead of requiring 336,628,454 XP to get to CP1000 (CP1.0 xp value), it would now effectively only take 336,628,454/4 = 84,157,113 XP of XP rewards, ie: the first 84,157,113 XP a player earns gets multiplied by 4.

    But what if I was already CP1000. I could say:
    I have already earned 336,628,454 XP.
    But, if the new enlightenment change existed when I earned that, the first 84,157,113 XP of it would have been multiplied by 4.
    So I should actually have and extra 3*84,157,113 = 252,471,339 XP
    So I should actually have 336,628,454 + 252,471,339 = 589,099,793 XP which would mean I should actually be CP1273 under the old curve.
    Does that sound right? Should I be “given” that extra 252 mil xp, because that’s what I would have if the new xp boon system existed when I earned my xp?
    Considered like this, it doesn’t seem to me to make sense to be added. And yet, this is exactly the same thing that asking for a CP conversion to the new xp/cp curve is asking for.


    I don't agree with calling the CP conversion the same thing as a catch up mechanic. Games introduce catch up mechanics to new players all the time but the older players never receive compensation; and that is exactly my issue here. If this was a catch up mechanic targeting new players I'd be perfectly fine. If they told me "Hey we are only shrinking the first 800 levels" I'd say "Well I already spent my 8 months at level 800 and I'm not losing any of my power."

    In this scenario though I am losing power; as many parses have attested from PTS to live you do not acquire the same amount of power as currently exists at 810. This is why I view it as a 'punishment' to players who have already hit the original cap and their banked XP is essentially being wiped. Yes we can climb another 400-600 levels to get where we were but it doesn't change that we essentially were shirked time getting there without a good valid reason (and yes that is all I want; a good and valid reason for why it's necessary to not carry over XP values. And the 'catch-up' reason isn't a good or valid one.)
    Generally speaking though, I think this actually identifies the true problem going on here:
    This wouldn't be an issue if they designed the CP system as Brian introduced it on the Stream.

    If there wasn;t much vertical progression and if we actually had to make choices what to slot, then I wouldn't care how ZOS transferred my CP because it wouldn't make any or much difference. I simply would have more options than lesser CP players, not necessary more raw power. Which sounds reasonable to me.


    Yes this alone is an issue in itself; unhooking stars so that no one has to take them in a progressive order is the first step to fixing this. There isn't any reason with the new system to have stars linked together except one; inconveniance to scaling. Making us have to acquire certain stars first wastes points we care about while ensuring we don't get the 'better' stuff first. But it also limits new players to being forced to take crafting stars that they might not care about over joining friends in PVP or Hardmode Progressions.
  • Merlin13KAGL
    Merlin13KAGL
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    It's not even so amazing that people don't get it. It's not even that people are really concerned about the "time they lost" or lost power due to 'lost CP's."

    If they had started us on the new system with 80% of the CP's, you'd have room to *****. They're not doing that.

    You're not losing anything.

    The complaint isn't that it took longer to get to X CP's, it's that it won't take someone else as long, which is childish and asinine. Them leveling faster won't somehow make you less strong.

    It's not worth less in terms of placement value. It's worth the same.

    Someone that made $100k in 1980 vs someone that made $100k in 2020 both have $100K. 1980 guy doesn't get to demand $300k more because it was harder to earn. Every dollar both make in 2020 from that point on is worth the same.

    Here's another way to look at it, since people are so scared to death of someone else actually being allowed to have a capable character without putting 8000 hours into the game:

    If you at your current CP's and Frickin' New Guy at 10 CP's play enough to earn the same number of XP's per day, FNG is always going to be behind you, right up until you're both finally at cap.

    Be glad they reduced the curve at all, or worse, made it even harder to grind above XXX level.

    You don't complain about "lost XP" during a 2X XP event if you don't get to play for one day, vs the people that do. This is NO different.

    Play the *** game
    Edited by Merlin13KAGL on February 21, 2021 7:45PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • ExistingRug61
    ExistingRug61
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    No, CP should stay the same even if the gap change (Because...)
    Regarding #1:
    The new curve is most definitely a catch up mechanic (although a weak one).
    It does mean that newer players close the CP gap to longer term players faster than they would under the old curve.
    Consider several players at this point in time, at 0CP, 400CP, 800CP, 1200CP, 1600CP for instance. So everyone starts 400CP apart.
    Lets say that all players play and gain xp at the same rate over the next unspecified period, and they all gain 50mil XP.

    So under the new xp curve, all of the gaps are smaller in terms of CP than they would have been under the old curve.
    Thus it would appear to me that the change in xp curve will function as a catch up mechanic, albeit not actually a very big one, and certainly nothing to the degree of your last suggestion.
    (Note: there are some specific CP ranges where the gap doesn’t always get smaller in CP2.0 for the same xp due the point the 1.5 multiplier starts applying being in a different place under the two curves, but this corrects back to smaller gains eventually as more xp/cp is gained)

    I'll start off with thanks for such a detailed reply! It's something the devs would probably want to see instead of having to mull it over themselves.

    So while it's true that the gaps are smaller the catch up mechanic doesn't work as well here due to the integral difference in active-useful level.
    In the current system that is considered to be CP810; in the new system after their most recent changes to stars it's CP 1750. So from those who have attempted to test (which is hard to do since they won't provide a max-level template) they have averaged that the DPS you can get now at CP810 is equivalent to what you could get at CP1750. These are very rough averages from what I have read so take them lightly but I think we all know that we are losing power since the system itself is changing and climbing higher.

    So while the curve does shrink the effective level of 150 million EXP does not; in the current system that's capped while in the new system (assuming XP carryover) an 810 would be moved to CP1006 (using your table). This is better for them because it does put them closer to their original level of power but they are still 744 CP from where they were.

    So despite being a 'catchup' you end up needing 250 million EXP to get around CP1719 and your finally back where you essentially already were before the change happened. Now I'm not asking to be moved for free to where my DPS, Stats, and Capabilities won't change. That's part of the game, stuff gets nerfed. That's an MMO.

    But the EXP values I earned shouldn't be diluted as it's time I spent that is accurately recorded within the game, to disregard that (to me) is to disregard my time spent playing your game for the past few years.

    Firstly, thanks, I enjoy having these sort of discussions and seeing the thoughts of others like yourself, especially when they also give well presented or detailed replies so I do try to do the same when I provide my own. Leads to walls of text though...

