Archiplex wrote: D. won't just kill me outright and thus erase a ton of time's worth of effort so i could 'try' pvp.
Don't buy rage. I would have to dig up exact patch. This was a change made early this world if I recall correctly. Effectively, those without rage cannot be attacked while KO'd, so are not likely to be killed*. It's not a death 'opt out,' just makes it hard to die of anything short of player mistake or intentional suicide. And you can still die in PvP due to player mistake if you keep fighting until the concussion from the KO would kill you. There was a possibility with a player wielding a B12, but I've been told that has been fixed. (I still won't rule out other bugs hiding.)
Astarisk wrote:As I've said earlier everything has the diminishing returns of a sqrt function -- we just need to talk about when the severe drop off should happen. I could be wrong in my math here as my background is not in math.
I've said this for years, and even gone into the math to show what it takes to get a 1% advantage over an oppenent when we're looking at numbers like 1000 or 5000. Of course, this all lacks any 'proof' of being an effective means of diminishing returns when quality of foods and gear are constantly scaling upwards, thus moving the bar up constantly. Potjeh is right:
Potjeh wrote:Any function without an asymptote is unsustainable in the long term.
I've been arguing to move to a logarithmic function for nearly as long. The curve is very mutable based on dev needs, and allows for "infinite gain" without overburdening the player population as a whole. Of course, it is functionally little different than stat caps. Once you approach the asymptote, the necessary gains for any progress are so massive (on an exponential scale) that you might as well be happy where you're at. (Again, quality increasing constantly does move the precision between players around a bit, so one can't just sit a X STR and CON and be relatively sure they can survive a combat vs someone with 20x the stats.)