From a mathematical standpoint; If ZoS were to retroactively give you all your previously earned XP and move you along on the new CP scale. It would unequivocally set new players back because they would need the same time investment as you previously had. The entire 'catch-up' mechanic then becomes useless as it no longer performs its function as a 'catch-up' mechanic, as it's meant to allow new players to reach the new, higher-leveled, "parity" in less time than it would have taken on the old system. But if the goal for parity (catching up to other players) has also been moved, that negates the change in XP needed, resulting in the same time to reach "parity"
The value of your time spent in the game was/is your ability to continue to earn CP above and beyond the cap for the entire time that the amount of CP that we could spend was capped. You were able to (at a 50% reduction) continue to bank future levels on the old system whereas upon the introduction of a new system you were able to immediately redeem.
Thus, your time has already been valued and included in the new system. Especially when, to get to the equivalent level (in terms of total damage increase/mitigation/healing, of which you have NEVER been able to get "all" of on the old system), you only need to be a little bit above the cap (~1100 CP). And with them making the curve and "soft-cap" be so far beyond this new level of "parity" will make it much easier to get to for ALL players. Not to mention that CP is at best a tertiary effect on your ability as a player now for what you'll be able to do. Players will be much more survivable with no-CP and the extra health and reduced monster damage than they ever were on the old system with a full 810CP.
(I apologize for the snarky responses as well, didn't sleep well, and the coffee isn't working today)
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Nobody is taking anything away from you.
One suggestion was to split it 50/50, give half, and lose half... well, that's essentially what the 50% penalty for above the cp Cap did.
furiouslog wrote: »
The rebellious side of my personality wants to quit the game in response to this sense of being taken advantage of and disrespected. As a practical matter, thanks to COVID, I've made a lot of friends in game and would miss them if I did quit. All of that makes me angry, and basically feeling manipulated because they know I'll keep being loyal due to the real personal costs of leaving, on top of the sunk costs of my time and money. That sense of being taken advantage of infuriates me.
The practical side of my personality asks: "Do you want to stop having fun with your guildies over ZOS and their unfair design? It's just 100 hours. Who are you fooling? You love ESO, you're going to do that anyway. Get over it." In the fullness of time, maybe I will. I've stuck around this long.
I guess that I just wish I felt better about it.
You've hit the nail on the head, its pointless continuing to argu about the XP distribution because ZOS is not going to make adjustments this late in the PTS cycle.
Your champion points on the 8th will be your CP in 2.0, period.
Has Live Patch exactly been 1:1 identical to the last PTS patch for ever Update in the last years?
In the end CP adjustment would be rather trivial and does not need extensive testing at all.
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
Duplomancer wrote: »
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
I am with you. Imagine running a recalculation across millions of accounts. What could possibly go wrong? lol
It would not be a trivial thing at all. What does it do to 1-50? What happens if the server gets overloaded and there is an interrupt? What if the interrupt is not noticed. How about when it recalculates an account twice? How about fail over? So many tests, those are just off the top of my head.
furiouslog wrote: »
Nobody is taking anything away from you. So your analogy is flawed.
It's more this. You work for a company and make 40k a year. You get a 2k a year raise, and they have a "soft-cap" which kicks in at 60k a year, after which you'll only get a 1k a year raise, which you'll get as soon as they raise the "soft-cap" (the 50% penalty for being over cap). So, after 15 years, you're at 60k. But the second they change the cap, you bump up to the 65k
Now, they change the "soft-cap" to 100k a year. Change the raises to 4k a year, but keep the starting salary at 40k a year.
You don't retroactively get the 4k a year raises (which is what you're asking for by having the XP shift to the new CP scale) and are suddenly making the 100k a year (since you'd be at the new "soft-cap"), you're making the 65k a year and getting 4k raises for the next 10 or so years.
But somebody who is new is making the 40k a year plus the 4k raises. Yes, they will get to the 65k you're now making much quicker than you did, but you will still be ahead of them.
