the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
uplift of the floor by quite bit. lowering of the ceiling plus vertical progression cap that is pretty low and very tapered (diff between nocp and max vert cp is much smaller in new system afaik) already solves the catch up adequately imo.
the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
CleymenZero wrote: »Here's a very summarized series of events (many of which you may already be aware of) :
- CP is implemented, max CP then is 510 I believe but they say it is designed and balanced to go up to 3600
- POWER CREEP
- they stop increasing CP cap while they figure the way forward (CP cap is 810 at that time) *what are they supposed to do? Some people are above CP 810 and have been for a while, do you remove CP slap everyone at 810 or just let them keep increasing?*
- CP 2.0 is announced, experience curve is drastically modified, and they skyrocket directly to CP 3600
- it is also announced that CP will be directly converted
CleymenZero wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
How does it support your point?
A CP 810 goes to 1100 hence making him close to maxing out his role, I go from 1600 to 2400+ which doesn't add any other damage or defensive benefits, simply QoL where I can just hotswap my orbs based on the content I'm doing.
On top of that, at that point, I'll remain in the sharper part of the exp curve, as I am now, and am not gaining CP nearly as fast as everyone else, effectively making it that people are gonna catch up fast enough.
So, QoL for the vet + slow CP gain and quick CP gains with a significantly boosted CP level for the newer players.
I don't agree with the concept that rebaselining isn't fair because it doesn't advantage newer players. The concept of ignoring accrued experience because you want to reduce the gap between vet and new players is hard to reason without arbitrarily deciding that "this is what I want to do and I will do it" is a valid justification.
The gap between newer and vet player is already significantly reduced because of the limitations introduced by the number of orbs you can slot. They've effectively made it that higher CP only have more freedom to swap this and that orb on the fly and if that's the only difference, there is no reason NOT to consider accrued exp of vet players.
Lamagrokie wrote: »Conclusion:Fair solution of OUR transition from OLD CP system to NEW CP, is to convert our total XP earned to equal amount of XP (not equal amount CP) on new CP system.
ExistingRug61 wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
uplift of the floor by quite bit. lowering of the ceiling plus vertical progression cap that is pretty low and very tapered (diff between nocp and max vert cp is much smaller in new system afaik) already solves the catch up adequately imo.
But the heavily increased taper only address the catch up in terms of getting to say, 90% power/effectiveness, quicker than previous.
It does nothing to close the gap in terms of the time to get to 100% effectiveness, which no matter what requires a player to get to the vertical cap of CP (which may be different depending on their game mode or role).
And, no matter how tapered that last part of that gain is, or how much they reduce the gain from say 0cp to max vert cp, as long as a difference between those points exists, many players will feel that they must be at max vert cp to be competitive and hence feel the need to grind to that point.
And that vertical cap is potentially further away xp wise than it ever has been (it may similar for single role PvE, but definitely way higher for a fully fledged PvP build for instance).
Zorgon_The_Revenged wrote: »CleymenZero wrote: »Here's a very summarized series of events (many of which you may already be aware of) :
- CP is implemented, max CP then is 510 I believe but they say it is designed and balanced to go up to 3600
- POWER CREEP
- they stop increasing CP cap while they figure the way forward (CP cap is 810 at that time) *what are they supposed to do? Some people are above CP 810 and have been for a while, do you remove CP slap everyone at 810 or just let them keep increasing?*
- CP 2.0 is announced, experience curve is drastically modified, and they skyrocket directly to CP 3600
- it is also announced that CP will be directly converted
If I remember correctly, in the beginning, it was more like:-
- CP hits PTS
- PTS testers start soloing crazy things with CP3600 template sorcs, players tell ZOS this is crazy over powered.
- CP releases with no cap, game becomes a grind game.
- PvPers are going crazy as they get 1 shot by players who have been "no life" grinding cp, some players are reported (by ZOS on an ESO Live) getting to CP1600+ within weeks of release.
- ZOS add a cap to how many CP can be spent (510cp, correct), I think they altered the CP xp curve and added a catch up mechanic for new players (VRank players were given some CP when CP was released, I remember I was almost at CP cap when it was introduced as many regular players were).
