Champion Points

“cp” or champion points is a term you’ll see everywhere in relationship to ESO. As a new player you might be super confused by these, as you will not encounter them yourself until you hit level 50. Here’s a briefing on how they work for players below level 50 that are confused and players who have just hit level 50 and need more information.

Level 50 is the level cap in this game. Once you’ve hit level 50, you no longer receive any attribute points or skill points as you gain experience. In addition, level 50 characters can enter veteran content (which are a harder mode of all the existing dungeons, but with more health, damage, and harder mechanics, as well as better rewards).

That doesn’t mean that experience is useless at level 50… quite the opposite. Your leveling journey has just begun! For one thing, the gear cap is at cp 160.

On a level 50 character, any experience earned goes towards champion points.

Champion points are a unique account-wide leveling system. You can think of them as Diablo III paragon points if you are familiar with that. All level 50 characters on an account earn cp instead of levels when they gain experience. The cp are shared across all characters. CP can be spent on unique buffs in the champion point menu, even on characters below level 50. (Before you ask – the way you spend them is unique per character).

The reason the gear cap is cp 160 is there used to be veteran levels which were character specific and were capped at vet 16. Since 10 cp is supposed to be approximately 1 vet level (it isn’t, not since they made the experience requirements much lower), when they got rid of vet levels they decided to make the max gear level cp160.

Earning CP is done the same way as leveling normally – killing things, completing quests, and everything else that grants exp counts. It is affected by buffs that increase experience gain, same as leveling. It also has one additional unique experience buff – enlightenment. Enlightenment is an account-wide buff that increases experience gain towards champion points by a factor of 4. It lasts for 100k experience earned. Enlightenment is refreshed every 24 hours. The time at which it refreshes is completely unique to you – it refreshes at the exact time every day that you first hit level 50 on your first character! In addition, it stacks up to 12 days, so if you can’t use your enlightenment every day… don’t worry, you’ll just have more the next time you play.

Spending champion points is surprisingly rewarding. Champion points come in 3 colors – red, green, and blue – and you get an equal amount of each color. Each color can be spent in one of three trees with different buff choices. You may spend up to 630 total champion points; while you can earn cp indefinitely, you cannot spend beyond that. Each champion point spent gives a % increase to the matching stat. If you spend 10 blue points, you get a 1% increase to magicka. If you spend 210 blue points, you get an approximately 20% increase to max magicka. This is one of the reasons cp is so important for completing difficult content. (note that there is diminishing returns, so a 300 cp character is approximately 75% as strong as a cp 630 character, not half as strong).

Where you choose to spend the cp also matters. You should spend the cp on nodes that improve your character’s build. However, there are two things to keep in mind:

  • Diminishing returns. The first 3 cp spent in a node gives maybe 1% buff. To get from 14% to 15%, however, requires 25 cp spent.
  • Breakpoints: For any cp that’s a %, the number is truncated. So if you spend one cp and go from 12.3% to 12.5%, the actual buff is still only 12%. You’re better off spending that cp somewhere else where you can get an improvement right away.

You can reset cp at any time for a cost of 3k gold (flat fee).

If you wish to experiment and figure out the best distribution for yourself, go for it. Otherwise, there are two calculators that can tell you the optimal distribution based on your current stats and the typical combat conditions (such as various group buffs).

For the blue tree: http://solinur.de/AsayreCP/CPOptimisation.html

For the red tree: http://solinur.de/AsayreCP/WarriorCPOptimisation.html

For the green tree there is no calculator, but the choices are much simpler.

Good luck!

 

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How do stats work?

Before you get into gear and skills, it’s important to know how basic stats work in this game.

Like all elder scrolls games, this game is based on the holy trinity of Health (warrior), Magicka (Mage) and Stamina (Thief). All abilities cost either Magicka or Stamina, while Health, well… keeps you alive.

There are several secondary stats: weapon and spell damage, weapon and spell critical, resistance to physical or magical damage, and regeneration of magicka, stamina, and health.

All spells that cost Magicka scale with both Magicka and Spell Damage. They crit based on spell critical rating. Light and heavy attacks with staves scale based on magicka and spell damage, and heavy attacks with staves restore magicka.

