On a second thought we might both be right though. Progression in early worlds is pretty different, we're all discovering new things, buying new skills, exploring new places, changing equipment from fur to leather to steel etc, finally beating boars and bears, and even quality is meaningful bc it makes a lot of difference to go from a q20 to a q40 saw.
So maybe we end up associating grinding with dopamine reward in the early game, but then we keep reproducing that behavior in the late game just because it became a habit. But who knows, man.
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ven
- Posts: 1120
- Joined: Tue Feb 09, 2016 12:17 am
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bladeking230
- Posts: 85
- Joined: Mon Dec 05, 2011 8:59 pm
Re: Please give us combat stat caps in the new world
Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Please give us combat stat caps in the new world
that's called the legacy servers.bladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved
it's basiclly PvE.
Go have fun.
Administrator of CoS
game ideas
game ideas
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CTheRain
- Posts: 151
- Joined: Wed Nov 05, 2014 7:30 am
Re: Please give us combat stat caps in the new world
PVE.... Walls being spammed everywhere... Bots deforesting the world... Territory control worse than current servers (look at ARK PVE. The PVP in PVE is territory control and landgrabbing electric boogaloo.)... Insiding also becomes the PVP in PVE too... You may think you want it but you don't.bladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved
We buy things we don't need with money we don't have to impress people we don't like.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Please give us combat stat caps in the new world
The population is too low to divide the playerbase and the PVPers rely on the carebears to make their shit so a world of PVE players and a world of PVP players just wouldn't work out the way you're expecting it tobladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved
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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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Please give us combat stat caps in the new world
DeadlyPencil wrote:I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.
what if we took the damage formula for weapons which is the following:
150 x sqrt( sqrt(quality x strength) / 10)
and we changed it so the effect strength has can only be 4x the quality of your weapon, so:
150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)
This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.
I think something like that would be good for the game.
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ctopolon3
- Posts: 488
- Joined: Mon Nov 23, 2015 10:22 am
Re: Please give us combat stat caps in the new world
here just needs double(another) sqrt on attributes, because them increases alot faster than Q
p.s. same with mining (abuse food system to 5lvl mining at 1month of world (q40pickaxe 1200str))
p.s. same with mining (abuse food system to 5lvl mining at 1month of world (q40pickaxe 1200str))
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Zampfeo
- Posts: 652
- Joined: Sun Apr 25, 2010 8:30 pm
- Location: USA
Re: Please give us combat stat caps in the new world
If we had softcaps on skills/stats based on the quality of tool with diminishing returns, it'd be much easier to catch up and prevent runaway stats while not boring neckbeards. For example, instead of using quality*strength, use quality*(min(quality, strength) + log(strength-quality)).
As the world ages, higher quality tools, food, and curios will be available so that new players can catch up faster.
Then just add better decay mechanics and I think worlds could last much longer..
As the world ages, higher quality tools, food, and curios will be available so that new players can catch up faster.
Then just add better decay mechanics and I think worlds could last much longer..
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_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: Please give us combat stat caps in the new world
Yeah, something like this would be cool. Need to do something about agility, con, ua & mc too, I think.DeadlyPencil wrote:DeadlyPencil wrote:I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.
what if we took the damage formula for weapons which is the following:
150 x sqrt( sqrt(quality x strength) / 10)
and we changed it so the effect strength has can only be 4x the quality of your weapon, so:
150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)
This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.
I think something like that would be good for the game.no one responded to this idea. Wouldn't this be perfect? if you got 100q weapons at the start of the game, that's a 400q strength cap, if you got 500q weapons near the end of the game, that's a 2000 strength cap. So you can grow ur strength as your quality grows.

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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Please give us combat stat caps in the new world
That's because of the insane FEP inflation: 300% efficacy thanks to bonfires and salt, sub bonuses, realm bonuses, satiation bonuses, etc. LP skills are nowhere near Attributes thanks to all of that shit.ctopolon3 wrote:here just needs double(another) sqrt on attributes, because them increases alot faster than Q
Fix FEPs.




