spawningmink wrote:ven wrote:Related to that: it's been a while since I've cared about the formulas. How broken is 10k strength for crafting?
you can have like 10 Smithing and you would still softcap all smithing things to like 2k lmao
Ozzy123 wrote:That's why these villages with 11 members that don't want to fight should be like "hey you big village lawspeaker, we will give you salt/icicles/curios/food/something and you will protect us, okay?" then you can both play in a hermitage¬ get rekt
ChildhoodObesity wrote: you dont really need a cap above 700
ctopolon3 wrote:ChildhoodObesity wrote: you dont really need a cap above 700
why 700?
_Gunnar wrote:Having said that, salt, bonfires, 1% hunger, gigantic feps bonuses, and satiations are all really stupid.
Food needs to be time-gated like curiosities, which it kindof used to be when hunger wasn't so broken.
ydex wrote:Someone wrote somewhere about stats rather beeing maintained then icreased, and I think that could be a good middle ground.
Say like maintaining 200 in stats would be easy enough for any noob but maintaining 300 would require some hardcore playing and 400 would be near impossible.
That would be interesting, seeing how all food produced would need to go in to that one char to keep it a titan.
and ofc: pls, fix current situation. Like I always said (well only for 2 years or so); rework the damn hunger and satation system. cheers
Jalpha wrote:I believe in my interpretation of things.
NOOBY93 wrote:ydex wrote:Someone wrote somewhere about stats rather beeing maintained then icreased, and I think that could be a good middle ground.
Say like maintaining 200 in stats would be easy enough for any noob but maintaining 300 would require some hardcore playing and 400 would be near impossible.
That would be interesting, seeing how all food produced would need to go in to that one char to keep it a titan.
and ofc: pls, fix current situation. Like I always said (well only for 2 years or so); rework the damn hunger and satation system. cheers
But that's exactly how it is now. Infinite growth means you need to maintain the first derivative of your stat growth, or you will fall behind. Massive diminishing returns mean that it's easier to get stats at lower levels.
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