All spells that cost Stamina scale with both Stamina and Weapon Damage. They crit based on weapon critical rating. Light and heavy attacks with non-staff weapons scale based on stamina and weapon damage, and heavy attacks with these weapons restores stamina.

A critical hit does 50% more damage, although this damage can be increased by various sources such as mundus stones and buffs.

Stamina/Magicka/Health share a pool. You increase these stats by spending attribute points in them (which you get from leveling), through enchantments, and from set bonuses on gear. For the most part, that means that any increase in one of these stats is a trade off with the others. For that reason dps attempt to stack as much as possible into their core stat, keeping just enough in the others to stay alive, as there is no cap on the damage increase you get from your core stat. Tanks, on the other hand, need more health to stay alive, and since their utility spells tend to cost magicka and stamina, they split their points.

Are Writs Worth it?

Honestly I think writs are the most important reason to level crafting. You can get other people to craft stuff for you, but free mats and gold? Only you can earn that!

I’ve tracked all my max level writs for the last month and a half (approximately) – I do woodworking/blacksmithing/tailoring on one character (that has all traits and most of the styles learned), and alchemy, enchanting, and provisioning on two characters (of which, I have all the achievements but a rather pitiful number of purple/gold recipes learnt). (PS: Number of traits/styles completed/achievements/recipes learned influences the drop rate of master writs, although not their quality. Since master writs are a substantial part of the value of doing writs at max level, this is relevant. It does not influence other portions of the results).

The results are analyzed here.

A quick statistics lesson, if you’re not familiar with expected value calculations  – expected value is the value of an event occurring, multiplied by its probability to occur. Another way to put it is, if you do writs 1000 times, and you add up all the returns and divide it by the number of writs you did, that’s your expected value for each writ.

I’ve used the probabilities gained from my data, and values based on MM values (plus a hefty dose of experience thrown in) to determine expected values for each possible reward from a writ. I then added these expected values together to create a total profit. You’re not going to make a 2k profit on provisioning writs most days – most days you will only get 30 food (two stacks of 10 food each and two stacks of 5 food each, plus the 664 gold for turning it in!) and a green recipe worth 25 gold. But the days when you get a master writ worth 10k or a psijic ambrosia fragment make the average value per writ around 2k.

Provisioning and enchanting are always the most consistent reward – no matter what you do you’re putting less than 50 g worth of mats in and getting (even at low level, 300 g quest reward, at high level, 664).

Alchemy, woodworking, tailoring, and blacksmithing are a good bit more variable. The average alchemy writ actually barely makes a profit as you put 3 expensive nirnroot in and get blue entoloma and wormwood out. But when you do get a survey, a single survey is worth around 4,500 gold, making it worth! Clothier is the most risk/reward – an average clothier writ costs 1,700 gold to do at the current insane prices for ancestor silk (driven almost entirely by writs). But I got an average of 8.8 master writ vouchers per crafting writ done – and at 1,300 per voucher I’ve made quite the profit. Your luck may vary of course – especially if you don’t know many traits or motifs. Still, at a 25% chance for a gold improvement item, a 6% chance of a survey, and a guaranteed 664 gold + an item worth around 200 gold, clothier, blacksmithing, and woodworking writs are certainly worth your time and materials.

Now, at low crafting levels the math is a little different. You can ignore master writs – you won’t get any. And your probability of gold items, psijic ambrosia fragments, and so forth, are a bit lower (survey probabilities are about the same, but are less valuable when done at low levels as well).

However, low-level writs are much cheaper to do! For alchemy, instead of it being a 72% chance of nirnroot, you have an equal chance of it asking for any classic alchemy ingredient – wormwood, bugloss, corn flower, lady’s smock… all of which are much cheaper. And refined mats at lower-than-max-level tend to run at around 5-10 gold apiece, instead of 15 to 65.

All of this is a fancy way of saying – certify in all your professions and do your writs every day! It only takes around 5 minutes – less if you have Dulgobon’s Lazy Writ Crafter (although be warned, don’t run it on April 1).

Also do your surveys (if you can, transfer them to a max rank/maxxed crafting character to do them). Those things are worth a loooot.

Leveling build

People are always asking for this. I don’t understand why… I thought experimenting and figuring stuff out is the most fun part of the game. And you cannot, at all, fuck up your character beyond repair. It’s not possible.

