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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Combat Caps
No to attributes soft capping a skill in that way. Eventually they become very easy to raise, where as raising quality is something that always takes time, effort and having access to the better quality resources.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
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Re: Combat Caps
no there should be some base cap, and all equipment would add to itcobaltjones wrote:But what if you don't wear any armor at all? (as proposed by Niacide)Kaios wrote:...
Surely a naked person with 500UA wouldn't be capped down to 0UA? That doesn't make any sense.
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novaalpha
- Posts: 1490
- Joined: Sun Dec 26, 2010 11:42 pm
- Location: Sparta
Re: Combat Caps
Anyone who knows a thing or two about combat system would agree with this.
Definitely +1.
Definitely +1.
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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Combat Caps
I also think that some should have a bigger multiplier so if you want higher UA you where hardened leather armor. Versus someone who is MC (who still needs ua but not as much) would use plate. Though this system would force everyone combat heavy people to go MC sense they have the LP and they can probably get the equipment. Though this would follow the normal progression of fighting.
Oh and +1
Oh and +1
A.K.A. Suddo
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Skyrage
- Posts: 43
- Joined: Thu Mar 04, 2010 4:51 pm
Re: Combat Caps
Yes to attributes softcapping as well. It will still take a considerable amount of time/effort/resources to raise said stats to a considerable level over time, making it that much harder for people to multi.
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Stinkfoot
- Posts: 35
- Joined: Tue Jan 11, 2011 3:00 am
Re: Combat Caps
Wouldn't this idea make it so that whoever spent the most time gear-grinding would auto-win a fight, rather than whoever spent the most time curio-grinding?
I agree that it's problematic how little skill/strategy is used to determine the winner of a fight, but this proposal doesn't seem to address that problem at all. Why not, instead of shifting what you now need to grind to something new, just make incrementable stats matter less in combat generally? Perhaps increase the power reduction for higher skill differences? Current deltas are ([Mine]/[Yours])^1/2, it would be easy to make that ()^1/3 or even ()^1/4. More radically, what if incrementable combat skills are removed all together?
I agree that it's problematic how little skill/strategy is used to determine the winner of a fight, but this proposal doesn't seem to address that problem at all. Why not, instead of shifting what you now need to grind to something new, just make incrementable stats matter less in combat generally? Perhaps increase the power reduction for higher skill differences? Current deltas are ([Mine]/[Yours])^1/2, it would be easy to make that ()^1/3 or even ()^1/4. More radically, what if incrementable combat skills are removed all together?
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Combat Caps
No. Currently it is just pump a combat stat as high as you can by foraging curiosities all day. Implementing this idea means it will turn in to both a collabortaive effort from gaining LP, and putting time and effort in to village-related work to raise quality of goods.
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Stinkfoot
- Posts: 35
- Joined: Tue Jan 11, 2011 3:00 am
Re: Combat Caps
It still doesn't make combat about actual skill and strategy, which seemed to be your aim in the initial post.Kaios wrote:No. Currently it is just pump a combat stat as high as you can by foraging curiosities all day. Implementing this idea means it will turn in to both a collabortaive effort from gaining LP, and putting time and effort in to village-related work to raise quality of goods.
Honestly, I think this idea would mainly serve to further concentrate power in the major factions.
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pyrale
- Posts: 340
- Joined: Mon Feb 21, 2011 8:50 pm
Re: Combat Caps
It is normal to have truly truly truly outrageous jewelry though.TeckXKnight wrote:+1, I agree that lack of softcaps leads to truly outrageous things, as we got to see with Jewelry in w3. When everything else was more or less capped in the low 100s, you could get Jewelry into the thousands.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Combat Caps
A large part of combat is already about strategy. Adding in this "soft-cap" just makes it more so about strategy and less about pumping one stat as much as you can so you don't need to worry about strategy, or skill, or whatever.Stinkfoot wrote: It still doesn't make combat about actual skill and strategy, which seemed to be your aim in the initial post.
Honestly, I think this idea would mainly serve to further concentrate power in the major factions.
Major factions will be powerful regardless. Personally I think this would help to even the odds though.