As the title says, caps on player stats should make a come back.
But first a look into the reasons why, in the long run, infinite character growth is a flawed design resulting in fundamental failure observed in all previous iterations of Haven and Hearth. Infinite character growth creates a demoralizing atmosphere for new players and current players alike. Infinite character growth means infinite industry, resulting in the endgame content being chore grinding. Newer players will be forever useless in an established village setting, aside from labor only, since so much of foraging has been industrialized.
Imagine looking into a game and realizing you will never be close the top tier of players and likely to never reach a real significance industrially. You will always be behind. But this problem is not only for would-be new players. A similar, however less severe, case lies in front of villages that are well-matured. They too only lose value as the world ages. This game focuses so heavily on industry (especially metal) that if you've given up on that competition, there isn't really anywhere else to turn if you want to find another niche that's meaningful. But even if you stick to the grind, that's exactly what you'll be doing for the remainder of your days on Haven. Grinding. A grinding that doesn't have a fixed end point, that doesn't push you onto a different phase of the game. That's a big part of why people quit in quick succession after 2-3 months. A player spends their time at the start of the new world with challenges that lie ahead. Phase 1 being; Find a location for a village, Phase 2; Build Village, set up industry, Phase 3; Optimize industry, Phase 4; Make numbers go up infinitely. Phase 4 is the point people realize that, competitively, nothing lies ahead because unless you and/or your group quit their jobs, stop studying and devote your life to the Number God, you will fall behind only to watch those ahead of you get smaller and smaller as the distance grows between stats and industrial capabilities. And if you're a new player looking to be of use or try to accumulate what you can to trade, tough luck, most foragables are now also industrialized. What of the days when you could trade blueberries and when bluebells had value?
How do Stat Caps fix these issues?
It gives players an obtainable goal that they can see, killing the sense of forever being behind. Hardcore players still get a sense of getting their much quicker, and be able to move onto bigger things before other players. Industry would eventually become less of a focus, giving players more time to experience what the game has to offer in terms of PvE and PvP. More players would be prone to entering the geopolitical battle arena, creating a more inclusive PvP community. The developers can spend less time worrying about balancing and shifting around fundamentals based around the idea of infinite stat growth, and put more time into content meant for players with a certain amount of stats and create challenging content that require teamwork, rather than having situations where 1 player with absurd stats can steamroll what is considered endgame PvE. It'd be all around easier for new people to get into the game and recruiting for villages would be made much easier.
Jorb, Loftar, as of late you have been juggling around "catch up mechanics". You mostly likely see the gap between the best players and good players and it must be troubling. Catch up mechanics like the ones you're juggling around are merely bandaids to a bigger issue. Even with them, they won't make much of a difference, and the gap will continue to widen. These top tier players can keep their status with Stat Caps. It will only shift in what it is that makes them the best. It'll go from time devoted to infinite stat and industrial gain, to player numbers and geopolitical power. With Stat Caps you create a game that people can leave and come back to, which I feel is very important, because as it stands, if you take a break you take a penalty you can't come back from. (Most people won't come back until world reset because of that)
So in short, bring back Stat Caps. Don't worry about doing the mental gymnastics of trying to level the playing field that is naturally set at an incline with "catch up mechanics". And finally with Stat Caps, you can change the endgame from grinding numbers upward, to something meaningful for the players via a sense of community, PvE and PvP, This could create a more permanent world that'd last longer and retain more players.
If you managed to make it this far, thank you for reading!