(People will argue that choosing the wrong race and/or class for your desired playstyle is fucking up your build beyond repair. I completely disagree. Now, if you want to be the very best (like no one ever was), you’ve got to go look up some end game build guides to see what the FOTM class and race is for any particular playstyle, and to see what playstyles actually work for which classes and races (hint: orc DK isn’t going to be the very best at anything, sorry). But if you just want to play the game, and and you want to be a good character but doing what you like is more important – you can do all content in the game (except vet trials) with an Orc DK healer. It’s up to you, and don’t let anyone tell you otherwise).

Oh, and if you’re looking at this build you probably already chose the race and class you’re going to level next.

In case you haven’t, and that paragraph about how class and race does matter for vet trials and so on scares you, here’s a quick overview on how to choose.

 

Here’s what a leveling build looks like.

Some notes:

  • End goal for this guy is tank. However, I’m having fun with the magicka playstyle, hence the staves. And I get to actually use flame lash and so on when I am magicka style.
  • At end game I’ll put all points into stamina because that makes tanking easiest. That means my off spec (dps spec for soloing and so on) will have to be a stamina spec. To that end I’ve got DW and 2H abilities on my bars – I need to keep these leveled even though I’m using staves right now. I can’t use these abilities, but they continue to earn exp (although a smaller amount) towards those skill lines.
  • My goal is to keep all of my class and weapon skill lines at equal or higher level to my character level. So far, so good.
  • The gear is all dropped gear. I’ve tried to put on stuff that has magicka bonuses – the wyrd tree gives magicka regen, whereas the bloodthorn is giving spell power. I also try to keep at least one piece of each armor type so that they all level up. The exact number of pieces of each armor does not matter because I don’t have the armor passives specced anyways. My armor skill isn’t high enough level for it to matter!
  • You’ll notice I have a resto staff skill on my destro bar. This is because I kill things with the destro staff bar more often, and I want to keep resto leveled. Only your active bar gets exp! Like with the DW stuff, I can’t actually use this ability.
  • This gear is 100% drops. I have a lot more skill points for my level than most people, as well. This lets me spread my points out between so many different skills – you might struggle a bit more.
    • Why do I have so many more skill points? I’ve been leveling this guy by collecting skyshards. So I’m not doing quests. I’m only killing things that are between me and my next skyshard (although I’m killing all of the ones… no running past mobs!). This means I’m leveling pretty slowly but I have a lot of skill points to play with.
  • Just for kicks I haven’t spent any cp. Except I really wanted that 50% faster harvesting speed node, so I spent 75 points in magicka regen just to get that.
  • Food is crusty bread. You can find this basically everywhere – any NPC camp full of bandits, necromancers, etc. etc. will have some sitting on the table.

If you know or can pay a crafter, here’s what you could be wearing.

This is a lot better for a lot of reasons:

  • Training – 8 training pieces times 8% more exp each = 64% faster leveling.
  • It’s all coordinated sets, making my max stats a looot higher.
  • It’s all blue quality with blue quality enchants, making my max stats a loooot higher.
  • Ideally I’d run sharpened weapons rather than training – 12% more damage is worth more to me than 8% more exp – but this is what I’ve got.
  • I’m currently eating some magicka/magicka regen food. I chose this because it’s cheap to make and scales to all levels. Health/mag food would be better but there is no health/mag food that scales to all levels. There is Witchmother’s Potent Brew, which is health/mag/magicka regen and scales to all levels, but that is worth around 120 gold apiece… a stack would be 12k and while it would last me past level 50 that just seems like a bit much.

This gear cost about 3000 gold worth of mats to craft and I’ve valued the ability to craft it at around 2000 gold.

Ideally you’d get a set like this once every 10-15 levels. It should cost about the same at every level; making it purple or in a cooler style (this style was originally crafted for my argonian, who used it til level 50, and it does look a bit odd on my poor imperial) will cost a lot more.


This isn’t a build Thallassa!

It’s a guide. And it’s generalizable to any class and build.