- POWER CREEP
- Skills/classes nerfed
- OP DLC armour sets
- POWER CREEP
- Skills/classes nerfed
- OP DLC armour sets
- POWER CREEP
- ETC....
Lamagrokie wrote: »Conclusion:Fair solution of OUR transition from OLD CP system to NEW CP, is to convert our total XP earned to equal amount of XP (not equal amount CP) on new CP system.
I mean, yea. It would be nice. But were we treated fairly when they changed vMA weapons? Were we treated fairly when those of us with characters maxed out in vet ranks were converted to shared CP experience wise? In fact, if I remember, we had to fight to just get treated moderately crappy and not completely screwed over.
I've come to accept that they care very little for any hardcore veteran players outside of maybe getting some good feedback if it's reported in a nurturing way. I really believe the only demographic they care about is the influx of new blood to rebuy crown stuff they've already made (and make up for not retaining enough veteran players) and casual whales to keep milking for crates. The handful of players in my shoes is very small and they couldn't care less if I moved on. Even the others I play with that have been here from the start only play the game in bursts anymore and usually only one portion of the game like pvp only or trials only.
So, no, I don't think they care about what's fair to veteran players.
Araneae6537 wrote: »Zorgon_The_Revenged wrote: »CleymenZero wrote: »Here's a very summarized series of events (many of which you may already be aware of) :
- CP is implemented, max CP then is 510 I believe but they say it is designed and balanced to go up to 3600
- POWER CREEP
- they stop increasing CP cap while they figure the way forward (CP cap is 810 at that time) *what are they supposed to do? Some people are above CP 810 and have been for a while, do you remove CP slap everyone at 810 or just let them keep increasing?*
- CP 2.0 is announced, experience curve is drastically modified, and they skyrocket directly to CP 3600
- it is also announced that CP will be directly converted
If I remember correctly, in the beginning, it was more like:-
- CP hits PTS
- PTS testers start soloing crazy things with CP3600 template sorcs, players tell ZOS this is crazy over powered.
- CP releases with no cap, game becomes a grind game.
- PvPers are going crazy as they get 1 shot by players who have been "no life" grinding cp, some players are reported (by ZOS on an ESO Live) getting to CP1600+ within weeks of release.
- ZOS add a cap to how many CP can be spent (510cp, correct), I think they altered the CP xp curve and added a catch up mechanic for new players (VRank players were given some CP when CP was released, I remember I was almost at CP cap when it was introduced as many regular players were).
- POWER CREEP
- Skills/classes nerfed
- OP DLC armour sets
- POWER CREEP
- Skills/classes nerfed
- OP DLC armour sets
- POWER CREEP
- ETC....
THERE’S the problem — stop with the OP armor sets! That’s why a large number of players hate proc sets and the current PvP meta is hide in a tank can while your armor kills your foes.
No one likes having their abilities and power nerfed and who likes being forced to use only a few sets to be meta? It would be great if armor was kept within a certain balance, so some may be situationally better, but all viable for some builds and content.
ExistingRug61 wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
uplift of the floor by quite bit. lowering of the ceiling plus vertical progression cap that is pretty low and very tapered (diff between nocp and max vert cp is much smaller in new system afaik) already solves the catch up adequately imo.
But the heavily increased taper only address the catch up in terms of getting to say, 90% power/effectiveness, quicker than previous.
It does nothing to close the gap in terms of the time to get to 100% effectiveness, which no matter what requires a player to get to the vertical cap of CP (which may be different depending on their game mode or role).
And, no matter how tapered that last part of that gain is, or how much they reduce the gain from say 0cp to max vert cp, as long as a difference between those points exists, many players will feel that they must be at max vert cp to be competitive and hence feel the need to grind to that point.
And that vertical cap is potentially further away xp wise than it ever has been (it may similar for single role PvE, but definitely way higher for a fully fledged PvP build for instance).
pvp has nocp campaigns so we can leave that one out vertcap wise.
the1andonlyskwex wrote: »
Oh yeah those new Greymoor armor sets are so OP. That's why everyone still runs Mother's Sorrow (released with One Tamriel in 2016) and Perfected False God's Devotion (released with Elsweyr in 2019).
bayushi2005 wrote: »the1andonlyskwex wrote: »
Oh yeah those new Greymoor armor sets are so OP. That's why everyone still runs Mother's Sorrow (released with One Tamriel in 2016) and Perfected False God's Devotion (released with Elsweyr in 2019).
