Delamore wrote:The issue here is that if you grind as fast the person catching up to you, they will never come close.
Raep out grinded you by grinding more that is why he is catching up.
You haven't done the maths.
If Raeph puts in 24 hours of grinding and I put in 24 hours of grinding, I will gain on Raeph.
He is paying more for his increases than I am paying for my increases.
As I see it there are two options:
A) Put a hard cap on skills and ability scores.
B) Make stat and skill increases less powerful.
In the end either should do about the same thing. Option A would ensure that low level players will eventually be able to compete with high level ones if they play enough to gain max stats too. Option B would work by allowing a group of low or moderate skilled players to defeat an opponent more powerful than they are. Numbers would play a much bigger role than they do now.
My solution is actually option B and there is a very easy way to do it. Allow lower level players to hit higher level players more often. Make skill related to damage and also to chance, but make the chance to hit a much different curve. Currently I imagine the curve looks a bit like a cubic graph with low skill having an almost zero chance to hit and the chance to hit increasing exponentially. Instead make the curve linear or change the curve intercept to start around 30-50%. That way even with no skill you can still hit a high level player 30% of the time. That would mean even an extremely high level player would be able to be killed by a horde of newbies.
This is good in my opinion because it encourages teamwork. No man can stand alone.
Crow wrote:Allow lower level players to hit higher level players more often.
.. snip ..
Currently I imagine the curve looks a bit like a cubic graph with low skill having an almost zero chance to hit and the chance to hit increasing exponentially.
Maybe you haven't seen rift's post. He said he believes that the curve is logarithmic as opposed to exponential and asymptotes at around 98%.
Take the following graph and replace "Size of Array" with "difference in combat skills & stats" and replace "Time" with "chance to hit".
What you're probably asking for is a lower asymptote or a perhaps shallower curve?
Player A and player B gain experience at the same rate and joined the game 480 hours apart. How much time must pass before the late-joining player catches up to the other players' level?
The correct answer is: Never.
Unless a hard limit is imposed on how much experience you can gain, and then entirely stops, neither player will be at the same level simultaniously (and thus neither has a numerical advantage in "levels" only their current status of health/stamina/etc) and they will ALWAYS be seperated by the amount of time between their joining the game.
Trav's post of the graph is an example of how gains can eventually reach "zero" but ONLY if the length/height of the graph is not infinite.
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.
i dont want any caps on skills and stuff. i want to get better and better, i wanna kill foxes in the first place, then deer, then boar, then bear, and at some point i wanna kill the dragons that evolve from cow-eggs *MINDFORCING*
jtg if youre not able to kill someone its your problem. its not that the game mechanics wouldnt let you do it. like trav and rift and others have pointed out, as a matter of fact you always get closer to the one stronger than you if only you make the same effort. at a certain point in the game youll get maximum lp for a bear. then youre catching up. and its not that hard to get to that point, believe me.
ive never interfered with all the arguing between you and others and i havent taken sides, but i must say, it really is ironic. you made so many ppl angry and sad no wonder you always get killed. how on haven would you ever get near others if you dragged so many ppl into killing you every now and then??
and to all the others who fear the "uber"player that will kill you eventually. theres still tracks, theres still summoning. just get the attacker killed when he/shes offline. ask friends or hire someone. just be creative...
kimya wrote:i dont want any caps on skills and stuff. i want to get better and better, i wanna kill foxes in the first place, then deer, then boar, then bear, and at some point i wanna kill the dragons that evolve from cow-eggs *MINDFORCING*
sounds like a warrior path
but seriously, you don't make a team game where one person can do everything by himself.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
kimya wrote:i dont want any caps on skills and stuff. i want to get better and better, i wanna kill foxes in the first place, then deer, then boar, then bear, and at some point i wanna kill the dragons that evolve from cow-eggs *MINDFORCING*
sounds like a warrior path
but seriously, you don't make a team game where one person can do everything by himself.
actually im farmer. i barely hunt.
and well, you got your teamgame through beliefs. btw, what does the ability to do everything yourself have to do with the caps?
id call it teamplay to overcome a tougher "enemy" with a team.