Jalpha wrote:On a mildly more constructive note;
If you are going to emulate the payment structure of Wurm Online, and now also put in a cap on stats like they have, at least place more emphasis on logarithmic stat gain to give grinders the impression of ongoing progress. Something to be particularly valuable for crafting if not combat. A stat cap which is easily reachable seems kind of... flat to me.
Also stat cap is way too low.
boreial wrote:currently wondering why I should play for the next 2 weeks even, since it seems the wipe is tentatively inevitable. As a Hermit player having only just recently even finally gotten a brick wall around my village claim, what need do I have to continue harvesting crops and feeding livestock? Ask yourselves, one and all, If YOU KNEW the world was ending in 14 days time, What would you do? Personally, I would go sit on a beach and enjoy the remaining time watching nature carry on.
spawningmink wrote:jorb wrote:spawningmink wrote:this game fucking sucks now
Why?
you made this game pay to play........level caps unless you are sub? what the fuck
Archiplex wrote:also, wurm is not permadeath, permadeath drastically slows the amount of time taken to reach the next "Effectiveness" multiplier, in a way (through deaths), instead we have this weird thing where if you don't die ever, you are ridiculously more powerful than others, you die once and you get absolutely reset, while your enemy is a growing machine of power
which as we all know, is noot healthy
(the alternative is to pressent skillcaps, which i am in favour of.)
jorb wrote:Perfect time to go on a crazy adventure, perhaps.
Jalpha wrote:Archiplex wrote:also, wurm is not permadeath, permadeath drastically slows the amount of time taken to reach the next "Effectiveness" multiplier, in a way (through deaths), instead we have this weird thing where if you don't die ever, you are ridiculously more powerful than others, you die once and you get absolutely reset, while your enemy is a growing machine of power
which as we all know, is noot healthy
(the alternative is to pressent skillcaps, which i am in favour of.)
Under ordinary circumstances crafters shouldn't die. Also in Wurm, if you have a crafter with 99 in leatherworking you are NOT going to take that character into combat and risk the loss of 0.5-1 point in your leatherworking.
My questions are this; What purpose does a carebear have once they have reached the stat cap? What separates the wheat from the chaff? What makes a highly invested character able to make anything worth trading?
This whole stat cap shenanigans has it's origins in PvP. Just as in Wurm, PvP and PvE are linked and now just as in Wurm, a nerf to PvP also is a nerf to PvE.
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