I see that you don't pvp often.
the1andonlyskwex wrote: »bayushi2005 wrote: »the1andonlyskwex wrote: »
Oh yeah those new Greymoor armor sets are so OP. That's why everyone still runs Mother's Sorrow (released with One Tamriel in 2016) and Perfected False God's Devotion (released with Elsweyr in 2019).
I see that you don't pvp often.
If it doesn't affect PvE it's not really power creep, it's just bad balancing.
bayushi2005 wrote: »the1andonlyskwex wrote: »bayushi2005 wrote: »the1andonlyskwex wrote: »
Oh yeah those new Greymoor armor sets are so OP. That's why everyone still runs Mother's Sorrow (released with One Tamriel in 2016) and Perfected False God's Devotion (released with Elsweyr in 2019).
I see that you don't pvp often.
If it doesn't affect PvE it's not really power creep, it's just bad balancing.
But, but... you're quoting someone who directly refers to pvp meta.
CleymenZero wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
How does it support your point?
A CP 810 goes to 1100 hence making him close to maxing out his role, I go from 1600 to 2400+ which doesn't add any other damage or defensive benefits, simply QoL where I can just hotswap my orbs based on the content I'm doing.
On top of that, at that point, I'll remain in the sharper part of the exp curve, as I am now, and am not gaining CP nearly as fast as everyone else, effectively making it that people are gonna catch up fast enough.
So, QoL for the vet + slow CP gain and quick CP gains with a significantly boosted CP level for the newer players.
I don't agree with the concept that rebaselining isn't fair because it doesn't advantage newer players. The concept of ignoring accrued experience because you want to reduce the gap between vet and new players is hard to reason without arbitrarily deciding that "this is what I want to do and I will do it" is a valid justification.
The gap between newer and vet player is already significantly reduced because of the limitations introduced by the number of orbs you can slot. They've effectively made it that higher CP only have more freedom to swap this and that orb on the fly and if that's the only difference, there is no reason NOT to consider accrued exp of vet players.
So the 810 player that was 800 CP behind you will now be 1300 CP behind you. Catch up mechanic has just been nullified.
the1andonlyskwex wrote: »bayushi2005 wrote: »the1andonlyskwex wrote: »bayushi2005 wrote: »the1andonlyskwex wrote: »
Oh yeah those new Greymoor armor sets are so OP. That's why everyone still runs Mother's Sorrow (released with One Tamriel in 2016) and Perfected False God's Devotion (released with Elsweyr in 2019).
I see that you don't pvp often.
If it doesn't affect PvE it's not really power creep, it's just bad balancing.
But, but... you're quoting someone who directly refers to pvp meta.
The PvP meta is as much about the changes to crit resistance (and the PvE-oriented nerfs to crit) as it is about things like malacath and proc sets. It's not really what I would call power creep.
PvP power creep in general is really hard to judge because everything is relative. How do we really know whether a longer time to kill is caused by increased defensive power or decreased offensive power?
If anyone needs to jog their memory of what the VR to CP conversion was really like.
https://www.elderscrollsonline.com/en-us/news/post/25671
CleymenZero wrote: »CleymenZero wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
How does it support your point?
A CP 810 goes to 1100 hence making him close to maxing out his role, I go from 1600 to 2400+ which doesn't add any other damage or defensive benefits, simply QoL where I can just hotswap my orbs based on the content I'm doing.
On top of that, at that point, I'll remain in the sharper part of the exp curve, as I am now, and am not gaining CP nearly as fast as everyone else, effectively making it that people are gonna catch up fast enough.
So, QoL for the vet + slow CP gain and quick CP gains with a significantly boosted CP level for the newer players.
I don't agree with the concept that rebaselining isn't fair because it doesn't advantage newer players. The concept of ignoring accrued experience because you want to reduce the gap between vet and new players is hard to reason without arbitrarily deciding that "this is what I want to do and I will do it" is a valid justification.
