thats socialism!ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions
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_Gunnar
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Re: Please give us combat stat caps in the new world

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NOOBY93
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Re: Please give us combat stat caps in the new world
lazy casual freeloaders getting boosts and bonuses off the back of law abiding hard working nolife grinders_Gunnar wrote:thats socialism!ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions
Jalpha wrote:I believe in my interpretation of things.
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ven
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Re: Please give us combat stat caps in the new world
New high risk high reward biomes, dangerous enough to require teamwork to be crossed or explored, could also be a solution.jordancoles wrote:Statcaps and some group pve/raids to fill in the endgame a little better would be nice
Venator
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dafels
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Re: Please give us combat stat caps in the new world
yes, take for example salem's darkness zone, would be pretty cool imo....ven wrote:New high risk high reward biomes, dangerous enough to require teamwork to be crossed or explored, could also be a solution.jordancoles wrote:Statcaps and some group pve/raids to fill in the endgame a little better would be nice
Click to read Developer's thoughts on PvP
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Granger
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Re: Please give us combat stat caps in the new world
I see no difference, from a clicking standpoint, between eating 20 cupboards of food to raise to the level of what others have just eaten to -or- eating 20 cupboards to stay at the levels the others also have just eaten to stay at.
Every uncapped number in the game is IMHO bad as it carves away a slice out of the possibility of an eternal world and makes a running one unattractive to everyone who either came late or needed to take a break for some reason (and be it to collect the head to put it into a grave).
Every uncapped number in the game is IMHO bad as it carves away a slice out of the possibility of an eternal world and makes a running one unattractive to everyone who either came late or needed to take a break for some reason (and be it to collect the head to put it into a grave).
I think attribues and abilities constantly decaying (so they need to be maintained to keep staying on the bleeding edge) would have an upside here: you could return from an (extended or not) break and grind back up right to the 'top' - which dosn't really work now as the top keeps moving, so you won't be able to ever reach it._Gunnar wrote:I'm ambivalent about stat decay because sometimes its nice to take a break from this game.
I'm not really against it if it was done thoughtfully, though.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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DreadDawson
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Re: Please give us combat stat caps in the new world
Maybe if there was a threshold where it wouldn't decay past? Be it 1/2 of the max you've reached, or something similar.Granger wrote:I think attribues and abilities constantly decaying (so they need to be maintained to keep staying on the bleeding edge) would have an upside here: you could return from an (extended or not) break and grind back up right to the 'top' - which dosn't really work now as the top keeps moving, so you won't be able to ever reach it.
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ydex
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Re: Please give us combat stat caps in the new world
Yes, this threshold is indeed an important part to this mechanic.DreadDawson wrote:
Maybe if there was a threshold where it wouldn't decay past? Be it 1/2 of the max you've reached, or something similar.
I just figured it would be half of what the max/upper threshold is intended to be (upper threshold should be adjusted according to PvE needs I suppose).
So in reality lazy noobs barely even reach that threshold and hence dont have decay at all and hardcore cool kids can start there when they wanna grind back after beeing vacant, and seeing how it is half of top stat it is still also competitive if you have to jump on after a few months to help in a siege or so...
Also; feasting right before you go into battle is cool! Think Vikings! Beer, mead, meat and women! A last party before death as you prepare for battle!
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jordancoles
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Re: Please give us combat stat caps in the new world
Added tedium. It'd be the same shit as in Salem where you need to log on to grind out silver to just keep your status in the gameNOOBY93 wrote:Any reasons?jordancoles wrote:Stat decay sucks
Statcaps and some group pve/raids to fill in the endgame a little better would be nice
People would just burnout, log on and see how low their stats were and then log back out again
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Fierce_Deity
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Re: Please give us combat stat caps in the new world
The more post I see about the idea of stat decay with a max threshold they can decay past the more I enjoy the idea.
If there was a maximum attainable level in the game then a lot of doors are opened up for game development. Balancing becomes easier, more emphasis can be placed on strategy, and targeting certain levels of difficulty with npc's and PvE becomes easier.
Stat decay is just as tedious as infinitely increasing stats, and I think it could be made less so with an appropriate system. I think the stat decay would have to be coupled with a stat cap, but I don't feel like that cap should be up to a 1000 as some suggest. I think 500 would be plenty, as long as current rates of stat growth are brought down to less insane amounts. The biggest issue I foresee with something like stat decay is how to go about having it decay in an appropriate way.
One possible system would be to just decay a persons attributes by 1% every day, unless they have eaten a food that would increase a specific stat within 24 hours. So if I ate a blueberry pie then that day I would not have to worry about being docked some intel. I think the system should be fairly lenient when it comes to preventing the decay, so for example eating a couple cornucopia could stave off the decay for most stats(maybe). Could have more advanced foods give a larger buffer until the stat decays as well. Q should play a roll somewhere too. A key point to focus on that it should be easier to maintain stats then it is to gain them. If you don't feed your miner his muscles will atrophy, makes sense to me.
Decay amount could increase in magnitude once weeks are past, but eh that seems harsh.
A way to send players into stasis for 2 weeks somehow wouldn't be awful either if done correctly as to prevent abuse as a locker for stuff or character protection. So no items in inventory or on character except for clothing(maybe clothing), none with active scents, and no one under siege. Should have to prep character for stasis 24 hours in advance as well even.
