Granger wrote:Unbound growth dosn't work long term, in a living being that effect is called cancer - in the game it has the same effect (host dies eventually), only with the twist that new players see at what quality / attributes other are and lose the will to play as they don't see how to catch up, ever.
Hence this one IMHO approaches the problem from the wrong direction. Instead of something that helps to catch up we need something that keeps the reachable levels within bounds. See the 'give us a world with stat caps' discussion for some ideas.
This is a valid point, and my suggestion came about because of that thread the opinions expressed in there. Even directly linked it here in my OP. Seemed to me many want stat caps because it retards growth and allows the developer to balance around it more easily when it comes to content and PVP. However for me this takes away some of the fun when it comes to Haven and Hearth.
I like the fact their can be titans roaming the earth, and that people can be truly legendary. That at no point do you stop progressing, which kills a lot of other games for me is that lack of progression and need to keep moving forward over the next hill in your journey. I believe it breaths life, and a sense of time into the world to be without those limitations and to see that someone was able to achieve such greatness. Admittedly without anything to do with that greatness the stagnation also starts to set in. I wouldn't mind seeing a scaling difficulty going with it as well, either unique areas or even animals being the average level of the surrounding hearthlings and as such more difficult to take out.
Truth is this game is a bit backwards when it comes to most games. In which a of the statistical heavy lifting is in the form of personal attributes, versus gear that is added into the game that allows the developer to choose when and how much you can raise your stats. It's also quite possible that the game would benefit from capped stats, however you'd just hit the point of stagnation sooner which can kill a game as well. Nevermind all the tedium of balancing and constant complaints when you balance X wrong, or Y being too OP/UP(even when it isn't).
I think some truly dangerous and awesomely rich(meaning good drops/materials) areas could be a much more effective way in keeping the Titans down(and give them something to do), as well as wounds being hard to get rid of, or need more steps than just applying a bandage. Making combat wounds more dangerous and prone to infection, as well as it being possible to lose a limb/gear slot permanently if not treated correctly or in case of amputation. Hell maybe making it possible to be murdered after a soft cap has been reached would be a fun thing as well. Then again I also play games on the hardest difficulties(and mod for difficulty when possible), and my favorite game is Dwarf Fortress.
Still until more hardcore balancers are considered and put in. I think a softcore, casual mechanic is needed to help people catch up late in the game for people who, quite frankly, don't have time to put into HnH like some of those titans. It keeps it healthier and allows for more interaction in the game.
Though I do have to admit maybe this is the wrong way to look at it, because no matter what a computer does have hard limits when it comes numbers, only so many digits a float/int can hold lol. Either way we need to find a way to make Titans prey, whether that's allowing others to become titans themselves or by having natural mechanics that deal with the Titan overpopulation. Still against hard stat caps, but would be happy to see soft cap in stats where the world becomes much more dangerous, or more dangerous and lucrative places(It's a trap!!).