Kaios wrote:...
Second, in my opinion, I think encouraging players towards two specific routes is a viable way to go and you have already partially achieved this with the credo system. Players should either focus on raising their attributes and skills evenly for a "balanced" build or could instead choose the route of specialization. This could be achieved by implementing diminishing returns in the form of a player's highest skill or attribute affecting the learning point/food cost of all other skills and attributes.
An example of this might be, Player A raises their combat skills to 300 before raising anything else where as Player B raises theirs to 1000. The overall impact this has on other skills is that the learning point cost for Player A to now raise something like Exploration would be 30% higher than its normal cost at level 1 and Player B's learning point cost would increase marginally higher at 100%. As you close the gap towards your highest skill the cost increase would lower until you match your highest skill at which point the rate returns to what it would normally be at that level. Not sure if that makes sense but I hope so.
This combined with the credo system would hopefully encourage more players towards balancing their skill sets and attributes or specializing to be the village smith or something like that.
Of course there will always be those players that want to min/max everything and obtain all they possibly can or pump out numerous alts with varying capabilities which is fine and they should be able to do so but I feel with some sort of diminishing return in place like this it will at least make that achievement a more difficult prospect and also add value to any player's character(s) that do happen to reach those points.
I'm not sold that catering to hardcore and softcore audience separately is the way to go. It will increase the existing gap between the two. I would rather argue "catch up" mechanics to make life easier for casual players.
But maybe you just gave an unfortunate example with stats, as you're punishing specialization by making it more difficult to despecialize, which in my mind leads to more alts for hardcore players, not promote village specialization.
Also, it looks like we got somewhat off topic from stat caps to end game. Perhaps it's time we open a discussion specifically for that, as to promote more arguments about what content we want once we stop recipe progression in HnH?