    Anyway, to me the fundamental problem here is that our 810CP is now not the same power level as 810Cp will be in the new system leading to players at this level (810CP) feeling a power loss, but this is a separate issue to the perceived xp loss or dilution. However, this problem causes players to seek out ways that they could be back closer to their original power, and the idea of carrying over xp is something that will bring them back closer. Which I understand, but to me its not a "good" fix and is just masking the actual cause of the issue - the sudden shift in how much power we get from our CP and over what range we obtain that power ie: power gained over 0-810CP is now instead gained over 0 - ~1750/2000CP)

    (also FYI my table isn't the carryover equivalents, rather its the CP players would get to if there was no carryover and then they gained xp from that point under either of the two systems, as a comparison)
    Now, on to your last suggestion. Beyond being a much stronger catch up mechanic, how is this any different than simply lowering the xp required for those first however many hundred xp?
    Its basically like lowering the requirement for all CP under CP1000 by whatever amount the multiple is. So its basically the equivalent of changing the curve, just in a different way.
    It would however be a change that is more targeted towards the front end of CP, so in that sense it would be a better catch up mechanic than the current way the curve has been changed.

    Because you didn't lower the XP required; you upped Enlightenment for lower level CP players which is an true catch-up mechanic. I'm not losing on any XP I've acquired. I'm not being told "Hey, Timmy just joined the game so since he's behind you we are gonna shrink your XP pool from the 150 million you've accumulated to 50 million so it's easier for him to catch up and also you need to level up 800 more times."

    But adding extra enlightenment for those under CP is functionally the same as lowering the requirement to get that CP.
    ie:
    If we keep the curve unchanged (ie as per CP1.0) but add an extra always on enlightenment multiplier of say 2x for while under CP1000.
    Under CP1.0 a player needs ~ 336mil xp to reach CP1000
    Lets say for examples sake under these conditions a player does say some group of a quests, with a total nominal total xp reward of 118mil xp gained in doing so. The enlightenment causes this to be doubled to 336mil xp, so the player is now CP1000.

    Alternatively, we don't add enlightenment and instead change the xp requirements to get to CP1000, halving the required xp to reach CP1000 (like lowering the curve for a section of CP). So the xp required to reach CP1000 is lowered to 118mil.
    Again, lets say under these conditions a player does the exact same set of quests as above, so they earn 118mil xp.
    They are now CP1000.

    So both cases give the same resulting CP for the same set of gameplay performed. Sure the total xp gained isn't the same but thats just a means to an end - which is CP. This is what I mean by using enlightenment as an extra factor is functionally identical to lower the xp curve by the same proportion in terms of the resulting CP gain.
    The only difference is a perception difference of how much total xp was "earned". The relationship between CP earned, and hence power, to gameplay time/effort etc is the same.

    The difference in this example here in comparison to what has actually been implemented, is that ZOS have lowered the xp requirement across the entire CP range, not just the first part.
    This could effectively be viewed as adding extra enlightenment for all players that is on at all times (with the amount varying somewhat depending on your current CP amount). This is why even though I said it is technically a catch up mechanic, I agree it isn't actually a very strong one.
    That's the difference to me; one is a targeted move to actually address the issue at the root which is older players being so far ahead of newer ones. The change doesn't actually affect older players at all since they aren't having their total XP diluted nor are they losing power; newer players are gaining power at an exponentially faster rate but at the same measurements that the veterans had to do so. This is a very loose and poor analogy I shall preface with that.

    Xanathar has 60,000 Gold. This is considered the 'average' amount of gold in his game for a veteran player to have.
    Jones just joined the game and he has 1,000 Gold.

    Instead of adding a catchup mechanic for Jones to make the other 59,000 Gold we decide that 1,000 is the new standard and Xanathars gold is now only worth 5,000 gold while also adding a mechanic that will make Jones get 4,000 more gold as he levels to max cap but we didn't change any of the store prices. That's roughly what is happening here; the gold is XP and is being removed from the game because it's deemed problematic for players to catch up to. The CP points however still cost the same amount, 1 level, but now the guy who could have bought anything he wanted with 60k has to pick and choose while new players haven't actually gained or lost anything. Xanathar will still continue earning gold at his higher level at a faster rate due to more play options. Jones will still never catch up unless Xanathar stops playing for a long haitus.

    By frontloading the earliest CP levels Xanathar doesn't lose anything, he doesn't care if Jones is given a new system that will give him 59,000 Gold as he levels up. By the time Jones gets to Xanathars level Xanathar will have made another 120,000. But that type of catch up system doesn't inconveniance or take away from anyone; it only helps the new player reach a baseline state that will allow him to join Xanathar as a fellow player.
    There are two parts to this analogy
    1) Using xp as a currency to obtain CP points
    2) Using CP points to obtain an effect/star etc

    In the first case, they have lowered the "store" price of the item Xanathar wants to buy. Sure he now only has 5000 gold, but he can obtain the same amount of CP points for that 5000 gold under the new system as he could with his 60000 gold under the old system.

    The problem that makes it seem like Xanathar now has less choice comes from the second conversion of CP points into effects. He can no longer get as much "effect" for the same amount of CP points.
    This is where ZOS have changed things as well. We get less effect for each CP point we earn, partially due to the vertical cap being higher, and partially due to some of our power being shifted to base stats. But this isn't a problem with the XP to CP curve, but rather this is due to the change in what value/effect/power we now get per CP point, and hence I don't think doing things like converting CP based on XP is the right place to be looking to address the issue. Rather, we need to be able to get to the same (or a similar) power level for the same amount of CP earned.

    And, in terms of the context of the primary question of this thread - whether CP should be adjusted to fit the new xp curve – the exact same argument to adjust existing players CP could be made under your suggested enlightenment change.

    Consider:
    I am going to use a simplified version to make this a bit simpler for me to calculate, sp lets say players under CP1000 get an extra 4x XP boost at all times, as some form of extra enlightenment, but the xp curve remains unchanged.
    So instead of requiring 336,628,454 XP to get to CP1000 (CP1.0 xp value), it would now effectively only take 336,628,454/4 = 84,157,113 XP of XP rewards, ie: the first 84,157,113 XP a player earns gets multiplied by 4.

    But what if I was already CP1000. I could say:
    I have already earned 336,628,454 XP.
    But, if the new enlightenment change existed when I earned that, the first 84,157,113 XP of it would have been multiplied by 4.
    So I should actually have and extra 3*84,157,113 = 252,471,339 XP
    So I should actually have 336,628,454 + 252,471,339 = 589,099,793 XP which would mean I should actually be CP1273 under the old curve.
    Does that sound right? Should I be “given” that extra 252 mil xp, because that’s what I would have if the new xp boon system existed when I earned my xp?
    Considered like this, it doesn’t seem to me to make sense to be added. And yet, this is exactly the same thing that asking for a CP conversion to the new xp/cp curve is asking for.

    I don't agree with calling the CP conversion the same thing as a catch up mechanic. Games introduce catch up mechanics to new players all the time but the older players never receive compensation; and that is exactly my issue here. If this was a catch up mechanic targeting new players I'd be perfectly fine. If they told me "Hey we are only shrinking the first 800 levels" I'd say "Well I already spent my 8 months at level 800 and I'm not losing any of my power."