Here’s how you level:

  • You pick a playstyle.
  • You pick gear and weapons that match that playstyle.
  • You put abilities on your bar to level all of the skill lines you could ever possibly need for that playstyle (all three class skills, and any relevant weapon skills).
  • You go play. Minmaxing and shit really just doesn’t matter.
  • If you want to do dungeons and so on, you should proooobably take the skills you can’t use (those DW skills) and replace them with something useful – another damaging ability or a group buff. Other than that, there’s really not much you can do to optimize your build at low level. Your gear is what you’ve got, and there’s no point in grinding for gear that will be obsolete in a few more hours of play. You don’t have the skills to make the optimal rotation. You’re still low level, and what you’re going to do will reflect that. It shouldn’t prevent you from doing any dungeons anyways.

How do I level?

Do whatever you like. It all earns exp.

Here’s the list of things that you can do to earn exp from most to least.

  • Skyreach runs. Skyreach is a group instance in craglorn (that means it’s available to everyone, regardless of game upgrade status). It’s full of skellies. You can pull massive groups of these skellies at once. If you kill them before they kill you, it’s a lot of exp. You will not be able to do this with a leveling build. But, you can pay or sweettalk a  high level character into running you through if you’re desperate to get to max level for some reason.
  • Dolmens – There are three dolmens in a zone. You can do them in a perfect rotation so that there is no downtime and minimal travel time. Alikr desert is the best for this. This is pretty good exp and there are always groups running that you can join, making it basically impossibly simple and boring.
  • Public dungeons – you can go to public dungeons like Razak’s Wheel, Old Orsinium, and so on, and pull massive groups of mobs and kill them  very quickly with little downtime. While it’s not as good as skyreach, it’s easier to solo.
  • Questing – Questing is pretty good exp, and you get skill points and gear and achievements to boot.
  • Running around collecting skyshards – you end up killing a lot of mobs doing this, but it’s still slow.
  • PvP – this is really slow. Don’t pvp if your goal is to get exp.

 

Just a reminder…

We recently received news (via screenshots of a reddit private conversation) that Windows devs have confirmed a patch for the dx9 VRAM allocation bug in Windows 8/10 and that it will be in the next insider build.

What this means is … if you were on Windows 7 (where it worked correctly), TESV.exe could access all your VRAM, and ENBHost.exe could access up to 192 GB of memory (RAM and VRAM). ENBHost.exe could hold things that TESV.exe could use, freeing up VRAM and generally making the game run more smoothly.

If you were on Windows 8/10, TESV.exe could access up to 4 GB of VRAM (I think). and ENBHost.exe could access up to 4 GB of memory (RAM and VRAM). This generally decreased the total amount of memory available to hold things for both ENB and TESV to use, lessening the benefits from ENBoost (those benefits being less stuttering and smoother loading, potentially preventing missing texture bugs, particularly when using a high percent of your video card’s total VRAM).

The reminder is that

  • This fix will take a long time to be widely available – probably not until next year. Windows does a loooot of testing, as they must (remember they’re forcing us to download these patches whether they work or not!). It’ll be amusing to see if it comes out before or after SKSE64.
  • This fix only matters if you
    • Have more than 8 GB of VRAM on your card, and used it all
    • Or are happy using RAM instead of VRAM for video things (which is slower, mind you) – and again, used more than 8 GB total for video stuff (that is, you would see: skyrim allocating up to (VRAM of your card or 4 GB, whichever is lower), and ENBoost allocating (all the rest of your VRAM and RAM up to 4 GB total). If you didn’t see that, you aren’t benefiting.

It’s not going to do anything for your crashing. It’s not going to make the game perform better. It’s not going to make grass look good.

It might help stuttering, frame drops, and other things that impact how ‘smooth’ the game feels. That’s it. and only if you were actually hitting the limit before.

 

 

What do I do with all this crap in my inventory?

You send it to me, duh.

Ok, more seriously. You’re in the middle of a delve, trying to get some fat loots off a boss you just killed, and your inventory is full. Again. How do people do it?!

Probably a bit late for you now – but number one priority on a new character – go visit the bag merchant. There’s one in Daggerfall, Vulkhel Guard, and Davon’s Watch. The first 10 slots is 400 gold – Basically free. The second 10 slots is 2000 gold… a bit more pricey but still worth it. After that – if it’s your first character, save for your horse (10k gold) so you can do riding training regularly. If it’s a later character, keep upgrading inventory as much as you can without going broke.