I know it doesn't work this way in the real world. But you aren't losing anything as your analogy would suggest.
I knew that if I attempted to provide an analogy that the discussion would become about the analogy. Rookie mistake.
I don't agree with your analogy, because we just don't see the issue the same way. I invested time for value. The value is being removed. It's that simple. I could use currency devaluation or some other contrivance to communicate the core idea in the name of communicating why I think this is unfair, but the conversation will just continue to get sidetracked as we mutually nitpick the analogy instead of the core issue. So I'll say this: I agree that my analogy is flawed. Your analogy is also flawed and is not at all representative of my perspective of the situation I am in.
At the core of it is that you don't feel that it's unfair that I have to mindlessly regrind to get to the same level of ability that I currently possess. I do think it's unfair. If we can't agree on that, there is little point in trying to convince each other of that, and we just part ways on the issue.
So, to hell with any new players, they should be forced to put the same time investment in the game that you did to reach "parity" with you. Got it!
It's the same as my elderly neighbors complaining about having to pay taxes to the local schools... "well, I don't have any kids going there anymore so why do they get my money?"
Or my parents complaining when anybody brings up making community college free/reducing the cost. "I had to pay for mine, so you should too!!!"
furiouslog wrote: »
Nobody is taking anything away from you. So your analogy is flawed.
It's more this. You work for a company and make 40k a year. You get a 2k a year raise, and they have a "soft-cap" which kicks in at 60k a year, after which you'll only get a 1k a year raise, which you'll get as soon as they raise the "soft-cap" (the 50% penalty for being over cap). So, after 15 years, you're at 60k. But the second they change the cap, you bump up to the 65k
Now, they change the "soft-cap" to 100k a year. Change the raises to 4k a year, but keep the starting salary at 40k a year.
You don't retroactively get the 4k a year raises (which is what you're asking for by having the XP shift to the new CP scale) and are suddenly making the 100k a year (since you'd be at the new "soft-cap"), you're making the 65k a year and getting 4k raises for the next 10 or so years.
But somebody who is new is making the 40k a year plus the 4k raises. Yes, they will get to the 65k you're now making much quicker than you did, but you will still be ahead of them.
I know it doesn't work this way in the real world. But you aren't losing anything as your analogy would suggest.
I knew that if I attempted to provide an analogy that the discussion would become about the analogy. Rookie mistake.
I don't agree with your analogy, because we just don't see the issue the same way. I invested time for value. The value is being removed. It's that simple. I could use currency devaluation or some other contrivance to communicate the core idea in the name of communicating why I think this is unfair, but the conversation will just continue to get sidetracked as we mutually nitpick the analogy instead of the core issue. So I'll say this: I agree that my analogy is flawed. Your analogy is also flawed and is not at all representative of my perspective of the situation I am in.
At the core of it is that you don't feel that it's unfair that I have to mindlessly regrind to get to the same level of ability that I currently possess. I do think it's unfair. If we can't agree on that, there is little point in trying to convince each other of that, and we just part ways on the issue.
So, to hell with any new players, they should be forced to put the same time investment in the game that you did to reach "parity" with you. Got it!
It's the same as my elderly neighbors complaining about having to pay taxes to the local schools... "well, I don't have any kids going there anymore so why do they get my money?"
Or my parents complaining when anybody brings up making community college free/reducing the cost. "I had to pay for mine, so you should too!!!"
If the softcap is 1100 there what's the problem with giving utility to the older players? anything past that won't increase the gap between players.
Also, I hate paying for public schools and *** like that too, not everyone has kids and not everyone gets brainwashed in public schools. The state robs us of a lot of money that does not benefit us in any way (I hate paying for healthcare too or for state pension as private ones are way better) now ZOS is robbing us of our earned exp....Great commie move they made here.
Sorry, got triggered by those statements you made.
I sounded a bit aggressive.
I just do not think that it is fair towards older players, especially when it comes to the vertical progression. I think older players should have CP converted to benefit more from the vertical progression.
furiouslog wrote: »
Nobody is taking anything away from you. So your analogy is flawed.
