Stat Cap Solution - Make Noobies Great Again

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Stat Cap Solution - Make Noobies Great Again

Postby Zentetsuken » Wed Jan 30, 2019 9:43 pm

Okay, so I have read some of the many many pages about people wanting stat caps and I have a solution that I have not seen discussed too much.

Make noobs useful.

I remember way back in w3 era brand new players could easily get outfitted with jewelry and great quality gear, trade safely with random players and thrive. Why? Because there were many tasks a noob could do that high level players could actually benefit from.

I remember most trading post threads at some point or another had prices on large chests of blueberries and chantrelles. The highest chars in the game were actually happy to pay people for these items because there were SO little food variations and options back then that having people bring you truckloads of forageables was worthy of payment.

I know with all the food variations and pottable plants now that this option might not seem logical, but perhaps while the devs are looking at the FEP rework they could purposefully leave (or add) some noob-friendly forageables as parts of highly desirable ingredients for mid and lategame foods. Forageables that simply cannot be replanted, and that would gladly be accepted in bulk at ANY quality for how useful they would be.

Instead of worrying about people being able to grind infinitely high and create this unfair environment where new players are shunned or feel useless maybe there should be a reasonable and fair "foraging industry." Time is money and all it would take is some tweaking of the feps and maybe a few ingredients to ensure that even a new players with low survival could actually accomplish desirable, needed tasks.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Agame » Wed Jan 30, 2019 9:46 pm

+1
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.

As a rule of thumb, everything that makes life easyer and less boring/grinding for players is a great idea. Everything that makes the game harder is crap coming from sadistic tendencies of Jorbtar helped by the few players with the same kind of disorders.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Granger » Wed Jan 30, 2019 9:51 pm

I agree with the general idea to make newbies useful again.

But, unless you make the stuff they can deliver the new boneglue, the raising numbers will still obsolete what they can deliver in the long run.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Ozzy123 » Wed Jan 30, 2019 9:52 pm

Low ql cast iron was worth a lot in CF because of metal spiralling, localized resources always had a good price, pepper is very easy to make and also very expensive, with some effort even noobs can earn some money
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Zentetsuken » Wed Jan 30, 2019 9:58 pm

Granger wrote:I agree with the general idea to make newbies useful again.

Problem I see is that, unless you make the stuff they can deliver the new boneglue, that raising numbers will still obsolete what they can deliver in the long run.


This is true but I think that coming up with the new boneglue could be a simple task. I think rather than have tens and tens of pages of people debating whether or not we should completely wall off character development, slow down the game or make people's effort worth less, we could have tens of pages brainstorming a reasonable "noob industry."

Fishing could be a good example too. Fish have zero presence in endgame cuisine as far as I understand?

Any noob can fish at any stats and quality nodes generally dont get very high.
Fishing en mass can take time and dedication. Let's reward this?

Maybe if fish were put in highly desirable mid and endgame food recipes or even given some number of desirable byproducts beyond eyes they could be worth a lot more.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Ozzy123 » Wed Jan 30, 2019 10:00 pm

Zentetsuken wrote:Fishing en mass can take time and dedication. Let's reward this?


http://ringofbrodgar.com/wiki/Fishing_Net
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Zentetsuken » Wed Jan 30, 2019 10:06 pm

Ozzy123 wrote:
Zentetsuken wrote:Fishing en mass can take time and dedication. Let's reward this?


http://ringofbrodgar.com/wiki/Fishing_Net


This catches totally random stuff though. I guess it sort of diminishes the quality of the time it takes to actually fish, but I think it could be worked around. The net could just as well be nerfed to accommodate the whole useful noob idea too?

Fishing could even be tweaked in such a way that certain fish nodes only spawn in certain conditions, or maybe some more rarer fish are added that are much better.

Anyways, fishing is just an idea, there could easily be something better.

Maybe digging could bear more useful random stuff even?

I'm sure any number of additional low level goodies could be added to the game as rewards for noob friendly tasks.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby VDZ » Wed Jan 30, 2019 10:14 pm

Ozzy123 wrote:Low ql cast iron was worth a lot in CF because of metal spiralling, localized resources always had a good price, pepper is very easy to make and also very expensive, with some effort even noobs can earn some money


Can confirm I was making bank as a hermit with my Black Ore mine. Prices were ridiculous for how little effort it took. However, I think this will not be applicable to w11 as metal spiraling is getting nerfed, so I don't think iron will reach anywhere near its w10 peak price.

Localized resources on the other hand were hard to obtain and with the exception of Salt IIRC they were hard to sell. Decaying localized resources were essentially worthless. I also don't think I ever saw pepper being bought, but I've never really looked into pepper production much.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby waga » Wed Jan 30, 2019 10:34 pm

any noob or hermit can already make easy money / trade with villages.
You're looking for a solution of a problem that doesn't exist.
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Re: Stat Cap Solution - Make Noobies Great Again

Postby Zentetsuken » Wed Jan 30, 2019 11:02 pm

waga wrote:any noob or hermit can already make easy money / trade with villages.
You're looking for a solution of a problem that doesn't exist.


Is it easy? I don't know. I honestly have not had to do something like this for many many worlds, but I have seen that many of the people for statcap are arguing this because they want to see more balance between new and old players.

My only suggestion is to expand upon the ways a new player can be relevant in order to close the gap or speed up how quickly it can be closed.

Maybe people do not want to get in to mining industry with new characters just to be relevant?
Maybe low q iron will be less useful this world?

I think it would help tighten the bonds of major cities and all the players new and old who fall within their realms as well if there were more and more ways for new players to actually legitimately help old ones.
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