But again, that doesn’t help you now. I need to get that belt off that boss!

Here’s what your inventory probably looks like, eh?

Inventory screen 1

Ok maybe yours isn’t as fancy. I have the filters across the top added by “Advanced Filters”. There are also useful icons added by CraftStore, and you’ll see in a bit price information added by one of two mods (Tamriel Trade Center and Master Merchant) which can help with this dilemma quite a bit.

Still you can see some of the cruft that’s clogging up my inventory and preventing me from claiming my rewards! Mats, consumables, trophies and gear.

Let’s start with the gear:

inventory screen 2.png

First check: Is anything better than what I’m actually wearing? If so, equip it. Right now you can see this new axe has slightly higher damage than my old sword. So I should equip it. (Actually my old sword is better because it has the sharpened trait which is better than decisive, but that’s out of the scope of this post).

We need to free up space right now, so let’s check if anything has no value.

inventory screen 3

Gear with no gold value is actually straight up zero value. It gives almost no experience and no mats when deconstructed; it has no value to other players. It should be deleted. I think we found the space we need to loot that boss! (but let’s keep going).

Other items with zero value might actually have value to you or to other players – potentially a lot of value. So don’t use that as a general rule – it only is true for gear.

There are two special traits that change how you use a piece. Intricate and ornate gear is useless to wear but especially valuable for when you get back to town. Intricate gear gives triple crafting experience and materials from deconstruction – essential to leveling skills! (Even if you think you’ll never ever do crafting, you can usually sell intricate gear to other players that are trying to level it). Ornate gear sells for triple price to merchants, so save this to vendor later.

Set gear might be worth saving depending on the set. These two pieces are useless, but especially at cp 160 (max level), sets can be worth a loooot of gold. Usually it’s safest to hang onto those and sort it out when you have free time.

All other gear:

  • Greens and whites actually vendor for more than the value of the mats and exp you get from deconstructing them. If you’re desperate for crafting exp, you can decon them; if you’re low on gold, vendor them. Usually vendoring is the better choice.
  • Blue and purple items are much more valuable to deconstruct and should always be deconstructed if they are not useful to you.
  • Jewelry cannot be deconstructed – if it is not useful to you and is not a purple set item (purple set items = value, all other = worthless), then vendor it.

Consumables

inventory screen 4

Food is very very important to staying alive. Ideally you’d run food that gives health + mag or health + stam from a crafter, but at low levels that can be pricey as the recipes are more rare. Failing that, hang onto some white food that gives a useful stat. Just one stack though. The rest can be deleted – it doesn’t even vendor for enough to be worth hanging on to.

Recipes and motifs: These could potentially be very valuable, but you have to know what you’re looking at. If it’s purple or gold, it’s definitely valuable. Purple motifs books like daedric typically go for around 1-2k. Purple recipes go for like 15k or more. Blue motif books only go for around 100 g. Blue recipes are a lot more variable – that Pattern: Breton Rug, Starburst is worth around 5k, but some others I’ve gotten were only worth 300g. This is where tamriel trade centre comes in handy to know what you’re looking at. (Master Merchant is better if you’re already in an active trade guild).

The green recipes typically go for around 35 gold. The green design there is worth around 200.

Usually I just learn green recipes on whatever character I find them on, but save the others for my dedicated crafter.

Dropped potions are very useful, even at max level. Keep a one of each type at your level on your quickslots. Ones not at your level can be vendored. Poisons are useless and only good for vendoring.

Mats. Here is where it gets confusing.

inventory screen 5.png

The easiest way to deal with mats is to get the ESO+ subscription which gives you the craft bag. Then you can just stockpile forever. But that’s not feasible for a lot of people.

I’m planning a more in depth article on inventory management at end game, but for now, here’s a general idea.

One option for the leveling character is to find a patron. You mail them all the mats you get and they pay you either at a fixed rate (say 10% below MM) or a flat weekly fee.

Failing that:

Blacksmithing, Clothier, and Woodworking mats are all the same. Raw mats are a lot more valuable than refined ones. They’re all valuable and worth hanging onto. If you’re leveling crafting keep a stack at your level; sell the rest to other players. Save the upgrade materials.

