Ardennesss wrote:sure, cap ua/mc at 2000
MrBunzy wrote:I'd actually like it if combat stats could be capped by gear somehow. It would still technically be an infinite grind, but you would eventually hit the cap and be able to relax/focus on other things like industry.
Kaios wrote:I've been thinking about an alternative to that lately, what if stat growth was affected globally in relation to the highest stat player(s) kind of similar to how questing was changed? Something like the wider the gap between a minority of players versus the majority increases the rate at which those players on the lower end of that spectrum gain LP and FEP, returning to the normal rate the closer you get to the top and as more players begin to average the difference.
Would also work as a catch-up mechanic I suppose.
DoctorCookie wrote:Im not an expert as others here but I would be for combat stat cap but not a cap on gear bonuses. I think industry should be seperated a bit. I dont begrudge, totally, a well oiled machine reaping some benefits from crafting. And the semi casual could use his/her real world (relative)wealth to buy gear in the instances they want to compete in pvp.
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