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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Combat Caps
You can only control one toon at a time properly anyway.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Combat Caps
noSkorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.
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Skorm
- Posts: 925
- Joined: Wed Mar 03, 2010 6:01 am
- Location: on a house, with a computer
Re: Combat Caps
Jackard wrote:noSkorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.
mind giving a better answer ?
~art By SacreDoomd_datica wrote:Get the damn server back up before I go back to having a life
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Combat Caps
edit: no
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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Combat Caps
Good ol' mods better than any other forums.Jackard wrote:edit: no
And on the point I think that weapons and should degrade over use of combat like armor will. And all equipment except for a few should degrade as well. I don't know if it should be like symbels where the quality degrades over time or if it should be like armor where it has a secondary number that tracked like HP. Though this doesn't slow down the alt problem it doesn't hurt. Current there is no reason not to do the exact same thing you are suggesting (except time which is a determining factor now anyways).
A.K.A. Suddo
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Combat Caps
I am in agreement. A cap on combat won't make any difference for combat alts. Currently you load up an alt with some curiosities and then just leave it, raising its stats accordingly.Jackard wrote:noSkorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.
If a cap were introduced the amount of combat alts made will be unchanged. You still just load an alt up with curiosities, the only difference is there's a cap on its combat now.
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Skorm
- Posts: 925
- Joined: Wed Mar 03, 2010 6:01 am
- Location: on a house, with a computer
Re: Combat Caps
Yeah, actually, it was my bad here, i was talking more about "FEPS", took me some time to realise the Whole Post is about " Melee, Ms, UAC"Kaios wrote:I am in agreement. A cap on combat won't make any difference for combat alts. Currently you load up an alt with some curiosities and then just leave it, raising its stats accordingly.Jackard wrote:noSkorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.
If a cap were introduced the amount of combat alts made will be unchanged. You still just load an alt up with curiosities, the only difference is there's a cap on its combat now.
~art By SacreDoomd_datica wrote:Get the damn server back up before I go back to having a life
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NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
- Location: |.
Re: Combat Caps
With caps there's the end of the game.
Meaning... you no longer need to push
that stat, just put a point or two now or
then when your village smith gets you
new gear...
What's the point of it if you're a raider?
"i now have max combat!! that means in
about a week or two people will catch up to
me and i can't do crap because we're all at
the max!"
A raider rolls up with max combat, you log
on to maybe 10 alts at the idol with max
combat and poof!!! Farmville.
Also... why would you regular players want
caps? so those that have been here longer cant
just utterly crush you with punch jump? get
a little creative with how you fight back and you
wont be asking for limits on your power.
Meaning... you no longer need to push
that stat, just put a point or two now or
then when your village smith gets you
new gear...
What's the point of it if you're a raider?
"i now have max combat!! that means in
about a week or two people will catch up to
me and i can't do crap because we're all at
the max!"
A raider rolls up with max combat, you log
on to maybe 10 alts at the idol with max
combat and poof!!! Farmville.
Also... why would you regular players want
caps? so those that have been here longer cant
just utterly crush you with punch jump? get
a little creative with how you fight back and you
wont be asking for limits on your power.


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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Combat Caps
That's exactly it... You need rage to even bother fighting back, and murder to kill the person otherwise it'll result in them getting up and killing you eventually.NaoWhut wrote:With caps there's the end of the game.
Meaning... you no longer need to push
that stat, just put a point or two now or
then when your village smith gets you
new gear...
What's the point of it if you're a raider?
"i now have max combat!! that means in
about a week or two people will catch up to
me and i can't do crap because we're all at
the max!"
A raider rolls up with max combat, you log
on to maybe 10 alts at the idol with max
combat and poof!!! Farmville.
Also... why would you regular players want
caps? so those that have been here longer cant
just utterly crush you with punch jump? get
a little creative with how you fight back and you
wont be asking for limits on your power.
It's the kind of situation that once a raider or any attacker notices you, your done. Zilch. Nada.
The whole emphasis on pvp has turned into capping this and nerfing that... But if you look at it from there it stems from. I point at you, RAGE, and Murder skills.
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TeckXKnight
- Posts: 8274
- Joined: Tue Jul 13, 2010 2:31 am
- Location: How Do I?
Re: Combat Caps
I'm not really so sure that rage and murder are what limit people in combat, actually. They're pretty minor milestones along the way and it's super easy to buy both in less than a day if you're willing to play for at least an hour. More, they serve their purpose to encourage newbies with 8 UA and 3 Melee to run away rather than futilely try to fight.