Trait materials (like sardonyx) have basically no value, but can be difficult to buy. You don’t really need them at low level unless you’re crafting for yourself.

Style items (like bone) are pretty valuable (15g per item or more), but can be purchased from the vendors. Keep one stack so you can craft for writs and so on; sell the rest to other players.

Alchemy mats are always valuable. Mushrooms and most herbs run around 50 per. Some particularly in demand herbs run a lot higher. This changes based on the patch. Right now it’s nirnroot, corn flower, lady’s smock, and columbine. They are all worth around 300 per.

Enchanting mats: Aspect runes (Ta, Jejota, Denata, Rekuta, Kuta) are valuable based on their quality. Ta is worth nothing. Delete it unless you need it for writs. Kuta is worth around 2k – sell this! Essence runes are pretty much all worth nothing (unless you get a Hakiejo in imperial city). Potency runes are actually pretty valuable. Keep the ones at your level and sell the others to other players.

Provisioning mats are all worthless (5-10g per) Hang onto what you can to level provisioning, but if you need to make space don’t hesitate to delete them. One exception – Flour. That’s worth 30 g apiece.

Furnishing mats are considered provisioning mats for some reason. Hang onto them all if you want to make your house pretty. For selling, hang into bast, heartwood, regulus, and mundane rune; toss alchemical resin, decorative wax, and clean pelt.

inventory screen 6.png

Last screen. This will be least interesting at low levels. Treasure maps and surveys can be thrown in your bank until max level when they are more valuable. You can also sell treasure maps to other players for around 200-300 gold. Don’t delete them – they really can be worth quite a bit, especially if you get lucky.

There are three kinds of vendor trash: The super obvious grey kind. NO duh you vendor that. Treasures from stealing and pickpocketing – the only use these have is to sell to a vendor. Just make sure they’re really treasures and not furnishings or patterns, which are very valuable! and Trophies. Trophies are for achievements; once they’ve entered your inventory you have credit and you should vendor them.

Always keep a supply of soul gems and lockpicks handy. If you have more than 200 filled soul gems you should vendor the extras (or save for alts); lockpicks should be deleted as they have no vendor value.

Quest items do not count against your item limit!

Happy looting.

(P.S. The item the boss dropped turned out to suck)

List of grievances I would love ZOS to address (Draft)

Picking some nits:

  • My buddy couldn’t summon his banker in my house. I don’t have a banker. Fix pls.
  • Logging out in the house should be instant (fixed in 3.0.0).
  • Logging out in Belkarth should be instant.
  • Logging out at the wayshrine in Wayrest should be instant.
  • Logging out at the undaunted refuges should be instant.
  • There are probably some other places that need to be fixed too. Instant logouts pls.
  • The length of time between scenes in Belkarth and Rawlka should be increased. (Yeah, yeah, cry ZOS a river, maybe I’ll float out of Craglorn).
  • The provisioning writ for psijic ambrosia only grants 10 vouchers, but requires you to craft 8 of them. It should require only 1 (which puts it on par with similar gear writs), or grant more like 30 vouchers. Right now it’s 23k cost to craft which is insane (much higher cost per voucher than anything).
  • Mount walking: Character sits up straight, looks confident. Good riding position. Mount running: Character is crouched over like a jockey but not so high in the saddle. Looks uncomfortable. Pls gib mount walking animation for faster speeds.