    In this scenario though I am losing power; as many parses have attested from PTS to live you do not acquire the same amount of power as currently exists at 810. This is why I view it as a 'punishment' to players who have already hit the original cap and their banked XP is essentially being wiped. Yes we can climb another 400-600 levels to get where we were but it doesn't change that we essentially were shirked time getting there without a good valid reason (and yes that is all I want; a good and valid reason for why it's necessary to not carry over XP values. And the 'catch-up' reason isn't a good or valid one.)
    This is the same issue as above - CP points not providing the same power/effect as before.

    I think at its most fundamental aspect we are looking at this is slightly different ways:

    We both agree that we are losing power (the effect of CP) that we had gained by spending gameplay time/effort. The difference comes from having different perceived measures of gameplay time/effort.

    You are measuring your gameplay time/effort in terms of total XP earned, and under the curve change, depending on how you look at it, it can be perceived that this "total xp" number is being reduced as you are being shifted down the curve to keep CP the same, so then you come to the conclusion:
    My perceived indicator of gameplay time/effort (XP) is being reduced, and my power is as well. The two are related via the CP system, so if there was a conversion to keep my perceived indicator of gameplay time/effort the same, this would give me more CP, which would restore some of my lost power.

    I am measuring my gameplay time/effort in terms of CP earned, and so don't perceive that I am "losing" anything in the XP/CP regard. So I come to the conclusion:
    My perceived indicator of gameplay time/effort (CP), has stayed the same but I have lost power, so the solution is that my CP points need to provide more power/effect (like they used to) as this would restore some of my lost power.

    Hence why I said I think the fundamental issue is what Joy identified.

  • Xebov
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    The complaint isn't that it took longer to get to X CP's, it's that it won't take someone else as long, which is childish and asinine. Them leveling faster won't somehow make you less strong.

    I can tell you exactly what my complaint is.

    Iam ~CP1350. To get where iam now i did alot of different content. That includes one time only content like alot of Quests and Achievments. Since i already did them and got the XP for them i can no longer use them as a way of increasing my CP. This limits my options on how to level my CP further which results in me being required to focus on certain leveling methods more. Having a recalculation or some compensation would mean for me that these XP sources didnt go to waste. Personally i dont care how fast other level or if they are faster than me. I only care that i have enought options that lead to acceptable amounts of XP and given the structure of the game that is not entirely the case for me anymore.

    I have a friend thats CP500 with limited play time. For him the problem is that he is currently close to the cap. After the change he is further away from it than he is now.
  • AlnilamE
    AlnilamE
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    No, CP should stay the same even if the gap change (Because...)
    I said yes; I'll outline some of the reasons below in the form of counter-points to a few arguments for the other side. I'll spoiler my answers because I'd rather it not look like a massive wall of text and be a little easier to read.


    2. "No, because any other time they've raised the cap the curve wasn't adjusted."
    This point doesn't stand because the increase before was 30, not 2790. It's pretty easy to grasp that the 'CP ups' that were received in the past were paltry compared to this. Months would go by before the cap was raised by 30 again and again, all the way from 570 to 810. You had months to catch up or exceed the cap and it was plenty of time to be ready for the next cap-raise.
    In addition to this, it's actually just entirely wrong. When the CP 1.0 system was first introduced they actually did implement a carry-over method so that players time wasn't entirely wasted. It was also done with extreme forewarning and preparation for the player base to reach a point where they were comfortable. People of corresponding VR ranks were given an incremental boost in compensation for the systems transition. In addition CP itself was added in March 3 2015 and the full transition didn't occur until May 31 2016 giving players a full year to reach the appropriate CP cap.

    Source: http://esoacademy.com/faq/veteran-rank-champion-rank-conversion/

    Before that happened, when the game came out, the cap was V10. Some people rushed to that level.
    Then they increased the cap to V12. Nobody that was at max got the extra XP they had already earned factored in.
    Then they increased the cap to V14. Same thing happened to those who had rushed to the cap.
    Then they increased the cap to V16 (when IC came out). At that point, we were considered at v14.99 if we had earned enough XP and got to v15 after killing one mudcrab.
    Then they adjusted the XP needed for Vet ranks (from Vet XP to straight XP and a flat amount per level instead of a curve).
    At this point, we *may* have received a level adjustment, but I don't remember. This was when they were already working on the CP system.
    Then the CP system came out and each CP cost 400k XP. I believe people with V16s got a couple of CP to start out. Maybe like 60?
    Then they converted us over and gave people some CP based on their highest VR character.
    Then they decided they needed a catch-up mechanic because people grinding 24/7 were already getting to 1000 CP
    The first cap was 510. Everyone with more CP than that (myself included), got hit with a 50% XP penalty per CP point.
    Then the cap was adjusted to 540. Nobody above that got their CP adjusted OR compensated for the 50% penalty.
    Rinse and repeat the above for all increases up to 810.

    7. "No, because ZOS can't see the total EXP players have earned."
    If that's the case, if they really do run a value that isn't just a numerical explanation of EXP = CP level+overflow amount of EXP then honestly they should just scrap the entire game. You are free to see a guesstimated value of your EXP here.
    https://docs.google.com/spreadsheets/d/1VPInJPxegaowYUym-vGQ6_so07gPFI1NnQ-v4O-f7mM/edit#gid=0
    Credit for the doc is not mine and the name is in the doc.

    .

    As per my explanation above, there is no way the game can figure out how much XP I have earned over all the changes in the XP curve. There are millions of XP that are pretty much lost there. Just converting my current CP to whatever the equivalent CP value is with the two current curves doesn't go anywhere near the XP I have already earned in game.

    So, no, it's not a "simple calculation" if you have played since before the cap was 810.

    I'm fine with my CP staying where it's at (1420 right now). I look forward to earning CP at a faster speed again.

    Another thing you need to consider is that the real cap was always 3600. That's always been the max, even if you couldn't allot all of them.
    The Moot Councillor
  • stefj68
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    if they keep the same CP wish they reset all the quest so i can redo them... otherwise its a huge disadvantages

  • Pink_Pixie
    Pink_Pixie
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    So er, the arguments are....my time is worth less than a new player, because they need to catch up?

    I'm all for people catching up, in a way that makes sense. Not penalizing veteran players for having a play time of 3000 hours plus. Using myself as an example, I've done nearly every quest, and there is no way I can recoup the "lost" experience that I've already earned. And yes, it'll be lost, I've spent hours upon hours on the game, like many others have.

    I'm not even asking for a freebie, I'm asking for what I am owed, just like my subscription demands I pay it each month or I'll lose the ESO bag. Earning all that experience and losing it, is like being told you've worked for 100 hours this month on some job and we're not getting paid.

    In the end people will catch up as our progression will slow down.
  • AlnilamE
    AlnilamE
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    No, CP should stay the same even if the gap change (Because...)
    Pink_Pixie wrote: »
    So er, the arguments are....my time is worth less than a new player, because they need to catch up?

