by Chebermech » Fri Feb 05, 2016 8:10 am
First off, props for end world game event, the best world ending so far, keep it up!
Also I like the idea of character progression cap, and here are some short and long term benefits:
* Players wouldn't be afraid to die as much, and interact more with the outside world.
* NPCs will be more of a challenge, thus adding stronger NPCs will be easier to balance both challenge and reward.
* PvP skills will now be a lot easier to balance (i still hope you make all the combat abilities useful, maybe even change the whole system for that matter).
* Removes the unnecessary grind of numbers, in order to be afraid to lose the pointless progress.
* Removes a massive amount of chores and gives players time to actually play and enjoy the game.
Now the problem with the current version is it doesn't have the end game because there was (or still is) no end, only chores and paranoia. Resetting the world now is a smart move, because it gives players a new hope and it sets us back in progress, giving devs enough time to think through and implement the new late game aka siege mechanics and kingdoms for pvp, as well as to make changes to how animals work, maybe add a couple of new ones to keep us occupied and challenged. So hopefully by the time we reach this cap, game will be ready to provide more.
On the new payment system, i wish there was a way to make money without drawing a line between players who spend money from premium from the rest, it would only make healthier gaming environment and attract more players, although having one time payment to separate "free demo" from the actual game is fair. Having caps is great, but having different caps is a questionable decision. Having different progress rate is fine (if there is a cap), but monetizing the game through cosmetics is even better if you can pull it off.
A few ideas on the cap, I think that 200 skill/stat cap is good, if you balance out the requirements and make it more difficult to reach that max but not difficult enough to be paranoid on losing it. If you decide to go on a 50/125/200 route or something along those lines, I hope it will still be possible to surpass the cap with items. Also it would be nice to have some sort of use of food after you surpass the cap, say have a gluttony session (similar to salem but not really), where you would stuff your face with food in one session, increasing your stats temporary and get a debuff preventing you from another session until the stats you've buffed, decay back to your cap (in 24 irl hr or something). Another idea would be to have a limited amount of skill points and stat points you can have, so you would distribute and play around with the balance yourself, specializing your characters heavily into one thing. Since there are plenty of useless foods at the moment, make some of it reduce some of the stats instead. Also make skillpoint reset cost as much LP as to gain one, and make LP work as Feps, each next skillpoint would cost the maximum skill *100 (ex. you have 200 UA which is your max skill, and 50 Stealth, to gain or remove 1 point in stealth, or any other skill except UA would cost 20000 LP, UA would cost 20100).
tried to keep this small, but ended up with a wall of text as always, hope you don't skip it through
That's it for now, love the update, keep it up - don't fuck it up!