maze wrote:To easily exploited and the curve would be to hard to manage correctly.
if we had a "throw away alt" on day one get 100 str.
Everyone else on the server is now buffed to get to this 100 str guy.
If a faction use this, they could spiral stats on the first week.
Given it also helps the other people who know how to works. but it would make one clear winner.
It doesn't buff a single faction, it buffs everybody. Though no doubt people would exploit the mechanic the progression is still slowed early on due to the formula working off magnitudes. True at 10 str, you'd gain 10x the effect FEP's as soon as you got to 50 though you're down at 2x (with the highest stat in game being 100).
maze wrote:Later down the road the catch up stat is just that. a catch up stat.
It does not really stop the people who are ahead.
It's not meant to stop people who are ahead, it's meant to catch up those who are behind due to being new, or from having taken a break. So in other words, working as intended.
maze wrote:it would be a change that would honestly add noting to the game other then speeding up people to get past 300-500 stats and being confused why stats are even there.
Nothing is fun about this "catch-up" idea.
I don't think people would be confused about why stats are there, after 300-500 you can already solo/duo most of the content anything after that is purely for PvP purposes (whether in self defense, or otherwise). Which is the point, so that way there is more activity in the game, and people aren't just waiting around.
Though I think we need partner system to work with it. If we're to have infinite progression, then we need infinite difficulty.