It's more this. You work for a company and make 40k a year. You get a 2k a year raise, and they have a "soft-cap" which kicks in at 60k a year, after which you'll only get a 1k a year raise, which you'll get as soon as they raise the "soft-cap" (the 50% penalty for being over cap). So, after 15 years, you're at 60k. But the second they change the cap, you bump up to the 65k
Now, they change the "soft-cap" to 100k a year. Change the raises to 4k a year, but keep the starting salary at 40k a year.
You don't retroactively get the 4k a year raises (which is what you're asking for by having the XP shift to the new CP scale) and are suddenly making the 100k a year (since you'd be at the new "soft-cap"), you're making the 65k a year and getting 4k raises for the next 10 or so years.
But somebody who is new is making the 40k a year plus the 4k raises. Yes, they will get to the 65k you're now making much quicker than you did, but you will still be ahead of them.
I know it doesn't work this way in the real world. But you aren't losing anything as your analogy would suggest.
I knew that if I attempted to provide an analogy that the discussion would become about the analogy. Rookie mistake.
I don't agree with your analogy, because we just don't see the issue the same way. I invested time for value. The value is being removed. It's that simple. I could use currency devaluation or some other contrivance to communicate the core idea in the name of communicating why I think this is unfair, but the conversation will just continue to get sidetracked as we mutually nitpick the analogy instead of the core issue. So I'll say this: I agree that my analogy is flawed. Your analogy is also flawed and is not at all representative of my perspective of the situation I am in.
At the core of it is that you don't feel that it's unfair that I have to mindlessly regrind to get to the same level of ability that I currently possess. I do think it's unfair. If we can't agree on that, there is little point in trying to convince each other of that, and we just part ways on the issue.
So, to hell with any new players, they should be forced to put the same time investment in the game that you did to reach "parity" with you. Got it!
It's the same as my elderly neighbors complaining about having to pay taxes to the local schools... "well, I don't have any kids going there anymore so why do they get my money?"
Or my parents complaining when anybody brings up making community college free/reducing the cost. "I had to pay for mine, so you should too!!!"
If the softcap is 1100 there what's the problem with giving utility to the older players? anything past that won't increase the gap between players.
Also, I hate paying for public schools and *** like that too, not everyone has kids and not everyone gets brainwashed in public schools. The state robs us of a lot of money that does not benefit us in any way (I hate paying for healthcare too or for state pension as private ones are way better) now ZOS is robbing us of our earned exp....Great commie move they made here.
Sorry, got triggered by those statements you made.
I sounded a bit aggressive.
I just do not think that it is fair towards older players, especially when it comes to the vertical progression. I think older players should have CP converted to benefit more from the vertical progression.
you sure you dont mean horizontal progression here?
Duplomancer wrote: »
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
I am with you. Imagine running a recalculation across millions of accounts. What could possibly go wrong? lol
It would not be a trivial thing at all. What does it do to 1-50? What happens if the server gets overloaded and there is an interrupt? What if the interrupt is not noticed. How about when it recalculates an account twice? How about fail over? So many tests, those are just off the top of my head.
Are you a coder?
I code and cp recalculation is trivial in my opinion.
furiouslog wrote: »Not that this is my place to say, but I'd like to voice my appreciation to everyone discussing this issue openly without falling into the typical internet one-upsmanship traps that we have all probably been guilty of at one point or another.
Summarizing what I perceive to be the core perspectives on the issue given current design:
- The XP ladder and CP design was re-engineered to allow more rapid progression for new players and to force trade-off choices, taking as a given that there is a large performance gap between new players and old players, and the focus is on driving increased inclusion in endgame for new players.
- The mechanism of transitioning CP for players currently over the cap was designed intentionally to further close the gap between veteran players over the cap and new players who have not yet reached the cap to rebalance the player population so that its performance distribution is more at parity (a Harrison Bergeron solution).
