Lyrroth wrote:make statcap and factions will be able to produce a lot of equal fighters that will just bring everything to whos bigger zerg here. it will be worse. death will be meaningless if you just change char/account to basically same character.
Death woundnt be meaningless with a high enough cap.
When I suggest that there should be a cap, Im talking about 1000, it still takes a good amount of time. Months for certain players. The question would then become, how much time would need to be spent on a character to give its demise purpose?
Hasta wrote:-1. I saw statcapped Haven decay, I saw unlimited growth Haven rot. Neither option is significantly better than the other, and both have inescapable flaws that ultimately make the game NOT INTERESTING ANYMORE after a relatively short while. Having an unlimited growth with indefinite diminishing returns and devs working hard on a "catch up mechanic" (i.e. slow the progression relative to achieved level) at least makes a world stay populated a little longer.
If anything, devs should look into "prestige" (or "recursion" or whatever name you guys have heard) mechanic as a flexible player-side statcap. But that's for a separate discussion.
A rigid statcap as a "final goal" is a hard pass.
I've pointed out some of the inescapable flaws of infinite character growth, could you give me the flaws that having them stat capped present? I'd love to compare a pros and cons list. Catch up mechanics arent going to help, if anything it might tease players into thinking they can get to a competitive level. It might help player retention, but will it allow people to take a break and come back?
MooCow wrote:Infinite growth is a form of player driven decay. Eventually q100 is worthless. When you are in a village, and people push the worlds max q above what you are able to produce, it is almost no different than having the effective q of your village simply decrease over time.
I fully understand why this is bad, and it pushes people away, but stat caps are not a complete solution. You can't simply remove end game content (no matter how boring it may be) and replace it with nothing. To say that people will just do something else doesn't seem fair to the people who like the grind.
To be completely honest, most stat cap discussion feels like people don't even dislike the infinite grind, they are just upset that other people grinding better than then makes it impossible for them to play. Being unable to play is a very real problem, but I don't think a stat cap will actually help them. People get ahead in this game because they work hard, then kick the ladder out from underneath then.
Well, you wouldnt be replacing it, the end game content or the idea of it would simply shift. Shift away from industry and into player interaction. How can you create end game content when player stats vary so widely? Infinite stat growth hampers the ability to develop end game content.
You can't honestly believe people don't dislike the infinite grind, you see that most people quit after 2-3 months because that is what the game becomes, right? Haven would be much healthier if it caters to everyone, not just those at the very top. [ img]berniesanders.jpeg[/img ]
Ants wrote:-1. I think only battle related stats should be capped. You don't need very high stats to be a decent crafter and it's not hard to stay up to date with the industry if you trade.
So you're more in the middle, a +/-1. Trading really doesn't keep you at the level of the upper echelon, not even close. You trade for their junk. You are stuck in a loop of buying their junk-grade equipment. Which isnt a bad thing, but knowing youll be stuck having to trade for the same equipment forever, no matter how hard you work to make it on your own, just kinda sucks. Unless your not interested in that specific line of industry.