So my idea is that there wouldn't be actual stat cap but a stat cap on your active stats, for example :
You can have 2000 str, but you can only "use" 300str, the rest is hardcapped.
If you die and you dont have neither skull nor skeleton you inherit 20% of these 2000, so youre at 400 after death, only 300 being active again. Obviously if you buried your body you would get more of these 2000 back.
That way people would have something to do after getting to the stat cap, but others would be able to catch up to them again. Death wouldnt be that painfull, people would be fighting more. Fun.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Stat cap idea
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Stat cap idea
People wear not fighting with state caps in place either, This would not change much past ensuring people will die more from wild animals.
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Fierce_Deity
- Posts: 783
- Joined: Thu Feb 12, 2015 4:11 pm
Re: Stat cap idea
I can see where your coming from with this idea, and its not awful. Characters who have hit the stat cap can be grinded more to create a larger cushion for when they die. I don't dislike the idea, but there is an issue that it would be easier to just raise up a new alt rather than force feed a character who is already at the stat cap. As for combat...anyone ever get the feeling that this games just not really suited for the combat everyone seems to be dreaming of?
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MrPunchers
- Posts: 1679
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- Location: Where do you think?
Re: Stat cap idea
Actually shit I would pvp if this was in place, cause main reason I don't fight is because I don't want to lose all the stats I earned from a guaranteed loss.
+69
+69
Suck me good and hard thru my jorts
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Stat cap idea
Wasn't this already a thing? I remember accidentally raising an attribute over 330 and then the fep went to 0/331, which would imply there isn't actually a cap.
(once and futue king btw)
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Jesus_Smith_Nandez
- Posts: 2421
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- Location: Canada
Re: Stat cap idea
It's easier to raise a new character to 300/300/300 than it is to grind up above 300 on a main character.
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Ysh
- Posts: 5953
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Re: Stat cap idea
Yes. Some systems like this would need for it to be more easy to grind single character than multiple character. Or if not easy, then some other incentive. Maybe over stats cap character will only lose attribute and not LP? Some things like this one.Jesus_Smith_Nandez wrote:It's easier to raise a new character to 300/300/300 than it is to grind up above 300 on a main character.
I think system of unbounded growth for combat potential can not work with developer goal of permanent worlds.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Stat cap idea
I have suggested a 10% for pvp of the base state (with a base of 10 so ya). I mean 3k would be a little over 300 for PvP states this way.
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Jesus_Smith_Nandez
- Posts: 2421
- Joined: Sun Mar 16, 2014 7:15 am
- Location: Canada
Re: Stat cap idea
I always liked suggestions that propose the more of a stat you get, the less it matters. Each point raised after 300 would mean less. In this scenario, you could get like 1k UA, but it would be around equivalent to 500UA in the current system (or however you want to scale it down to achieve maximum balance).
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