dafels2 wrote:When are they finally going to reduce the gap between the players that bot stats and the players that don't?
The stat caps didn't work out, obviously, they should make it that it reduces the effectivity the way more you grind the stat, the less effective it gets. I kinda like how they put the unarmed/melee combat attacks under a 4th square root weight, that made the big stat gap between a botted char and nonbotted char less effective. Why can't something like that to be done with attributes? A hand grinded 500 attribute character should not be helplessly beaten by a botter that has 2000 in attributes, the gap between these 2 type of grinded characters shouldn't be that big.
I do not understand point of ''heavy diminish return'' systems. Two scenario to my mind:
1. Diminish returns are very heavy -> raising stat became effective useless after some time -> outcome is obfuscated stat caps
2. Diminish return are not very heavy -> raising stat is always better -> outcome is bot cannot be beaten and new player can never compete with old
Only two system making sense to me:
A. Hard stat cap (game need some other item sink added I guess)
B. Hard advantage cap (e.g. player only ever has X% advantage over another regardless of stat. Low end player know he always has X% disadvantage but do not need to compete in stat grinding with high end player (X should be low numbers so he can still compete in combat with good strategy), but high end player must compete against each other to tilt their advantage versus other high end player between +X% and -X%). In other word, it is basically like hard stat cap, but what is cap grows based on highest statted player in game. But no matter how low your stat is, it is only ever at most X% worse than best player's stat.
Or maybe there is some thing I am missing here?