The gap between newer and vet player is already significantly reduced because of the limitations introduced by the number of orbs you can slot. They've effectively made it that higher CP only have more freedom to swap this and that orb on the fly and if that's the only difference, there is no reason NOT to consider accrued exp of vet players.
So the 810 player that was 800 CP behind you will now be 1300 CP behind you. Catch up mechanic has just been nullified.
Ummmm... the catch up mechanic is not the cp number but the xp curve...
For example, I'm 800 CP ahead of you but you gain CP 4x faster than me cause I'm in the the accentuated part of the slope.
[Snip]Merlin13KAGL wrote: »
Of course we did loose exp.. At least the way I and others see it.
How is it difficult to grasp for some people that some might look at a thing one way and others look at it differently?
Because this formula doesn't change, regardless of "how you look at it."
((CP's you have in 1.0) - (CP's you have in 2.0)) x any XP value here still equals Z E R O.
Your CP's are the same. Your XP earned is the same.
The cost to get there is the only thing changing, and that's for the catch up mechanic, intended for people with far less CP than you have to be complaining here.
It doesn't make you less viable, it allows newer players to become viable faster.
This entitlement perspective is quickly becoming the latest dead horse.
As I said. You can look at it any way you want. All good with me. Where I am from it's totally normal for people
to have a right to their own way of seeing things and expressing them even. (Well.. short of hate speech that is)
[Snip]
The way I see it CP number is simply an expression of how much Xp you have earned.
If you look at this table: https://docs.google.com/spreadsheets/d/1uS2H-elnpVngKOMBqwl3LHytDHSOBwmDfDoQHHOtoh4/edit?usp=sharing
You will see:
- CP1.0 a value of 1200 expresses I have made 515M Xp.
- CP2.0 a value of 1200 expresses I have made 206M Xp.
So by keeping our Cp the same I indeed loose 60% of my Xp. Pretty simple.
As for catch up mechanic. Why is there a secondary catchup mechanic involving degrading vet players Xp necessary. That's what the vertical progression cap is there for. Which is generously low imo.
@trackdemon5512trackdemon5512 wrote: »If anyone needs to jog their memory of what the VR to CP conversion was really like.
https://www.elderscrollsonline.com/en-us/news/post/25671
OH YEAH.
To all the new players complaining about this CP conversion please realize that before ya'll were even contemplating this game:
XP gained was not shared between your character before CP
The higher leveled players around here aren't complaining because we remember how things were.
- When you needed to run VMA 2000 times because you got a vMA inferno and it dropped in powered (no transmutation)
- Staves counted as one piece of a set (now two pieces)
- Prosperous was an armor train increasing our gold (became invigorating)
- Jewelry could not be improved, dropped in 3 traits, and gold was a unicorn
- Normal dungeons were tough and vet dungeons were like trials
- Outfit stations didn't exist
- Monster helmets weren't a guaranteed drop
- Your chances at the monster shoulder you needed, in the trait you needed was insanely slim
- Max CP was 780/750/720/690 etc
- You had to run through Cyrodiil to get to Imperial City
- etc
The list goes on. Be happy that they're even doing this with the CP system. There will clearly be adjustments in the future but for now take the time to slowly grow just like this game has.
topic was new players and catchup and how long.ExistingRug61 wrote: »ExistingRug61 wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
uplift of the floor by quite bit. lowering of the ceiling plus vertical progression cap that is pretty low and very tapered (diff between nocp and max vert cp is much smaller in new system afaik) already solves the catch up adequately imo.
But the heavily increased taper only address the catch up in terms of getting to say, 90% power/effectiveness, quicker than previous.
It does nothing to close the gap in terms of the time to get to 100% effectiveness, which no matter what requires a player to get to the vertical cap of CP (which may be different depending on their game mode or role).
And, no matter how tapered that last part of that gain is, or how much they reduce the gain from say 0cp to max vert cp, as long as a difference between those points exists, many players will feel that they must be at max vert cp to be competitive and hence feel the need to grind to that point.
And that vertical cap is potentially further away xp wise than it ever has been (it may similar for single role PvE, but definitely way higher for a fully fledged PvP build for instance).
pvp has nocp campaigns so we can leave that one out vertcap wise.
It's not that simple.