    I'm all for people catching up, in a way that makes sense. Not penalizing veteran players for having a play time of 3000 hours plus. Using myself as an example, I've done nearly every quest, and there is no way I can recoup the "lost" experience that I've already earned. And yes, it'll be lost, I've spent hours upon hours on the game, like many others have.

    I'm not even asking for a freebie, I'm asking for what I am owed, just like my subscription demands I pay it each month or I'll lose the ESO bag. Earning all that experience and losing it, is like being told you've worked for 100 hours this month on some job and we're not getting paid.

    In the end people will catch up as our progression will slow down.

    You're not losing anything and there are plenty of things to do in the game that give XP. They are going to release an entire chapter full of quests that you can do, as well.
    The Moot Councillor
  • Raegwyr
    Raegwyr
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    ThorianB wrote: »
    It doesn't gimp anyone. This is the only MMO that has ever let you bank XP past cap.
    Leveling to the new cap from old one in wow takes around 12h. In eso it will take years. It is the only mmo with such ridiculous changes

  • tmbrinks
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    No, CP should stay the same even if the gap change (Because...)
    The time arguments are flawed as well.

    If it took you 1000 hours to get to CP 1000 on the old system, but it takes a new player 500 hours to reach the same place due to a shift in XP curve/enlightenment/whatever. Have you still "lost" your 500 hours?

    The quest argument is flawed as well.

    If it took you 1000 quests to get to CP 1000 on the old system, but it takes a new player 500 quests to reach the same place due to a shift in the XP curve/enlightenment/whatever. Have you still "lost" those 500 quests you could do for bonus XP?

    If your answers to the above match what you said before. Then you just need to admit that you want your XP added, so you're further ahead, and you want every new player to have to play as much as you did to get to that level.
    Edited by tmbrinks on February 19, 2021 10:29PM
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
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    69,420 achievement points
  • TheImperfect
    TheImperfect
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    I'm neutral, they must have a better idea than all of us what is better for the game and how it will all work. I'm trusting that whatever decision is made is the best one.
  • tmbrinks
    tmbrinks
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    No, CP should stay the same even if the gap change (Because...)
    Raegwyr wrote: »
    ThorianB wrote: »
    It doesn't gimp anyone. This is the only MMO that has ever let you bank XP past cap.
    Leveling to the new cap from old one in wow takes around 12h. In eso it will take years. It is the only mmo with such ridiculous changes

    Except you don't have to be anywhere near the cap to be "maxed out for your role".... you need like 1/3rd of the cap. Which is less than 1/10th of the XP.
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
    The Unchained - Moth Trusted - The Just - Oathsworn - Bedlam's Disciple - Temporal Tempest - Curator's Champion - Fist of Tava - Invader's Bane - Land, Air, and Sea Supremacy - Zero Regrets - Battlespire's Best - Bastion Breaker - Ardent Bibliophile - Subterranean Smasher - Bane of Thorns - True Genius - In Defiance of Death - No Rest for the Wicked - Nature's Wrath - Undying Endurance - Relentless Raider - Depths Defier - Apex Predator - Pure Lunacy - Mountain God - Leave No Bone Unbroken - CoS/RoM/BF/FH Challenger
    69,420 achievement points
  • Raegwyr
    Raegwyr
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    tmbrinks wrote: »
    Raegwyr wrote: »
    ThorianB wrote: »
    It doesn't gimp anyone. This is the only MMO that has ever let you bank XP past cap.
    Leveling to the new cap from old one in wow takes around 12h. In eso it will take years. It is the only mmo with such ridiculous changes

    Except you don't have to be anywhere near the cap to be "maxed out for your role".... you need like 1/3rd of the cap. Which is less than 1/10th of the XP.

    To be maxed out as dd you need around 1700 cp in new system (to got all purple stars and slotables without respecting to mag/stam on one char). For someone on 1200cp it will be around 170mil xp. For many, months of grinding. My point is still valid, this change is ridiculous. Zos many tmies showed us that they dont value the time of their playerbase. This change is no different
  • tmbrinks
    tmbrinks
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    No, CP should stay the same even if the gap change (Because...)
    Raegwyr wrote: »
    tmbrinks wrote: »
    Raegwyr wrote: »
    ThorianB wrote: »
    It doesn't gimp anyone. This is the only MMO that has ever let you bank XP past cap.
    Leveling to the new cap from old one in wow takes around 12h. In eso it will take years. It is the only mmo with such ridiculous changes

    Except you don't have to be anywhere near the cap to be "maxed out for your role".... you need like 1/3rd of the cap. Which is less than 1/10th of the XP.

    To be maxed out as dd you need around 1700 cp in new system (to got all purple stars and slotables without respecting to mag/stam on one char). For someone on 1200cp it will be around 170mil xp. For many, months of grinding. My point is still valid, this change is ridiculous. Zos many tmies showed us that they dont value the time of their playerbase. This change is no different

    No, that's to have all the dd passives/actives AND all the mitigation AND healing passives.

    You only need ~1100 to have all the dd passives/actives
    The Unshattered - Tenacious Dreamer - Hurricane Herald - Godslayer - Dawnbringer - Gryphon Heart - Tick Tock Tormenter - Immortal Redeemer - Dro-m'Athra Destroyer
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    69,420 achievement points
  • camrenis
    camrenis
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    tmbrinks wrote: »
    The time arguments are flawed as well.

    If it took you 1000 hours to get to CP 1000 on the old system, but it takes a new player 500 hours to reach the same place due to a shift in XP curve/enlightenment/whatever. Have you still "lost" your 500 hours?

    The quest argument is flawed as well.

    If it took you 1000 quests to get to CP 1000 on the old system, but it takes a new player 500 quests to reach the same place due to a shift in the XP curve/enlightenment/whatever. Have you still "lost" those 500 quests you could do for bonus XP?

    If your answers to the above match what you said before. Then you just need to admit that you want your XP added, so you're further ahead, and you want every new player to have to play as much as you did to get to that level.
    I value my time that I've put into this game (something like 200 total days so far), and I'm well aware you've put far more into it than I have. What I'm not happy with is that I could essentially start playing the game as of when this patch goes live and have the same amount of champion points with about 50-60% of the game time (roughly compensating for the fact that it took me longer to level when I was an inexperienced player/raider and likely earning less experience per hour/day of playing).

    I have not lost 80-100 days of game time, I agree with you on that, what I will lose however is what I gained during that time - experience points that have accumulated, continuing to build up champion points. I don't believe anyone here is asking for additional experience points, more simply asking for the cumulative amount of experience points that we have already earned to be retained (and therefore increasing the amount of champion points would have starting when the patch drops).