I understand those motivations, but I think that it is unfair to veteran players who have invested a lot of time, effort, and care into the game. I applaud the principle of inclusion and content accessibility for less seasoned players. But because the solution for doing that means that my own skills and abilities are significantly reduced relative to what they are now, which will force me to invest additional time in the game recapturing the CP required to get where I was, I think that the burden placed on many veteran players is both significant and inequitable.
I'd really like someone at ZOS to address this issue head on, and explain their rationale so that we can understand their perspective. They might not think it's unfair. They might have another motivation in their approach that we have not extrapolated from the situation due to blind spots. Unless ZOS tells us and explains it, we have no way to understand. There are a significant number of players who are unhappy with this approach. Please just take a few moments and share the "why" of all of this. Even if we don't all agree, at least we have an opportunity to understand. And I think that since we've demonstrated that it is possible for us to discuss this rationally and with understanding for opposing views, we should be rewarded with an explanation out of respect for the people who have supported your game, helpfully provided feedback, cheerfully participated in community engagement, and played through numerous testing, changes and performance issues in faith that you are working to continuously improve your game and our time in it.
@ZOS_GinaBruno - please just say something. Anything, even if it's just something so that we know that you hear this and get where we are coming from. If it's already been definitively addressed, please show us where. Talk to your community, whether it's a final word, or guidance, or an open discussion, or just flat acknowledgement with no expectation of change. I think that we deserve that. It will take 15-20 minutes of your time to articulate why you're making me spend 100 hours of my time to recapture what I have now, multiplied across hundreds if not thousands of players. I think that's a pretty fair ask.
I know we disagree on some of the finer points, but I agree with your sentiment here.
Unfortunately, it seems to be the standard operating procedure for mostly radio silence from ZoS on these things. Outside of the commentary from any ESO Live video and what's on the patch notes themselves, they rarely address most "controversial" things that arise when they make major changes. I'm just hoping there's not a surprise "LIVE" adjustment after the PTS period, as they have done on occasion before.
I would really think that a game that's 7 years old at this point would be in the 'fine-tuning' stage where the changes made are small. But we're still getting sweeping changes at this stage, and that is a frustrating point of concern for me. I appreciate that they are still looking at things, but I feel we should be looking at it with a scalpel, rather than a sledgehammer at this stage.
This game as an MMO fits so many other of the boxes that I am challenged to give it up, even in the light of the changes. It's not super grindy like other MMOs, it's not completely PVP-based at end-game like others. it's modern enough that I don't feel like I'm playing with 90's graphics, the combat is reactive. I just wish they could start to find that sweet spot so that adjustments are completely turning things on their head.
That said, CP needed an overhaul. It was a huge factor in players' ability to even participate in the game. Lots of power creep that was making content irrelevant. And I think the changes they've made will be good for the game, in the long run. CP is no longer the major driver of player "power", it's now, at best, the tertiary effect, behind skill and gear. It's just that after 2 years of stagnation, finding that sweet spot between rewarding veteran and long-term players, but not excluding brand new players is a very, very difficult thing to do.
furiouslog wrote: »[*] The XP ladder and CP design was re-engineered to allow more rapid progression for NEW players and to force trade-off choices, taking as a given that there is a large performance gap between new players and old players, and the focus is on driving increased inclusion in endgame for new players.
Duplomancer wrote: »
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
I am with you. Imagine running a recalculation across millions of accounts. What could possibly go wrong? lol
It would not be a trivial thing at all. What does it do to 1-50? What happens if the server gets overloaded and there is an interrupt? What if the interrupt is not noticed. How about when it recalculates an account twice? How about fail over? So many tests, those are just off the top of my head.
Are you a coder?
I code and cp recalculation is trivial in my opinion.
furiouslog wrote: »I searched but could not find a definitive answer to this, so apologies if it's redundant. Under the new system, are we retaining our XP earned, or are we retaining our CP earned and having it directly translated to the new system?
My position is that we should retain XP earned and then have our new CP calculated under the new breaks, because otherwise, players over the cap are are artificially losing the time investment represented by their total XP earned.