Those PvP players could be established in guilds that play in the CP campaign, so simply switching to nocp because they are now no longer at the vert cap isn't necessarily a simple fix.
CleymenZero wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
How does it support your point?
A CP 810 goes to 1100 hence making him close to maxing out his role, I go from 1600 to 2400+ which doesn't add any other damage or defensive benefits, simply QoL where I can just hotswap my orbs based on the content I'm doing.
On top of that, at that point, I'll remain in the sharper part of the exp curve, as I am now, and am not gaining CP nearly as fast as everyone else, effectively making it that people are gonna catch up fast enough.
So, QoL for the vet + slow CP gain and quick CP gains with a significantly boosted CP level for the newer players.
I don't agree with the concept that rebaselining isn't fair because it doesn't advantage newer players. The concept of ignoring accrued experience because you want to reduce the gap between vet and new players is hard to reason without arbitrarily deciding that "this is what I want to do and I will do it" is a valid justification.
The gap between newer and vet player is already significantly reduced because of the limitations introduced by the number of orbs you can slot. They've effectively made it that higher CP only have more freedom to swap this and that orb on the fly and if that's the only difference, there is no reason NOT to consider accrued exp of vet players.
So the 810 player that was 800 CP behind you will now be 1300 CP behind you. Catch up mechanic has just been nullified.
trackdemon5512 wrote: »If anyone needs to jog their memory of what the VR to CP conversion was really like.
https://www.elderscrollsonline.com/en-us/news/post/25671
OH YEAH.
To all the new players complaining about this CP conversion please realize that before ya'll were even contemplating this game:
XP gained was not shared between your character before CP
The higher leveled players around here aren't complaining because we remember how things were.
- When you needed to run VMA 2000 times because you got a vMA inferno and it dropped in powered (no transmutation)
- Staves counted as one piece of a set (now two pieces)
- Prosperous was an armor train increasing our gold (became invigorating)
- Jewelry could not be improved, dropped in 3 traits, and gold was a unicorn
- Normal dungeons were tough and vet dungeons were like trials
- Outfit stations didn't exist
- Monster helmets weren't a guaranteed drop
- Your chances at the monster shoulder you needed, in the trait you needed was insanely slim
- Max CP was 780/750/720/690 etc
- You had to run through Cyrodiil to get to Imperial City
- etc
The list goes on. Be happy that they're even doing this with the CP system. There will clearly be adjustments in the future but for now take the time to slowly grow just like this game has.
Merlin13KAGL wrote: »
As I said. You can look at it any way you want. All good with me. Where I am from it's totally normal for people
to have a right to their own way of seeing things and expressing them even. (Well.. short of hate speech that is)
[Snip]
The way I see it CP number is simply an expression of how much Xp you have earned.
If you look at this table: https://docs.google.com/spreadsheets/d/1uS2H-elnpVngKOMBqwl3LHytDHSOBwmDfDoQHHOtoh4/edit?usp=sharing
You will see:
- CP1.0 a value of 1200 expresses I have made 515M Xp.
- CP2.0 a value of 1200 expresses I have made 206M Xp.
So by keeping our Cp the same I indeed loose 60% of my Xp. Pretty simple.
As for catch up mechanic. Why is there a secondary catchup mechanic involving degrading vet players Xp necessary. That's what the vertical progression cap is there for. Which is generously low imo.
You absolutely have the right to view anything you like, any way you like. It won't magically make it true.
Merlin13KAGL wrote: »Using your very own example: 1200 CP's = 1200 CP's.
One of the first things I did on PTS is go in on some of the less forgiving content the game has to offer to see if it was still clearable. It was. It took a little longer, but it was not night and day difference, as most are assuming it will be.
For further record, that was with none of the mitigation passives unlocked.
The catchup mechanic for a newer player does not somehow make you weaker except in your own mind. If the vertical cap is so generously low, I understand what your complaint is even less.
Merlin13KAGL wrote: »
You can view it as you wish, and either play, or not play. Or, you can view it as it is and continue your progression.