    Do I want every new player to have to play as much as I did to get to this level? I thought about this for a while, thinking of both sides. I feel for a new player that has to come and play as much as I have to earn the same amount of experience points that I have accumulated. It took a long time, but that is the nature of an MMO game, the long game days, the grind for experience and gear, it's how they keep us playing the same content over and over, and so I don't believe new players should be able to do some percentage of the work I have done to accumulate the same amount of champion points, although given what I have said, I do not in any way object to increasing the rate at which they can level so that the time at which they reach an optimum amount of champion points to max their build is reduced. I agree adjusting the curve to something like you have seen in this post is a reasonable solution to this - keeps the grind going for more veteran players, but helps newer players get moving in the game faster, however if something like this was done, then I would definitely want to see cumulative experienced retained between CP 1.0 and CP 2.0, as the cap at 3600 would require the same amount of cumulative experience to reach it.

    There's also been the arguments about the min/max and so forth. Personally I have enough CP that I can just get by based on the maths that others have done to show how much you'll need to max out a specific role, but I will of course have to respec should I switch between roles/activites such as tank/dps/pvp or refining/fishing etc. Does this concern me? No, I'm sure someone will make (or has already made) an addon that will allow us to easily switch between presets. I also have excessive funds that I have little idea what to do with, so the cost of doing this also doesn't concern me. But this isn't just about me, it's about others as well. One of my friends has roughly 900 CP. He is past the current CP cap, simply has presets as I do and goes about his game time. However with the next patch, he'll now be below the minimum CP required to max out his damage (which you have stated to be roughly about 1100). He's in the middle of a TTT prog right now, so when next patch drops, will he be allowed to stay in the group with damage/mitigation that isn't as optimised as it could be with more CP? I'm sure guilds/groups will have a period of leeway in order for some players to catch up, but they shouldn't have to. This is the area that I am most worried about, the players between 810 and the CP required to max out DPS in CP 2.0. They shouldn't have to grind to get back to where they were in terms of their ability to max out their build as much as possible.
    It's not even so amazing that people don't get it. It's not even that people are really concerned about the "time they lost" or lost power due to 'lost CP's."

    If they had started us on the new system with 80% of the CP's, you'd have room to ***. They're not doing that.

    You're not losting anything.

    The complaint isn't that it took longer to get to X CP's, it's that it won't take someone else as long, which is childish and asinine. Them leveling faster won't somehow make you less strong.

    It's not worth less in terms of placement value. It's worth the same.

    Someone that made $100k in 1980 vs someone that made $100k in 2020 both have $100K. 1980 guy doesn't get to demand $300k more because it was harder to earn. Every dollar both make in 2020 from that point on is worth the same.

    Here's another way to look at it, since people are so scared to death of someone else actually being allowed to have a capable character without putting 8000 hours into the game:

    If you at your current CP's and Frickin' New Guy at 10 CP's play enough to earn the same number of XP's per day, FNG is always going to be behind you, right up until you're both finally at cap.

    Be glad they reduced the curve at all, or worse, made it even harder to grind above XXX level.

    You don't complain about "lost XP" during a 2X XP event if you don't get to play for one day, vs the people that do. This is NO different.

    [snip]
    Can I ask how many champion points you have?

    To respond to your analogy: how would you feel if all of a sudden that the $400,000 you had in your bank account had its value slashed by 50%? Your analogy works over a long time scale caused by the gradual devaluation of a currency over time, but what is happening here is a sudden, much more noticeable change. Also, we are not asking for our cumulative experienced gained to be increased as your analogy suggests. We are asking for it to not be reduced, which is effectively is what is being done by keeping us with the same amount of champion points.

    Lastly, telling us to 'quit [snip] is a very closed minded comment. To keep as many people as happy as possible there needs to be constructive discussion around the changes, not a single sided argument and that's the end of the story.

    [Edited to remove Profanity]
    Edited by ZOS_ConnorG on February 20, 2021 4:58PM
  • Drygon
    Drygon
    ✭✭✭
    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    I rarely comment on the forum but I made an exception for this.

    I agree with making the vertical progression easier to achieve, but us, older players should still get our worth of exp that we earned.

    If all all a new player needs in the new system is 1800CP to be maxed out in the vertical progression, then I believe we, older players should get our exp worth as it would only be quality of life after and it will not increase the power gap.

    It is not fair for us to grind once again all that exp.

    Please be vocal about this so ZOS sees this, post as many comments as possible!
  • tmbrinks
    tmbrinks
    ✭✭✭✭✭
    ✭✭✭✭✭
    No, CP should stay the same even if the gap change (Because...)
    camrenis wrote: »
    tmbrinks wrote: »
    The time arguments are flawed as well.

    If it took you 1000 hours to get to CP 1000 on the old system, but it takes a new player 500 hours to reach the same place due to a shift in XP curve/enlightenment/whatever. Have you still "lost" your 500 hours?

    The quest argument is flawed as well.

    If it took you 1000 quests to get to CP 1000 on the old system, but it takes a new player 500 quests to reach the same place due to a shift in the XP curve/enlightenment/whatever. Have you still "lost" those 500 quests you could do for bonus XP?

    If your answers to the above match what you said before. Then you just need to admit that you want your XP added, so you're further ahead, and you want every new player to have to play as much as you did to get to that level.

    Do I want every new player to have to play as much as I did to get to this level? I thought about this for a while, thinking of both sides. I feel for a new player that has to come and play as much as I have to earn the same amount of experience points that I have accumulated. It took a long time, but that is the nature of an MMO game, the long game days, the grind for experience and gear, it's how they keep us playing the same content over and over, and so I don't believe new players should be able to do some percentage of the work I have done to accumulate the same amount of champion points, although given what I have said, I do not in any way object to increasing the rate at which they can level so that the time at which they reach an optimum amount of champion points to max their build is reduced. I agree adjusting the curve to something like you have seen in this post is a reasonable solution to this - keeps the grind going for more veteran players, but helps newer players get moving in the game faster, however if something like this was done, then I would definitely want to see cumulative experienced retained between CP 1.0 and CP 2.0, as the cap at 3600 would require the same amount of cumulative experience to reach it.

    But either NOT giving "all the XP" (by adjusting based on the new curve) and lowering the curve - which is what ZoS is doing now.

    and

    "having an additional catch-up mechanic" whether it's increased enlightenment, etc, while adjusting the CP level for old players - which is what's proposed by many

    are exactly the same thing mathematically. (You would just be doing a linear shift of the CPs/time. They're simply translations of the same function but behave identically to one another)

    It's just a matter of your number of CPs being different. So I struggle how people can support one but not the other, because they literally accomplish the exact same thing.

    So, it must come down to people being upset that those that previously COULD put in all that extra time are now actually going to be ahead of them, when previously with a 810 cap on the CP you could spend they were equal. Ironically, with this suggestion and the reduced curve they would be even further ahead!!! (in the difference in number of CP).

    I don't think many of you at CP 810-CP 1000 realize how quickly you're going to earn new CP in the new system... it's going to feel like leveling did back when you were CP 300 in the old system... and you flew through those ranks in most cases. You will quite quickly get to the ~CP 1100 you need to be maximized for your role and then fairly rapidly get to CP 1400-1500 where you can get a lot of the mitigation passives to get that extra 2% efficiency to be mostly min/maxed.