I currently am at 1296 CP, with a total XP investment of about 612 million XP. If I move to the new system with 1296 CP, and not a recalculated CP based on my XP, my total XP comes down to 237 million - effectively having 60% of my time investment in the game removed from my account.
Can anyone articulate how this is being handled?
If this would happen in the real world with anything requiring 'x' amount of experience to qualify for 'y' (civil aviation, multiple professions where to exercise them one has to be chartered etc.) where the appropriate governing body decides to devalue the experience of existing aspirants to this degree using the flimsiest of arguments (we need to allow for the newer generation to catch up!) there would be riots.
MovesLikeJaguar wrote: »If this would happen in the real world with anything requiring 'x' amount of experience to qualify for 'y' (civil aviation, multiple professions where to exercise them one has to be chartered etc.) where the appropriate governing body decides to devalue the experience of existing aspirants to this degree using the flimsiest of arguments (we need to allow for the newer generation to catch up!) there would be riots.
Oh but a comparable thing to that happens every once in a while, at least it has in the US. In California for example, they raised the age you need to be in order to buy cigarettes from 18 to 21 back in 2017, and there were a lot of young adults that were not happy about the change. And just like that change, this one will happen and everyone will stop talking about it after 2 months.
hmm .. and how about we see it that way :
"They did not steal xp, or cp, but decreased the xp needed to gain one ! We have in fact all been buffed !"
Because, when you think about it .. it's almost as if they just tweaked the xp curve. In a positive way for everybody, actually.[
Are you a coder?
I code and cp recalculation is trivial in my opinion.
But yes .. if that was a decision they'd make, it would be indeed very trivial to implement if the base code is well written.
Duplomancer wrote: »Duplomancer wrote: »
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
I am with you. Imagine running a recalculation across millions of accounts. What could possibly go wrong? lol
It would not be a trivial thing at all. What does it do to 1-50? What happens if the server gets overloaded and there is an interrupt? What if the interrupt is not noticed. How about when it recalculates an account twice? How about fail over? So many tests, those are just off the top of my head.
Are you a coder?
I code and cp recalculation is trivial in my opinion.
Worse, I have worked in QA for 20 years. I am sure coding it is trivial, testing it is not.
hmm .. and how about we see it that way :
"They did not steal xp, or cp, but decreased the xp needed to gain one ! We have in fact all been buffed !"
Because, when you think about it .. it's almost as if they just tweaked the xp curve. In a positive way for everybody, actually.[
Are you a coder?
I code and cp recalculation is trivial in my opinion.
But yes .. if that was a decision they'd make, it would be indeed very trivial to implement if the base code is well written.
I'd just do it as an offline run during paover the player db.Duplomancer wrote: »Duplomancer wrote: »
Errrrrrr, I feel like CP adjustment is beyond "trivial" and would require extensive testing. I mean, lets just look at the drama they had with refunding werewolf skillpoints which has lead to everyone having the skill points reset on every character next patch....
I am with you. Imagine running a recalculation across millions of accounts. What could possibly go wrong? lol
It would not be a trivial thing at all. What does it do to 1-50? What happens if the server gets overloaded and there is an interrupt? What if the interrupt is not noticed. How about when it recalculates an account twice? How about fail over? So many tests, those are just off the top of my head.
Are you a coder?
I code and cp recalculation is trivial in my opinion.
Worse, I have worked in QA for 20 years. I am sure coding it is trivial, testing it is not.
jesus.. it's just replacing a couple numerical values in a database with some others based on a rather trivial formula....in an isolated offline db run during downtime.
not some crazy ass complex new code touching a multitude of different variables in the deepest bowels of the code interfacing with many other parts..
even testing is trivial
They have changed the XP scaling system for CP in the game at least a dozen times. So the exact time that you earned each XP would matter if you're doing a "true" calculation of XP earned.
Also, the code for this game is complete spaghetti. They've made adjustments to block animations and it causes bugs in various trials.