sMartins wrote:I'm against stats cap too...in my mind we simply need a different curve function for increasing stats in a way that when stats go to infinite the stats gain go to zero....in short (just an example) between a 100 and 1000 char should not be a huge difference....to be honest i don't know what is the real increasing gain right now, but if a 1000 char now can almost one shot a 100 char, clearly it needs to be rebalanced in my mind...
stats don't do much past 300- unless it's agi, str or con.
the rest are just hardcaps.
Having stat caps didn't change anything at all, only made people who reached the stat cap to quit, because there was literally nothing to do when you reach the stat cap(you stop making curiosities/stop hunting/stop crafting food/ stop the industry/ stop foraging once you reach it since there was no reason to do any of this anymore).
Stat caps are bad
Stat caps are not bad- the fact that you "need" no stat caps to feel the need to keep active is bad.
People are over looking the "if stat caps were in place then we need {blank}"
If we had a system to progress that is added with stat caps at the same time. that is the only time I would agree to stat caps.
that's why relic wars would be ideal to add to ignite wars so player would max a char thats rdy to die in mind.
things to ignite wars is a big deal we struggle to do right now.
Creatures rare items.
any thing to mid max past a statcap once in a statcap was in place. to give people intensive to do something else.
We'd also need a way to refresh the stale game play of food and farming. (my ideal:
viewtopic.php?f=48&t=51611)
again~ In not suggesting to only add statcaps- im suggesting a real end game of war and politics.
if we added a relic war that spawns a relic a week- it adds a semi raid style game play what adds to your stat caps.
I don't want peace.
I don't want carebear.
I want wars
with players who die not quieting and rdy to war again the week after.