The system would have some threshold that a characters attributes and whatnot can't decay past, something like half of what was ever attained. Through inheritance the maximum cap could be increased. So lets say I die at 500 strength, and inherit to idk 200, and work my way back to 500 but quit for enough time to decay all the way to the threshold, but I would decay to 350, not 250.
Credos could come into play to increase the threshold for attributes, and overmax stats pass the cap.
I
know I didn't really consider abilities in with this, but those felt a bit like they needed a separate system. Some stats should remain stationary no matter what, while others should degrade without LP to maintain them, or usage of the skill. Cooking food staves off cooking stat decay, shooting staves off archery decay, fighting, well you get it. But I feel like exploration should not, and possibly some others. Needing LP to maintain skills would keep curios relevant to maxed characters, but once again it should be easier to maintain a stat at a level than it is to up it. Something like (The LP needed up the skill +1)/10 So if you are at 499 UA, and that last stat cost you like idk 50,000 LP to unlock, but 5000 to maintain for a day(or more), assuming you fight nothing at all to reduce the LP needed to maintain the skill. Seems reasonable to me, but don't get too hung up on the pretend numbers.
Stat caps coupled with decay maintains the grind and consumption that drives the economy while allowing for other players to reach the realm of relevant stats and makes the game easier to balance and develop new interesting content for.
If there was a maximum attainable level in the game then a lot of doors are opened up for game development. Balancing becomes easier, more emphasis can be placed on strategy, and targeting certain levels of difficulty with npc's and PvE becomes easier.
Stat decay is just as tedious as infinitely increasing stats, and I think it could be made less so with an appropriate system. I think the stat decay would have to be coupled with a stat cap, but I don't feel like that cap should be up to a 1000 as some suggest. I think 500 would be plenty, as long as current rates of stat growth are brought down to less insane amounts. The biggest issue I foresee with something like stat decay is how to go about having it decay in an appropriate way.
One possible system would be to just decay a persons attributes by 1% every day, unless they have eaten a food that would increase a specific stat within 24 hours. So if I ate a blueberry pie then that day I would not have to worry about being docked some intel. I think the system should be fairly lenient when it comes to preventing the decay, so for example eating a couple cornucopia could stave off the decay for most stats(maybe). Could have more advanced foods give a larger buffer until the stat decays as well. Q should play a roll somewhere too. A key point to focus on that it should be easier to maintain stats then it is to gain them. If you don't feed your miner his muscles will atrophy, makes sense to me.
Decay amount could increase in magnitude once weeks are past, but eh that seems harsh.
A way to send players into stasis for 2 weeks somehow wouldn't be awful either if done correctly as to prevent abuse as a locker for stuff or character protection. So no items in inventory or on character except for clothing(maybe clothing), none with active scents, and no one under siege. Should have to prep character for stasis 24 hours in advance as well even.
The system would have some threshold that a characters attributes and whatnot can't decay past, something like half of what was ever attained. Through inheritance the maximum cap could be increased. So lets say I die at 500 strength, and inherit to idk 200, and work my way back to 500 but quit for enough time to decay all the way to the threshold, but I would decay to 350, not 250.
Credos could come into play to increase the threshold for attributes, and overmax stats pass the cap.
I
know I didn't really consider abilities in with this, but those felt a bit like they needed a separate system. Some stats should remain stationary no matter what, while others should degrade without LP to maintain them, or usage of the skill. Cooking food staves off cooking stat decay, shooting staves off archery decay, fighting, well you get it. But I feel like exploration should not, and possibly some others. Needing LP to maintain skills would keep curios relevant to maxed characters, but once again it should be easier to maintain a stat at a level than it is to up it. Something like (The LP needed up the skill +1)/10 So if you are at 499 UA, and that last stat cost you like idk 50,000 LP to unlock, but 5000 to maintain for a day(or more), assuming you fight nothing at all to reduce the LP needed to maintain the skill. Seems reasonable to me, but don't get too hung up on the pretend numbers.
Stat caps coupled with decay maintains the grind and consumption that drives the economy while allowing for other players to reach the realm of relevant stats and makes the game easier to balance and develop new interesting content for.
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ydex
- Posts: 747
- Joined: Mon Apr 11, 2011 4:08 pm
Re: Please give us combat stat caps in the new world
if the decay is a low as 1% a day and the system is lenient it only promotes alts.
to maintain max stat needs to be very hard because of this.
I'd rather have the decay be on an increasing curve where the decay is lower closer to mid/avg stat and just gets alot higher as you push forward.
This means that each player individually have their own max stat according to how hard they manage to grind, but since its super hard to maintain maxstats these stats will still not be as bad as 9000k chars but rather hover around a maximum of double the non-decaying stat threshold.
Also stat increase on death is a horrible mechanic that just makes ppl kill their chars, similar to current credo bug.
to maintain max stat needs to be very hard because of this.
I'd rather have the decay be on an increasing curve where the decay is lower closer to mid/avg stat and just gets alot higher as you push forward.
This means that each player individually have their own max stat according to how hard they manage to grind, but since its super hard to maintain maxstats these stats will still not be as bad as 9000k chars but rather hover around a maximum of double the non-decaying stat threshold.
Also stat increase on death is a horrible mechanic that just makes ppl kill their chars, similar to current credo bug.
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