by Luanes » Wed Oct 03, 2018 7:01 pm
I like the "Core" idea behind it. So I will try to dig further to transform it on something that more people could like it. Or just spitting out some thoughts.
One of the main problem about the eating for stats is the fact that who is ahead just spam eating and they get a lot of stats in just one time. So, what if when you eat you make a "virtual" stat that will, overtime, increase your stats AND, if you do any activity with that stat, it increase a little faster?
Like this:
You have 10 strenght and you eat until 40 strenght. Instead of instantly getting the extra 30 points, you will slow over time increase one stat point. Something like 1 stat point for each hour.
But if, in the mean time, you do any strenght activity ( smelting, minning, cutting, etc) you will haste the time to increase that stat point. It doesn't need to be INSTANTLY increasing points after doing the activity but, after doing 5-10 activities, you will gain 4 stats instead of one for that hour OR 1 stat point for each 15 minutes, or something like that for a "X" amount of time ( maybe 5 activities: 15 min stat gain buff, 10: 1 hours, 20: 4 hours, 40: 16 hours, 80: 64 hours).
This way, at least, if you eat 1000 str points in one tap, it will take 41,6 days AFK doing nothing to get these stats or 11 days with some activity.
Still, this idea brings another problem: It turns really impossible to catch up anyone that is already ahead, just because the maximum stat increase pace is the same for the new player and the old player. It's possible to create another mechanisms to prevent that like, if your "Real" stat point is LESS THAN 3/4 or 1/2 the top attribute player, it should gain an increase on the stat gain. Still a 'meh' mechanic, but just to bring the problem here too.