by Robben_DuMarsch » Fri Oct 06, 2017 2:42 pm
My proposal is simple, perhaps taking an axe to the situation rather than a scalpel:
Take all bonuses that modify satiation and hunger %, and replace them with mere % bonus to base FEP gain. This includes drinks which reduce satiations.
Rewrite the progression formulas to introduce effective softcaps rather than hardcaps, but phase them in over tiers. (For both attributes and skills)
1-100, progression as it is now.
100-300, every incremental step is substantially harder than it is now.
300-600, every incremental step is substantially more difficult than the previous tier. (Characters need to complete a quest that unlocks this tier, that also makes them susceptible to perma-death and not hearth-back on death.)
600+ every incremental step is super difficult creating a softcap that requires ridiculous efforts to meaningfully advance beyond.
... allow a character to retire once they've reached 300 in any skill/attribute, and gain a permanent +10 in a single attribute/skill they've reached 300 in for future generations, which ignores the softcap. (Perhaps find a nice way to tie this generational system to credos as well).
This should strike a reasonable balance between protecting the barrier to entry for new players, the need of the game's economy to promote consumption, the desire of certain vets to maintain permanent long-term character progression, keeping early and mid-game content relevant (bears may still be dangerous!), and some of that nostalgic edge of your seat PvP for powergamers. But what do I know?