ElderSmitter wrote: »I have been seeing all this we heard you stuff and we are making it better stuff, from ESO but I have YET to see 1 Dev or 1 Mention about us long term players who are at or approaching 3,600 CP. Do you not want to reward us for playing the game so long or grinding? I love playing ESO, but 3,600 CP has a negative effect. It takes away something that all players enjoy and that is levelling up. Could you please figure something out so we can also have something to play towards.
Thank You
Regards Elder.
Who the hell cares?
I say this as someone who has 3600 CP: I don't care. Not one tiny bit.
After the mid 2000's, I already had more than enough for anything I wanted to do. There already was no point to leveling long before I reached 3600. That number is nothing more than a shiny number to use for bragging rights.
Hi all. Thank you for the feedback here. There clearly is a desire from those at CP3600 that we look into this. Currently, we do not have anything on the roadmap to address this. However, it is something for use to consider for the future. We'll pass this along to the team for future dev work consideration.
Dear ESO, I am a 3600 CP player and I do not wish to have the cap increased. Since reaching 3600, I have been happily playing ESO without the burden or pressure to "level up" and grind XP. Levelling up and grinding XP is a nightmare that removes fun from the game. Now that I am full level and do not need to level up, I finally have time to do quests, complete achievements, and simply enjoy the game at a slow pace. I also do not feel that ZOS needs to do anything special for 3600 CP players. Therefore, let's keep the cap at 3600 CP. It's already a huge achievement to reach that level, and, as I said, levelling up is absolutely not fun.
Thanks
When the 3600 cp system first launched with the current three maps, most of the passive nodes had more intervals to spend points on. Passives like Sprinter or Hasty, for example. I don't remember the exact amounts, but most had up to five stages, then they were reduced to 2 or 3, so we could only spend 20 or 30 points instead of 50, for example. The only passive ability in the blue or red maps that kept it's original 5 stages was Mystic Tenacity in the red map. I didn't follow the forums then, but most of the players I know who did said the reason was because most players didn't have so many points, so it was viewed as unbalanced. Well, over the years, I see people who had hundreds then now have thousands. I've been hoping for years that someday we would see that original setup return, as more of the player base reached higher cp totals, since it wouldn't be such an imbalance anymore for endgame players. Have the devs ever discussed a return to those original values?Hi all. Thank you for the feedback here. There clearly is a desire from those at CP3600 that we look into this. Currently, we do not have anything on the roadmap to address this. However, it is something for use to consider for the future. We'll pass this along to the team for future dev work consideration.
Would be awesome to get some kind of demi‑god personality — floating a bit off the ground, soft glow, chill VFX/SFX… basically a slightly toned‑down Psijic meditation vibe. A couple skins and a title on top of that wouldn’t hurt either.
And yeah, getting the rest of the missing CPs would be great too. 3600 just isn’t enough to actually max everything out, for anyone who hasn’t hit the wall yet.
I also agree that this whole “it’ll just force people to grind blah blah blah” mentality is pretty petty. The rewards would be purely cosmetic, nobody’s being dragged into some mandatory grind. [i]People need to chill[/i], wanting a handover is way too normalized in this game.
tsaescishoeshiner wrote: »There should not be a cosmetic reward for reaching 3600 CP, as that would cause many in the playerbase grind out something terribly trivial and repetitive. I just don't think the community is helped by encouraging that attitude, and it's an accomplishment on its own to, I don't know, spend hundreds of hours resetting BRP or whatever CP 3600 players do.
As an alternative: Play the game in new ways. Enjoy it with others. Make the funniest PvP build or help a player do new content. Learn the timing to sync every dance emote. Discover new out-of-bounds routes until your character has walked on every reachable piece of land. Everyone likes something different, but these experiences are adventures that reward themselves.
If you still need something to grind towards, maybe get 3600 CP on the other server (you can spam exp-grind content with high ping).
Hi all. Thank you for the feedback here. There clearly is a desire from those at CP3600 that we look into this. Currently, we do not have anything on the roadmap to address this. However, it is something for use to consider for the future. We'll pass this along to the team for future dev work consideration.
Hi all. Thank you for the feedback here. There clearly is a desire from those at CP3600 that we look into this. Currently, we do not have anything on the roadmap to address this. However, it is something for use to consider for the future. We'll pass this along to the team for future dev work consideration.
YandereGirlfriend wrote: »The game cries-out for even basic concepts such as +%Disease Damage, +%Shock Damage, etc. stars that would allow players to lean-into specific and popular power fantasies.
Cooperharley wrote: »I've been saying this forever - some people see rewards as "inducing grind," which is an odd mentality. After 1500 CP, the CP system is largely useless. It's mainly there for bragging rights and to display time played, or in some cases, time spent grinding. I'm surprised they haven't done anything with the system in forever. Why not add a mount or a costume or something at checkpoints along the way similar to getting the Mannimarco costume early on? Reward your long-term players! Attracting new players is important, no doubt, but player retention is equally, if not MORE, important.
ElderSmitter wrote: »robwolf666 wrote: »It always makes me smile when max levels complain about having nothing to do when they hit the level cap - kind of your own fault for racing to get there as fast as you can. I've still got a long way to go precisely because I'm in no rush, and that means I'll always have something to do. 😏
Excuse Me? You are making a false Assumption that everyone races to 3600. I have been playing since 2019 and did not race to 3600. The game seems different at 3600. You made not see it that way but i feel like ESO feels different now. I am not asking for massive rewards i am asking the Dev's to fix the problem for long term players who want to continue seeing progression like myself.
Thanks!
YandereGirlfriend wrote: »The game cries-out for even basic concepts such as +%Disease Damage, +%Shock Damage, etc. stars that would allow players to lean-into specific and popular power fantasies.
Uhm...
So, back in ye olden days, you had distinctions like elemental damage (fire, shock, ice), non-elemental magic damage, etc.
So, a magsorc, who primarily used Force Shock and its morphs as their spammable, would spend their limited points in elemental damage. And a magblade, who had a class spammable and whose entire class toolkit was non-elemental magic damage, would spend points in the other star. And because magblades had CP in non-elemental magic damage, it meant that they actually did more damage using a resto staff (whose light attacks would be buffed by their area of CP focus) than with a destro (this was also back when destro's passives were not very good and could not overcome the light-attack-weaving advantage of a resto, if you were a class that used non-elemental magic damage).
What this also did was discourage hybrid approaches. Heavens forbid if you wanted to be a mage that used both elemental and non-elemental damage!
And you know what? I don't miss those days, because what that system really did was just set arbitrary limits and boundaries. There was a reason ZOS got rid of the old CP system and replaced it with what we have today.
YandereGirlfriend wrote: »roleplaying and class power fantasies.
YandereGirlfriend wrote: »roleplaying and class power fantasies.
Those are choices that you make in your skills window. Why get CP involved in all this?
With the old system, if you had the power fantasy that you were a mage adept at all magic, you'd be screwed since you'd have to divide your CP between two different stars and you would never be as strong as someone who focused entirely on elemental or entirely on non-elemental.
If people want "roleplaying and class power fantasies", then what you're suggesting would LIMIT that, rather than empower it.