    EDIT: Those that want the CP adjusted for all the XP and there to be "no catch-up mechanic" changes are the one's I'd consider selfish/greedy (which I've said previously)
    Edited by tmbrinks on February 20, 2021 12:32PM
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  • fierackas
    fierackas
    ✭✭✭✭✭
    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    Interesting that 80% of voters want their accumulated XP to contribute to CP2 earnt and yet this thread seems to be dominated by posters arguing the opposite from the 20% group.
  • remosito
    remosito
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    Yes, CP should be converted proportionally to the EXP earned before (Because...)

    fierackas wrote: »
    Interesting that 80% of voters want their accumulated XP to contribute to CP2 earnt and yet this thread seems to be dominated by posters arguing the opposite from the 20% group.

    Indeed.

    Another thing is the black and white. All or nothing.

    Hardly anybody proposes, argues for or reacts to inbetween ideas.

    Already proposed two:

    - count 50% of exp difference and throw 50% of it out
    - give exp difference as enlightenment


    would smoothen the deal for vet players. make up for a lot of one time high exp stuff used up. while still allowing new players to get to same cp with less exp...
    Edited by remosito on February 20, 2021 1:02PM
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  • IonicKai
    IonicKai
    ✭✭✭✭
    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    The more I think on this and the arguments from both sides the more I realize that the disconnect seems to be on the perception players have. Honestly I'm now more worried on the perception that max level is unattainable without several years of playtime unless you do the most efficient grinds possible. No other MMO has such a barrier to get to max level and that's going to be bad for the game since it's discouraging to new players. Regardless of which side of the fence you are on the reality is it's all about perception. You can tell new players "well you only actually need ~1800 to be at your power cap and the rest is convenience" but that's only if you even get the chance to talk to that player. This is going to discourage new players severely and will only be compounded by the fact that almost none of the long time players are even at that power cap much less actual level cap.
  • Kittytravel
    Kittytravel
    ✭✭✭✭✭
    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    It's not even so amazing that people don't get it. It's not even that people are really concerned about the "time they lost" or lost power due to 'lost CP's."

    If they had started us on the new system with 80% of the CP's, you'd have room to ***. They're not doing that.

    You're not losting anything.

    The complaint isn't that it took longer to get to X CP's, it's that it won't take someone else as long, which is childish and asinine. Them leveling faster won't somehow make you less strong.

    It's not worth less in terms of placement value. It's worth the same.

    Someone that made $100k in 1980 vs someone that made $100k in 2020 both have $100K. 1980 guy doesn't get to demand $300k more because it was harder to earn. Every dollar both make in 2020 from that point on is worth the same.

    Here's another way to look at it, since people are so scared to death of someone else actually being allowed to have a capable character without putting 8000 hours into the game:

    If you at your current CP's and Frickin' New Guy at 10 CP's play enough to earn the same number of XP's per day, FNG is always going to be behind you, right up until you're both finally at cap.

    Be glad they reduced the curve at all, or worse, made it even harder to grind above XXX level.

    You don't complain about "lost XP" during a 2X XP event if you don't get to play for one day, vs the people that do. This is NO different.

    [snip]


    1. If [snip] as you put it is what a conversation is then I'd wholly suggest you avoid forums for the rest of your life and probably other people as well.
    2. Your example makes no sense at all as real world economies fluctuate the value of goods and services based on a variety of factors outside the heavily controlled world of a MMO game. Drawing real world conclusions from an environment with hundreds of outward factors isn't even close to equatable to a environment that is dependent on two. XP and CP. It's just plain disingenuous of you.
    3. Yes, leveling them faster does make us less strong because the method being used front load EXP to earlier CP levels while removing XP from the original pool. If you are CP 870 you will still be CP 870 in the new system, losing about 1/3rd your total power currently. You will need to level back up to get to where you were, this isn't an opinion it is an absolute fact from all the test parses have done from PTS to Live. If CP 870 in the old system takes 500,000,000 EXP to get to in the new system it might only take 3,000,000. And then despite you reaching that 5 mil status you are just reverted to the 3 mil and the EXP you had is lost.
    4. "Capable character without putting 8000 hours into the game". Last I checked it takes roughly double the amount of time (by XP point) to reach CP 1750 that it did to reach CP810. So... no time has actually been given.
    5. And finally your 'lost XP' argument doesn't even stand. If that was the case I'd be here saying 'I didn't play for 3 months where is my free XP?" but I'm not. You literally have purposely misconstrued an entire valid line of logical thinking and twisted it into the facade of some screaming child. I'm not asking for any amount of XP I haven't earned. I'm asking for my pool of total XP to not be diluted over some false claim that it will allow lower CP players to catch up.

    Regarding #1:
    The new curve is most definitely a catch up mechanic (although a weak one).
    It does mean that newer players close the CP gap to longer term players faster than they would under the old curve.
    Consider several players at this point in time, at 0CP, 400CP, 800CP, 1200CP, 1600CP for instance. So everyone starts 400CP apart.
    Lets say that all players play and gain xp at the same rate over the next unspecified period, and they all gain 50mil XP.

    So under the new xp curve, all of the gaps are smaller in terms of CP than they would have been under the old curve.
    Thus it would appear to me that the change in xp curve will function as a catch up mechanic, albeit not actually a very big one, and certainly nothing to the degree of your last suggestion.
    (Note: there are some specific CP ranges where the gap doesn’t always get smaller in CP2.0 for the same xp due the point the 1.5 multiplier starts applying being in a different place under the two curves, but this corrects back to smaller gains eventually as more xp/cp is gained)

    I'll start off with thanks for such a detailed reply! It's something the devs would probably want to see instead of having to mull it over themselves.

    So while it's true that the gaps are smaller the catch up mechanic doesn't work as well here due to the integral difference in active-useful level.
    In the current system that is considered to be CP810; in the new system after their most recent changes to stars it's CP 1750. So from those who have attempted to test (which is hard to do since they won't provide a max-level template) they have averaged that the DPS you can get now at CP810 is equivalent to what you could get at CP1750. These are very rough averages from what I have read so take them lightly but I think we all know that we are losing power since the system itself is changing and climbing higher.

    So while the curve does shrink the effective level of 150 million EXP does not; in the current system that's capped while in the new system (assuming XP carryover) an 810 would be moved to CP1006 (using your table). This is better for them because it does put them closer to their original level of power but they are still 744 CP from where they were.

    So despite being a 'catchup' you end up needing 250 million EXP to get around CP1719 and your finally back where you essentially already were before the change happened. Now I'm not asking to be moved for free to where my DPS, Stats, and Capabilities won't change. That's part of the game, stuff gets nerfed. That's an MMO.

    But the EXP values I earned shouldn't be diluted as it's time I spent that is accurately recorded within the game, to disregard that (to me) is to disregard my time spent playing your game for the past few years.

