Sevenless wrote:terechgracz wrote:shubla wrote:So its nigh impossible to catch others after you skip just 1 day?
Stat cap
We tried that one world, it was not fun and got removed.
That was just one possible implementation though. For example, instead of a static stat cap it could be a rolling stat cap, the max for the stats increasing every day, which would still incentivize continuous stat growth but only to a limited degree. There's also other options such as 'soft' stat caps where progressing beyond the cap becomes exponentially more difficult, caps that can be raised through specific methods, dynamic stat caps (e.g. based on average stats of players in the world), etc etc.
What were the exact problems people had with the stat cap? There may be some workable solution that addresses those concerns while still working to decrease extreme stat disparities.