GrapefruitV wrote: If you apply it to all the skills and professions (which you do), inability to progress will kill a lot of fun current game has. Just look at Salem, one of it's biggest problems is hardcap on quality of everything, most people quit right after they build everything there is to build.
I am not advocating to hardcap Q of tools and materials.
Crafting would sort of look at % of your attributes. If you have a lot of attributes it would be allow quality to rise . and if you have low attributes the quality would drop. No Caps in any way. The game would see that you put a lot of effort in keeping Dexterity high, so Sewing quality would rise .
GrapefruitV wrote:On the contrary, having a better char than average pvp-kid saved my ass and gave me ability to run from attackers few times.
Thats' a good point. But my post looked at how we can minimize grind and Stats increase grind.
I would imagine if you (a farmer) and a raider get into a fight you both have similar attributes then you still can run away maybe, i don't know.
GrapefruitV wrote:kill whole point of permadeath
It would still be a permadeath. And if we make Forts less strong, it would even increase the permadeath- to perma-lose-everything.