    Firstly, thanks, I enjoy having these sort of discussions and seeing the thoughts of others like yourself, especially when they also give well presented or detailed replies so I do try to do the same when I provide my own. Leads to walls of text though...

    Anyway, to me the fundamental problem here is that our 810CP is now not the same power level as 810Cp will be in the new system leading to players at this level (810CP) feeling a power loss, but this is a separate issue to the perceived xp loss or dilution. However, this problem causes players to seek out ways that they could be back closer to their original power, and the idea of carrying over xp is something that will bring them back closer. Which I understand, but to me its not a "good" fix and is just masking the actual cause of the issue - the sudden shift in how much power we get from our CP and over what range we obtain that power ie: power gained over 0-810CP is now instead gained over 0 - ~1750/2000CP)

    (also FYI my table isn't the carryover equivalents, rather its the CP players would get to if there was no carryover and then they gained xp from that point under either of the two systems, as a comparison)
    Now, on to your last suggestion. Beyond being a much stronger catch up mechanic, how is this any different than simply lowering the xp required for those first however many hundred xp?
    Its basically like lowering the requirement for all CP under CP1000 by whatever amount the multiple is. So its basically the equivalent of changing the curve, just in a different way.
    It would however be a change that is more targeted towards the front end of CP, so in that sense it would be a better catch up mechanic than the current way the curve has been changed.

    Because you didn't lower the XP required; you upped Enlightenment for lower level CP players which is an true catch-up mechanic. I'm not losing on any XP I've acquired. I'm not being told "Hey, Timmy just joined the game so since he's behind you we are gonna shrink your XP pool from the 150 million you've accumulated to 50 million so it's easier for him to catch up and also you need to level up 800 more times."

    But adding extra enlightenment for those under CP is functionally the same as lowering the requirement to get that CP.
    ie:
    If we keep the curve unchanged (ie as per CP1.0) but add an extra always on enlightenment multiplier of say 2x for while under CP1000.
    Under CP1.0 a player needs ~ 336mil xp to reach CP1000
    Lets say for examples sake under these conditions a player does say some group of a quests, with a total nominal total xp reward of 118mil xp gained in doing so. The enlightenment causes this to be doubled to 336mil xp, so the player is now CP1000.

    Alternatively, we don't add enlightenment and instead change the xp requirements to get to CP1000, halving the required xp to reach CP1000 (like lowering the curve for a section of CP). So the xp required to reach CP1000 is lowered to 118mil.
    Again, lets say under these conditions a player does the exact same set of quests as above, so they earn 118mil xp.
    They are now CP1000.

    So both cases give the same resulting CP for the same set of gameplay performed. Sure the total xp gained isn't the same but thats just a means to an end - which is CP. This is what I mean by using enlightenment as an extra factor is functionally identical to lower the xp curve by the same proportion in terms of the resulting CP gain.
    The only difference is a perception difference of how much total xp was "earned". The relationship between CP earned, and hence power, to gameplay time/effort etc is the same.

    The difference in this example here in comparison to what has actually been implemented, is that ZOS have lowered the xp requirement across the entire CP range, not just the first part.
    This could effectively be viewed as adding extra enlightenment for all players that is on at all times (with the amount varying somewhat depending on your current CP amount). This is why even though I said it is technically a catch up mechanic, I agree it isn't actually a very strong one.
    That's the difference to me; one is a targeted move to actually address the issue at the root which is older players being so far ahead of newer ones. The change doesn't actually affect older players at all since they aren't having their total XP diluted nor are they losing power; newer players are gaining power at an exponentially faster rate but at the same measurements that the veterans had to do so. This is a very loose and poor analogy I shall preface with that.

    Xanathar has 60,000 Gold. This is considered the 'average' amount of gold in his game for a veteran player to have.
    Jones just joined the game and he has 1,000 Gold.

    Instead of adding a catchup mechanic for Jones to make the other 59,000 Gold we decide that 1,000 is the new standard and Xanathars gold is now only worth 5,000 gold while also adding a mechanic that will make Jones get 4,000 more gold as he levels to max cap but we didn't change any of the store prices. That's roughly what is happening here; the gold is XP and is being removed from the game because it's deemed problematic for players to catch up to. The CP points however still cost the same amount, 1 level, but now the guy who could have bought anything he wanted with 60k has to pick and choose while new players haven't actually gained or lost anything. Xanathar will still continue earning gold at his higher level at a faster rate due to more play options. Jones will still never catch up unless Xanathar stops playing for a long haitus.

    By frontloading the earliest CP levels Xanathar doesn't lose anything, he doesn't care if Jones is given a new system that will give him 59,000 Gold as he levels up. By the time Jones gets to Xanathars level Xanathar will have made another 120,000. But that type of catch up system doesn't inconveniance or take away from anyone; it only helps the new player reach a baseline state that will allow him to join Xanathar as a fellow player.
    There are two parts to this analogy
    1) Using xp as a currency to obtain CP points
    2) Using CP points to obtain an effect/star etc

    In the first case, they have lowered the "store" price of the item Xanathar wants to buy. Sure he now only has 5000 gold, but he can obtain the same amount of CP points for that 5000 gold under the new system as he could with his 60000 gold under the old system.

    The problem that makes it seem like Xanathar now has less choice comes from the second conversion of CP points into effects. He can no longer get as much "effect" for the same amount of CP points.
    This is where ZOS have changed things as well. We get less effect for each CP point we earn, partially due to the vertical cap being higher, and partially due to some of our power being shifted to base stats. But this isn't a problem with the XP to CP curve, but rather this is due to the change in what value/effect/power we now get per CP point, and hence I don't think doing things like converting CP based on XP is the right place to be looking to address the issue. Rather, we need to be able to get to the same (or a similar) power level for the same amount of CP earned.

    And, in terms of the context of the primary question of this thread - whether CP should be adjusted to fit the new xp curve – the exact same argument to adjust existing players CP could be made under your suggested enlightenment change.

    Consider:
    I am going to use a simplified version to make this a bit simpler for me to calculate, sp lets say players under CP1000 get an extra 4x XP boost at all times, as some form of extra enlightenment, but the xp curve remains unchanged.
    So instead of requiring 336,628,454 XP to get to CP1000 (CP1.0 xp value), it would now effectively only take 336,628,454/4 = 84,157,113 XP of XP rewards, ie: the first 84,157,113 XP a player earns gets multiplied by 4.

    But what if I was already CP1000. I could say:
    I have already earned 336,628,454 XP.
    But, if the new enlightenment change existed when I earned that, the first 84,157,113 XP of it would have been multiplied by 4.
    So I should actually have and extra 3*84,157,113 = 252,471,339 XP
    So I should actually have 336,628,454 + 252,471,339 = 589,099,793 XP which would mean I should actually be CP1273 under the old curve.
    Does that sound right? Should I be “given” that extra 252 mil xp, because that’s what I would have if the new xp boon system existed when I earned my xp?
    Considered like this, it doesn’t seem to me to make sense to be added. And yet, this is exactly the same thing that asking for a CP conversion to the new xp/cp curve is asking for.

