English isn’t my native language, so I’ll try to be short and straight. My idea is:
Implementation of a new curiosity, which can be obtained only from butchering bears and (if they are a thing in the next world) trolls. After studying it, depending on type of the gathered curiosity, you’ll receive +1 to your Base Attribute or Skill Value, on top of your cap!
Currently existing curio Dark Heart (http://ringofbrodgar.com/wiki/Dark_Heart) is ridiculously rare and useless. It can be re-implemented with this new addition, but with higher chances of drop (at least 1 out of ~10 bears or it can be fate curio). After acquiring Heart via butchering, it gains random Essence (Blood, Dark, Red, w/e) which determines the Skill Value or Base Attribute that will be boosted.
After thinking for a while about this idea, at first I came to the 1 type that just gives random attribute/skill, but having few types with essence for each attribute/skill we have, as I for myself believes, will involve more interactions between players and it worth grinding it (raiding bears all day long to get only 1 random stat out of 10+ is boring and not worth it as I think). That’s my argument vs having only 1 type giving random stat. The in-between solution would be having 3+ essences that give random stat from a category list, for example essence for farmer that randomly gives +1 to Farming/Dexterity/Cooking/Perception, warrior essence with UA/MC/AGI/STR/CON pull and etc.
Possible drop rates would be:
0 – 1 for bears
1 – 3 for trolls
Due to the rising value of bears, their stats should be increased (I for myself was able to kill bears in early w8 with 60 mc/agi and 20q steel parts + ctc) to add challenge to it, their values should be equal to second (125) cap players.
Main idea is in the gaining attributes/skills on top of your cap, preventing stagnation when players will reach roof of the cap. Drop rates should be low (but not ridiculously) or drop rules should be somehow special, to prevent players from sitting in their villages grinding for hearts, like even advanced village should be able to get only ~ 1 – 2 hearts maximum in a day or two, and dedicated hermit somewhere like 0 – 1 .
Hearts should be available to everyone in the playerbase, to prevent moaning about pay2win and etc, they SHOULDN’T be available ONLY to subscribers, giving (slight) chances for verificated or free players to keep up with those.
Everything from way of implementation, drop rates, way it will work is up to devs. Such solution would courage myself to go out, hunt, search in wilderness and not sit in base grinding carrots, preventing stagnation after reaching cap in the end-game. Thanks for reading it all.
Slight edit: if progression with this hearts will be too fast, it could be done so that the quality of the heart would affect chance of actual skill gaining, with ~80% at base 60q.