If you read my specific suggestion for the implementation of a stat cap (disclaimer: I'm not the one who first made that suggestion), it is dynamic and tied in with industry. So there is no actual hard limit, but the grind is placed into industry, as it should be, and not in talking to trees and rocks.
julian12it wrote:This wouldn't be better than what we have now. The main issue affecting people in the game (especially PVP scene) is that fact you can quest 10 hours a day and reach heights that are not reachable by players who consistently play 4-5 hours a day.
fixed by tying the cap to industry, no?
A stat cap will just hinder the player base that will bare through questing and fucked up satiations. Limiting players on a sandbox game that is purely established off the idea of competitions is the most ludicrous shit I've heard.
Except it doesn't, if you read the specific suggestion.
> Add stat cap
> People quit because fucked up questing and satiations
Why would you quit when the questing and satiations is not the limiting factor, but industry is?
> People who dealt through the satiations and questing quit because they're given a limit
There is no hard limit in the concept I put forward.
> PVP turns to more numbers = win or exploits to win
Or the faction with the superior industry wins.
> Grinding for stats or general grind (farming, smithing, etc.) turns to find exploits or crafting the same shit over and over again.
That seems like a separate issue to me, not sure what you're getting at with this last point.