xzo wrote:early - rework foraged items quality hard caps
A better solution to this would be completely removing quality from most local resources, like gold, they are always awesome
xzo wrote:late game - here my idea would be to add wear on everything, tools, cloths, backpacks, capes, everything, wtf is that I can fight bear who will get my leather shoos ripped apart but wont destroy bunny slippers, come on. just add it. same on weapons, some of those items should be fixable, some not, to maintain flow of "need" you have to create "waste"
Most items effectively decay because of infinite growth. This form of decay is actually really nice because it happens naturally at whatever pace you play at. Perhaps a better resource sink would be higher Q tools require more resources.
Q 10 axe -> 1 stone
Q 100 axe -> 10 stones
High quality guiding already sink a LOT of resources
Granger wrote:Infinite growth is bad
You always bring up a lot of good points regarding the evils of uncapped stats, but i don't think that these problems are unfixable. The current player base REALLY likes seeing 'dem big numbers, and i don't think it is inherently wrong to try and satisfy them.
With the excetion of UC, MC, and MR, the ever growing numbers adds tangibility to peoples efforts in a non-toxic arms race.
Headchef wrote:Diminishing returns are the way to go, if it would scale way differently above 500 stats then don't need catch up mechanics because it's not high
I agree.