ZOS Pls

  • Certain furnishing patterns exist but do not drop. Others drop so rarely that they might as well not. I don’t know what you did to screw up the leveled lists (really, leveled lists are not that hard, see my previous post), but fix pls. I need my common teapot. I needs it.
  • Dungeon finder. How hard can it be? How did you even manage to break it between 1T and homestead? You didn’t touch it! (PS in case you never use the dungeon finder, here’s what happens:
    • You queue for a dungeon. There are no tanks and few healers queuing, so if you are a dps, it takes an hour or two to get a group.
      • This could be fixed by giving bonus rewards for tanks and healers queuing, like every other MMO with a queue has realized is necessary.
    • When you hit accept, half the time you get “group is not viable”. Now I was assuming this just meant that someone else didn’t accept, but apparently it means ZOS put 3 dps and a healer in a group and then went “psych”. If this is actually the case… wtf.
      • Why are you even attempting to put a group together if people can’t do the roles.
    • You land in the dungeon. The game immediately tells you you are not in your group’s instance and starts teleporting you out. This is the new bug. This happens even though you can see your group right there goddamnit.
    • At this point, at least one group member (usually the tank, of course), doesn’t realize that you can just… you know… teleport back into the dungeon and do the damn thing.
    • Once you do manage to get four people in the same instance you quickly realize:
      • The tank has either way too little (less than 25k) or way too much (more than 35k) health to do their role. The latter is preferable because at least it means they’re thinking about tanking even if they have no idea of how to go about it. The former is usually a dps who queued as tank.
      • Alternatively, one of the other three simply has no idea how their role works at all.
      • At least one of the members has never seen a soul gem in their life.
      • At least one member has less than 16k health (if it’s vet) and refuses to eat food.
      • No one admits they’ve never been there before so you can explain the fights to them. Eventually you wipe on a boss, and someone goes “yeah I don’t know this fight”. Thanks dude. You could have told me before we wiped.
    • Despite all this, you eventually completed the dungeon. If you queued for a random dungeon, you would now expect to get undaunted rewards. However apparently these don’t always get mailed out. gg.
    • Now, I don’t know the technical basis for the technical issues. I’m sure it’s all fixable, because it worked correctly before, and it works correctly in every other game I’ve played.
    • For the societal/game knowledge issues, there are a few fixes.
      • The afore-mentioned bonus for tanks. of course this will exacerbate not-tanks queuing as tanks. So, some ideas:
        • Require that a character have equipped, before they queue:
          • as tank, they must have a useable taunt spell on their bar. Period. Frost staff doesn’t count. Or, this would be easier to code, they must have a sword and shield, or a frost staff, equipped on at least one bar.
          • As healer, they must have a single resto staff equipped.
          • As dps, they must have one weapon that is not a resto staff or a frost staff or a sword and board (one bar can be. We encourage different builds, after all).
          • Downsides: would discourage/prevent dual queueing. :-/
          • Downsides: Entirely technical. Doesn’t fix social aspects or game knowledge problems. Likely to lead to all kinds of horrible bugs.
      • For all of the above… give good kick reasons. And make kicks stack.
        • Kick reasons should include:
          • “not performing selected role”
          • “rude”
          • “afk”
          • “Insufficient Skill” (like in other games, this is a fake kick. It does remove the person from the dungeon, but never gives a cooldown timer or counts against the player. Perfect for when you get a level 10 in nCoS).
        • By stacking I mean:
          • If you leave, you always get a 15 minute timer.
          • The first time you get kicked, no timer. You can queue again immediately.
          • The second time you get kicked within a 4 hour period, you get a 15 minute timer before you can requeue.
          • Every subsequent kick, the timer  increases by 5 minutes. (So by kick 5 you’re waiting 30 minutes before you can queue again).
          • The timer slowly decays. So if it took you 12 hours to build up a 30 minute timer, it will be another 12 hours of not getting kicked before you’re back to no timer. Or something like that.
          • If you get kicked a lot, like, 10 times in 48 hours, you get a permanent debuff to your timer. (“permanent” – like a month or so of good behavior = it goes away).
          • Numbers subject to someone who actually does game design to work out.
        • Encourage people to actually ask questions if they don’t know. Like on loading screen tips. Or the first time they join a dungeon they haven’t been in, Flash across their screen “Haven’t been here? Be sure to ask the other players for advice!”
  • Minor Staminasteal
  • Built in text search for guild stores
  • Increased furnishing limit for large houses. For small and medium the existing limits are fine. For large it’s like “I paid 3x the price for… 100 more items. Yay.” It just straight up takes more items to decorate a house that’s 5x the size. Fancy that. Also having the same player limits for large and medium houses is a copout. Oh, and crown store houses are even more bigger and they’re exclusives so, like, they should have a super special item limit.
  • Provisioning and Alchemy writs. I shouldn’t need to craft cp 100 food for my master provisioning writs. Oh, and I shouldn’t need nirnroot every.single.day. Fix pls.

Big things

  • The bidding system for guild stores needs a complete rework.
  • Cyrolag.
  • Gear cap
  • 2H weapons
  • Hard normals
  • Training dungeon

Oops need to set up my experiment. BBL.