According to Rift and Raeph, there is one... It's just not a hard cap. What's your maths like? look up asymptoteJackard wrote:these sort of games need a skill cap anyways
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theTrav
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Re: Server Reset?
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Laremere
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Re: Server Reset?
I disagree to having a cap. Each point a higher level person gets they have to spend even more on, and it means even less each time relative to the last time. It may be better if things slowed down exponentially instead of linearly, but as it is it works fine. Everyone who has 200+ strength characters have had their other stats suffer majority because of it. If you take the time to raise stats evenly you'll be better off in the long run. Not to forget the fact that awhile from now you will have less relative distance to these super players, as you'll be leveling as faster than they do for the same amount of play time, so you may not catch up, but you won't be eternally left way behind.

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Jackard
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Re: Server Reset?
soft caps might as well be no caps, there are other forms of advancement besides skillstheTrav wrote:According to Rift and Raeph, there is one... It's just not a hard cap. What's your maths like? look up asymptoteJackard wrote:these sort of games need a skill cap anyways
benefits of hard caps:
~ players are encouraged to band together
~ players that cannot learn everything become varied
~ players are more balanced. a warrior type relies on crafters and probably wouldnt be able to take on dozens of people
Last edited by Jackard on Fri Jul 17, 2009 1:11 am, edited 3 times in total.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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sabinati
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Re: Server Reset?
i think this is already actually in placePotjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
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Crow
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Re: Server Reset?
Well the mathematics of it are, but I don't think there is any code. Food intake required is always equal to your highest stat as far as I've seen.sabinati wrote:i think this is already actually in placePotjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
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Jackard
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Re: Server Reset?
~ shorter gap between new and capped players makes for better casual play and less personal grindJackard wrote:soft caps might as well be no caps, there are other forms of advancement besides skills
benefits of hard caps:
~ players are encouraged to band together
~ players that cannot learn everything become varied
~ players are more balanced. a warrior type relies on crafters and probably wouldnt be able to take on dozens of people
~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
Last edited by Jackard on Fri Jul 17, 2009 1:15 am, edited 1 time in total.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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theTrav
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Re: Server Reset?
It's not quite an asymptote, that's true, however when you've got 1000 strength, and you can only get 50 FEP per hunger bar it's effectively going to take you a stupid amount of time to get to 1001Crow wrote:Well the mathematics of it are, but I don't think there is any code. Food intake required is always equal to your highest stat as far as I've seen.sabinati wrote:i think this is already actually in placePotjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
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Hamel
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Re: Server Reset?
Jorb and Loftar have said that players will keep their skills and the items in their inventories when the map resets. So, we're not going to lose everything.Jackard wrote:~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
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theTrav
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Re: Server Reset?
Now THAT is a very good point and one that makes me want to support limiting the upper end of statsJackard wrote: ~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
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Jackard
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Re: Server Reset?
for now.Hamel wrote:Jorb and Loftar have said that players will keep their skills and the items in their inventories when the map resets. So, we're not going to lose everything.Jackard wrote:~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
promises, promises
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”