Onep wrote:An interesting idea I had about stat caps would be to only cap the combat stats and let the crafting stats keep progressing. One thing I thought that was particularly cool was how important gilding was with the stat cap. Gilding allowed you to go beyond the limit of the cap with specialized equipment. It rewarded you for investing in your gear instead of simply your character.
Would have no difference in terms of trades and industry stagnation with the old stat caps. Crafters don't need that many stats, it would be more than enough if they'd have 300 stats. So, it's basically returning the stat caps again.
The goal behind this would be to instead shift the focus of high-end combat onto crafting more powerful gear. I think the bonus of the gear would need to become more significant, but it would place more focus onto the industrial side of the game.
Feels like this will lead to a high fee barrier for those who cannot afford top-tier gear. The top stuff would be sold for tokens only and etc. I like the idea of inequality, but if the combat gear will be THAT important to compensate the stat grind, the majority of the players won't be able to afford anything like that and will feel demoralized. It is not like noobs got much to offer to the industrially advanced factions in the system you've described unless it'd require bulk low-quality stuff.