Wonderful wrote:Which once again just leads back to caps which have their own problems.
That problem being that there is no actual endgame. And infinite progression doesn't solve this, it just masks it a bit.
Wonderful wrote:Which once again just leads back to caps which have their own problems.
NOOBY93 wrote:It changes a couple of things, as I said:
1. People joining late would be able to somewhat catch up
2. Making combat alts would be pointless, players that feel the need to identify themselves with their character for larping reasons would be able to competitively play on only 1 character, and when combat calls they put on their gear and go
I feel like those 2 points are pretty important, especially the first one. Also, a combat statcap would just make early joiners make 10s of characters capped and feel nothing when they die. in my situation, they could gather a large amount of medium level gear, OR they could put in a lot of time in making a very good set of gear for themselves to get the edge in combat. I feel like my idea compared to the current game situation would be objectively better, don't see any reason why the current situation is better.
Potjeh wrote:How about gear sets the cap instead of giving bonuses to skills? So you can have 9001 UA, but if your gear's total UA is 100 than 100 UA is all you actually use.
ChildhoodObesity wrote:NOOBY93 wrote:It changes a couple of things, as I said:
1. People joining late would be able to somewhat catch up
2. Making combat alts would be pointless, players that feel the need to identify themselves with their character for larping reasons would be able to competitively play on only 1 character, and when combat calls they put on their gear and go
I feel like those 2 points are pretty important, especially the first one. Also, a combat statcap would just make early joiners make 10s of characters capped and feel nothing when they die. in my situation, they could gather a large amount of medium level gear, OR they could put in a lot of time in making a very good set of gear for themselves to get the edge in combat. I feel like my idea compared to the current game situation would be objectively better, don't see any reason why the current situation is better.
people joining late world could still catch up with a combat cap, it doesnt even have to be a high cap. just something where u cant spawn a fresh fukn alt throw a set of gear on and be good. i mean i can give you the second point but i just dont see that as a problem even half the people in a village wont even raise stats because everyone shares crafting accounts so it doesnt even matter its a waste of time/curios to feed up every single character in your village as crafters. how the fuck does a combat statcap incentivize making 10s of characters capped i dont even know where ur going with that xd especially when theres no permadeath. and no matter how much time these shitters put in to make their own pro set of gear itll be nothing compared to the people playing from the beginning of the world and theyll lose to people with higher q gear idk where u were going with this multiple char bullshit xd
Jalpha wrote:I believe in my interpretation of things.
NOOBY93 wrote:A stat cap without permadeath is the WORST idea. There would absolutely be NO reason to ever log in.
I know people joining late world could catch up with a combat cap, that's not the problem, but if we're talking stat cap + permadeath, my idea is better because people wouldn't make 10s of characters, only 1 (whereas in statcap permadeath people would make multiple characters because the more you have, the less percentage of your total value you lose when you die, for example, you have 15 chars, one of them dies you just log onto the next one no problem)
As I said, statcap and no permadeath is stupid
People may share crafters just as they do now, but they would still have to put in effort crafting an actual good competitive set of gear. The way gear should work in my mind is, the more effort you put into it, the better it is, with diminishing returns, just like stats work now.
The shitters wouldn't be making their own pro set of gear, they would be buying hand me downs from stronger players, and thus be competitive.
Think of it like this: The only practical difference between <current situation + permadeath> and my idea, is that players who join late can buy gear instead of buying characters with real money.
ChildhoodObesity wrote:NOOBY93 wrote:A stat cap without permadeath is the WORST idea. There would absolutely be NO reason to ever log in.
I know people joining late world could catch up with a combat cap, that's not the problem, but if we're talking stat cap + permadeath, my idea is better because people wouldn't make 10s of characters, only 1 (whereas in statcap permadeath people would make multiple characters because the more you have, the less percentage of your total value you lose when you die, for example, you have 15 chars, one of them dies you just log onto the next one no problem)
As I said, statcap and no permadeath is stupid
People may share crafters just as they do now, but they would still have to put in effort crafting an actual good competitive set of gear. The way gear should work in my mind is, the more effort you put into it, the better it is, with diminishing returns, just like stats work now.
The shitters wouldn't be making their own pro set of gear, they would be buying hand me downs from stronger players, and thus be competitive.
Think of it like this: The only practical difference between <current situation + permadeath> and my idea, is that players who join late can buy gear instead of buying characters with real money.
lol what is the incentive to log in with gear counting as your combat stats? to raise your industry for better gear???? its the exact same with statcap no permdeath
i do agree there would be reason to make more alts if permadeath was added back along with statcaps but i dont think its necessary to readd permadeath with the statcap
the way you see gear right now is exactly how it works right now XDDDD
i also dont think people will be at all competitive buying shit gear if the gear works at all similar to how stats work now these people running shit gear will be just as useful as shitters are in combat now
Jalpha wrote:I believe in my interpretation of things.
ChildhoodObesity wrote:i agreed on multiple other conditions being applied!!!1
Jalpha wrote:I believe in my interpretation of things.
ChildhoodObesity wrote:Potjeh wrote:How about gear sets the cap instead of giving bonuses to skills? So you can have 9001 UA, but if your gear's total UA is 100 than 100 UA is all you actually use.
still lame if people want actual balanced pvp where the winners are determined by skill which nooby wants this doesnt help anyone. the people with the best industry for gear win opposed to now being the people with the highest stats xd
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