Kaios wrote:I've been thinking about an alternative to that lately, what if stat growth was affected globally in relation to the highest stat player(s) kind of similar to how questing was changed? Something like the wider the gap between a minority of players versus the majority increases the rate at which those players on the lower end of that spectrum gain LP and FEP, returning to the normal rate the closer you get to the top and as more players begin to average the difference.
Would also work as a catch-up mechanic I suppose.
I'm not really a fan of the whole global-catch-up idea. Why should my gameplay be influenced by someone else on the other end of the world who I will never interact with? We already have stuff like diminishing returns for higher relative stats in pvp, and the ever increasing costs of raising those stats. This in theory should stop anyone from getting too far ahead of the average player. If anything, these two factors could just be made more severe in lieu of a cap, so that grinding insane stats gave less of an advantage, or so that it stops being cost effective to raise stats after a certain point.