    I don't agree with calling the CP conversion the same thing as a catch up mechanic. Games introduce catch up mechanics to new players all the time but the older players never receive compensation; and that is exactly my issue here. If this was a catch up mechanic targeting new players I'd be perfectly fine. If they told me "Hey we are only shrinking the first 800 levels" I'd say "Well I already spent my 8 months at level 800 and I'm not losing any of my power."

    In this scenario though I am losing power; as many parses have attested from PTS to live you do not acquire the same amount of power as currently exists at 810. This is why I view it as a 'punishment' to players who have already hit the original cap and their banked XP is essentially being wiped. Yes we can climb another 400-600 levels to get where we were but it doesn't change that we essentially were shirked time getting there without a good valid reason (and yes that is all I want; a good and valid reason for why it's necessary to not carry over XP values. And the 'catch-up' reason isn't a good or valid one.)
    This is the same issue as above - CP points not providing the same power/effect as before.

    I think at its most fundamental aspect we are looking at this is slightly different ways:

    We both agree that we are losing power (the effect of CP) that we had gained by spending gameplay time/effort. The difference comes from having different perceived measures of gameplay time/effort.

    You are measuring your gameplay time/effort in terms of total XP earned, and under the curve change, depending on how you look at it, it can be perceived that this "total xp" number is being reduced as you are being shifted down the curve to keep CP the same, so then you come to the conclusion:
    My perceived indicator of gameplay time/effort (XP) is being reduced, and my power is as well. The two are related via the CP system, so if there was a conversion to keep my perceived indicator of gameplay time/effort the same, this would give me more CP, which would restore some of my lost power.

    I am measuring my gameplay time/effort in terms of CP earned, and so don't perceive that I am "losing" anything in the XP/CP regard. So I come to the conclusion:
    My perceived indicator of gameplay time/effort (CP), has stayed the same but I have lost power, so the solution is that my CP points need to provide more power/effect (like they used to) as this would restore some of my lost power.

    Hence why I said I think the fundamental issue is what Joy identified.

    Yeah I can see that we are both essentially targeting the same fundamental from both sides just with a different method. On my side I think that the lost power can be supplemented by using XP to target CP level and allow players more leeway in the method that they earned whereas on your end fundamentally the system is punishing to a lower level player as there are too many essential combat passives that drive the players into a corner without them in most aspects of game play. Overall the system was designed without any actual forethought into the end product of what they wanted it to be it seems; did they want the endless grind of levels or was the crunch designed to catch players up faster? It seems both goals got horribly mixed and the end product is an overall loss of power without compensation to anyone and new players still have to climb over the horrendously large mountain that existed before.

    I definitely would prefer on ZOS's end, more than anything if I can't have my XP converted to CP, a much more heavily loaded catch-up system for newer players. I'm capped on CP right now if only barely and it's taken me 4 years to do so. The issue with the new system is yes the curve is lowered but if the effective XP required to reach 810 is equivalent to reach 1750 then the system has literally done nothing to help newer players. (Which I believe it takes 324,000,000 EXP to reach 810 in the newer system down from 387,009,530 but then still requires a total of 700,000,000 to reach 1750 which is roughly the same power break point for current 810. Which means we haven't actually helped new players.)
    Edited by ZOS_ConnorG on February 20, 2021 4:59PM
  • Grandesdar
    Grandesdar
    ✭✭✭
    No, CP should stay the same even if the gap change (Because...)
    Ranger209 wrote: »
    It has never before been readjusted, and shouldn't be now. The 9 or 10 times that the CP level cap has changed have always made it so that people who were not capped needed less XP to get their CP than those who did it before them. The CP XP scale has changed 9 or 10 times already with no adjustments. The reason for the cap was, and still is mind you, to allow people to catch up who have started later. If we start adjusting peoples CP by XP that catch up mechanic will basically be undone.

    ^This. Even after switching from Vet ranks to CP and then increasing the cap further, it didn't happen, so why now? Not only new players but also returning players will be intimidated less by seeing people lower than the cap. I took two long breaks (if you count the comeback today it's three), and I'm glad they didn't just convert the exp amount even tho I hit 700 CP before my last break. And those other two breaks made my grind go down the drain just the same because I remember soft cap being around 400 CP if I'm not wrong ('it's been 5 years or so), and two years later when I came back, people who knew nothing about dungeons or trials or the ice staff's taunt were above 400 CP just by doing quests and dailies.
    Edited by Grandesdar on February 20, 2021 4:54PM
    Main: The Charismatic StamDK DD
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  • ZOS_ConnorG
    Greetings all,

    After review we have had to edit or remove several posts for rule violations like Baiting and Profanity. Ensure when engaging in a discussion that you keep said discussion civil, constructive, and within the rules. If you see a post that is baiting in nature do not engage it with further hostility and instead report it for the moderators to review.

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    Staff Post
  • Ringod123
    Ringod123
    ✭✭✭
    Yes, CP should be converted proportionally to the EXP earned before (Because...)
    Simple fact is, anyone who is already between 810 and 1800 before this goes live is going to have their parity taken away from them when it comes to Trial score pushing or CP enabled PvP, compared to people who have played longer. The closer you are to 810 the worse you will be affected, if your already close to or above 1800 then you literally are not affected and arguing against total XP conversion simply shows how you are the ones who want to have more power over others that previously had parity with you.

    2.5K hours to reach 810 and parity, those players are now being told they no longer have parity and need another 1000 CP (most likely another 2-3K hours) to get back the parity they already had, in my case, for 1k hours now. So in my case, 3.5K hours is not enough to gain parity, I now need 6-7K total hours before I'm back in the same position I was at after 2.5K hours in CP1.0.

    They could easily solve this and keep the new system the way they have it with a simple total XP conversion for existing players, but that only allows new players to catch up to the old cap of 810 quicker, as every player roughly around 810 will still have the same amount of hours to go from 810-1800, including new players.

    Or they could easily drop the vertical progression limit to a decent CP level, limiting it to 810 would overall lower vertical progression compared to the old system and would be the same as not raising the cap, Raising it to something like 1200 is still a rather large 50% increase in CP needed to reach cap butt will take a hell of a lot less XP than reaching 1800.

    As it stands Vertical progression has been hugely raised for both existing and new players. The roughly 215M XP that would see them gain parity ( at CP810) under the current system is now raised to roughly 435M to gain parity (at CP 1800) under the new system, and as we know XP gains have not been lowered, only XP to CP conversion, so it is going to take roughly double the time for a new player to reach the new "effective cap" (600 points in blue tree) compared to the old system.
    Edited by Ringod123 on February 20, 2021 5:27PM
This discussion has been closed.