Potjeh wrote:The problem is with the running part of PvP, ie escaping or catching someone. I think it'd be unbalanced if some people could run longer than others. And limiting it to mining, ploughing etc seems a bit too exceptiony to be good design.
That seems a fucking shitton less imba than having more maneuvers before first drink available.
IMHO I think it would be good for combat for AGI to have value like this. Con is really pertinant enough. If AGI affected consumption and CON only affected capacity then having a better AGI would certainly be useful for catching people or escaping and could determine outcomes and that doesn't seem unreasonable because for too long people have been bitching the exact opposite: That these stats need to be more combat-relevant.
The more stats you add to the mix makes speccing more complicated and if you come at the issue from enough angles like this then different types of combat characters can become relevant and having balanced stats might actually make one really useful in combat which would encourage people to fight with their main characters.
Between that and the new skill prayers of which there could conceivably be more and with our new capabilities of properly defending cities until some faggots get 4900str anyway. THE RACE IS ON BITCHES + metal from anscestors? Shit. These are the factors that cause combat to be imba. SIngle stat relevance.
This may in fact, if done right and in tangent with other means to make other stats combat relevant...like say...dex affecting how much of that capacity CON provides can be combat relevant. Or dex could affect consumption and AGI affect combat relevance. Psy could let the dex affect combat skills
The effect of combat relevance would have to be small. LIke say %5 for 40 and increasing on the Q scale or a square root value (49=%7, 400=%20, etc.) or even sqrt)*2 (49=%14, 400=%40) or *1.5 or whatever ends up feeling balanced.
I think there's more possibilities than you're considering if you look at things from a different way than the current system is and how it could be. I think if it's done right and with certainly more involved than what I've put forth here in making other stats relevant enough to combat that a char with 200 in all stats would evenly match a character with 800 str but weak others and equivalent skills.
So that time invested into a charecter regardless of how designed can be used in some way to have some kind of combat advantage based on benefits so that investment:combatworthiness ratio is the same regardless of which stats you're choosing to invest in so that difficult and expensive (thus high character value) charecters are that much more capable of defending themselves against someone.
Speccing a character should have benefits of high stats which should have value too.