Merlin13KAGL wrote: »
Is it a "nerf" in some way? Sure. I'll give everyone that. Is it as gamebreaking as most are making it out to be, not remotely.
trackdemon5512 wrote: »If anyone needs to jog their memory of what the VR to CP conversion was really like.
https://www.elderscrollsonline.com/en-us/news/post/25671
OH YEAH.
To all the new players complaining about this CP conversion please realize that before ya'll were even contemplating this game:
XP gained was not shared between your character before CP
The higher leveled players around here aren't complaining because we remember how things were.
- When you needed to run VMA 2000 times because you got a vMA inferno and it dropped in powered (no transmutation)
- Staves counted as one piece of a set (now two pieces)
- Prosperous was an armor train increasing our gold (became invigorating)
- Jewelry could not be improved, dropped in 3 traits, and gold was a unicorn
- Normal dungeons were tough and vet dungeons were like trials
- Outfit stations didn't exist
- Monster helmets weren't a guaranteed drop
- Your chances at the monster shoulder you needed, in the trait you needed was insanely slim
- Max CP was 780/750/720/690 etc
- You had to run through Cyrodiil to get to Imperial City
- etc
The list goes on. Be happy that they're even doing this with the CP system. There will clearly be adjustments in the future but for now take the time to slowly grow just like this game has.
maybe because things have been done in a bad way in the past is not a reason to keep doing it in bad ways for some of us?
Well aware of pre810 players having even more Xp.trackdemon5512 wrote: »
Things get changed, over time, and progressively. The players behind you with years of play have much much much much more XP than you can imagine. Day 1 players worked off a different scale. Each individual character had their own XP and it took forever just to get to where CP160 is now.
There doesn't need to be CP scaling. CP earned is CP earned and that stays how it is. The XP amounts of all players vary really wildly and total XP isn't something constant or really tracked. Under the various changes all players have different total play XP amounts that in no way line up.
trackdemon5512 wrote: »Basing the level on CP rather than total XP earned is already a fair way to address the issue and encourages more fairness. Otherwise you would have people complaining that old players are already at cap and it will take you five years to get there.
trackdemon5512 wrote: »AND on another note I don't think people realize just how much CP 3600 points is. Current max isn't even A THIRD of that. The idea that anyone is grinding to 3600 is just as ridiculous. Even if you were doing master writs all day long with 150% XP scrolls it would take you well more than a year to get to 3600. And even then you can't even properly use all of those points.
trackdemon5512 wrote: »ZOS is right and ya'll should be content with leveling at the speed you are
CleymenZero wrote: »the1andonlyskwex wrote: »I know the history, and it supports my position, not yours. The only thing new about the current CP cap increase is the magnitude.
The main problem with rebaselining is that it undermines the whole point of the CP curve, which is to allow newer players to catch up to veterans. If everyone gets rebaselined, then the curve no longer helps new players catch up (because the veterans got moved forward on the curve). Rebaselining penalizes new players because it makes it harder for them to catch up to the veterans.
By allowing people to earn beyond the current cap, ESO is already letting veterans get farther ahead of new players than most other games would.
How does it support your point?
A CP 810 goes to 1100 hence making him close to maxing out his role, I go from 1600 to 2400+ which doesn't add any other damage or defensive benefits, simply QoL where I can just hotswap my orbs based on the content I'm doing.
On top of that, at that point, I'll remain in the sharper part of the exp curve, as I am now, and am not gaining CP nearly as fast as everyone else, effectively making it that people are gonna catch up fast enough.
So, QoL for the vet + slow CP gain and quick CP gains with a significantly boosted CP level for the newer players.
I don't agree with the concept that rebaselining isn't fair because it doesn't advantage newer players. The concept of ignoring accrued experience because you want to reduce the gap between vet and new players is hard to reason without arbitrarily deciding that "this is what I want to do and I will do it" is a valid justification.
The gap between newer and vet player is already significantly reduced because of the limitations introduced by the number of orbs you can slot. They've effectively made it that higher CP only have more freedom to swap this and that orb on the fly and if that's the only difference, there is no reason NOT to consider accrued exp of vet players.
So the 810 player that was 800 CP behind you will now be 1300 CP behind you. Catch up mechanic has just been nullified.
which is solely QoL difference and not a performance difference. so not critical at all. Catchup only really matters for vertical progression, not horizontal.