Replies: 75
Hello Foundry,
I don’t post here very often, but when I do it is about something important.
First off, I believe we all can agree that CPs had to be capped at one point or another.
- To create a more level playing field in PvP that isn’t shaped by the amount of time someone spent grinding goblins.
- To properly balance PvE content, making sure it isn’t too easy for players with thousands of CPs, or too difficult for players with 300-400.
- To make the game less intimidating for new players (see both I. & II.).
Now, I think the main reason to cap these points at 501 was to make the game more appealing to new players, but how are they making sure players above the cap will keep playing? What is their character progression going to be?
And this is the problem.
There is currently no alternative to grinding CPs when it comes to character progression.
BiS (Best in Slot) gear is acquired within a few days whenever a patch releases, leaving Champion Points as the only way of progressing your character.
The problem isn’t that they’ve capped CPs, or that they’ve capped them too low (it’s all a matter of perspective).
The problem is that they aren’t providing us an alternative way to progress our characters, e.g. gear progression.
It’s all fine & well to make the game less intimidating for new players, making the game not about how much time you spend online. But what is the alternative?
I’m afraid the alternative will be quitting for the more hardcore player base that cares about their character progression.
This isn’t the first MMO that is about to abandon their hardcore player base completely, and it won’t be the last. History tells us how those MMOs ended up like.
Just to end up on a constructive note, how would I go about fixing this issue?
I would take another trip down memory lane and look at what has worked in the past:
- Difficult, long raids that keep players engaged for months & reward players appropriately with the strongest gear. Character progression which isn’t about how long you grind, but whether you can beat the difficult content or not – though actually beating this content would take weeks/months of wipes & good memories.
- PvP Arenas/Battlegrounds with competitive leaderboards & matchmaking, where player skill comes into equation and not how many players you surround yourself with. Rewards would be granted via the leaderboards, with the best players getting the best rewards. Another progression system where it’s about how good you are at the game, and not about how much time you spend grinding in game.
That’s just a couple basic ideas off the top of my head.
Thanks for taking your time to read this.
I’d love to hear some comments.