Granger wrote:overtyped wrote:You see it logically that stat decay helps everyone, but when they see their stats going down every day, they will only feel like it's a pointless grind since you are constantly losing what you gained.
I acknowledge your point.
Nevertheless, I also see that under the current system many people stop with exactly the same argument: that from some character development onward Haven just feels like a pointless grind. That whatever they do, how hard they try, the distance of them to the top increases constantly. That they can't ever take a break, as they would fall behind even more and there is no way to come back in a meaningful way. That, as their character grew, the world got empty (of meaningful stuff to find) and boring (as they can kill basically everything and dig through the deep underground voids with ease).
If you want an idea for an eternal world, think of a better way.
I'm trying. How about you help?
What do you think about the idea of total client-side obfuscation of integer based progression from players?You could do whatever you wanted with decay/logarithmic progression, without players "perceiving" the soft-cap or decay and negatively reacting to the diminishing returns.
There could be other relatively opaque indicators to determine how high a skill is, which could be represented with vague descriptors like, "This hearthling appears to be very strong." "This hearthing appears to have poor nutrition and barely defined muscles."
Instead of placing LP into point by point skill points, one could simply prioritize certain skills in the tree by selection:
Exploration --> High Priority (64%)
Survival --> Medium Priority (30%)
Unarmed Combat --> Low Priority (6%)
Marksman --> No Focus
By making these factors mostly-opaque, players would still get rewarding feedback for progression, but would get caught up less in the necessary progression limitations. You could gently manage the power curve at will, which would probably make the game more focused on the fun activities, and less focused on the minutiae of trying to min-max activities for optimal character progression per unit of time.