Well, capping just will make factions fight on similar level and make it easier for other people to join I think? But, is it really that good solution?
But on the other hand, it doesn't matter how tedious You will make FEP gain, factions will always manage to find this or another way around to gain as much advantage and leverage against others.
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Aceb
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AntiBlitz
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Re: Dynamic Stat Cap
i know this is going a bit off topic, but why dont the drinks just fill your hunger bar as you drink them and qa effects how much they fill it and such. I mean, anyone here knows the feeling of filling up on a drink before eating and not eating much. It might not out right solve the problem, but it would certainly slow it down a lot as people would try to keep it in the 300% category.Redlaw wrote:yes we need a better state flow not caps, everything should debuff itself, drinks as they are need to go, and bonfires need a rework/nerf.
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dafels
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Re: Dynamic Stat Cap
The foods are okay, the feasting bonuses are not, I will show you a example:
The pumpkin pie is giving 60.79 FEPs as base

Now when I feast it: It gave me 1391 FEPs!!!!!!! The feasting bonuses gave me 23x increase of the base values. I could have got more if I would have repaired all symbel items and got all satiations up to 125%.

This is what needs rework, not food base values.
The pumpkin pie is giving 60.79 FEPs as base

Now when I feast it: It gave me 1391 FEPs!!!!!!! The feasting bonuses gave me 23x increase of the base values. I could have got more if I would have repaired all symbel items and got all satiations up to 125%.

This is what needs rework, not food base values.
Last edited by dafels on Tue Jan 30, 2018 9:43 pm, edited 1 time in total.
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Ysh
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Re: Dynamic Stat Cap
What you display here seems as problem. But it is possible that there is more than one problem with food in game.dafels wrote:no, you guys have no idea of the problem. The foods are okay, the feasting bonuses are not, I will show you a example:
The pumpkin pie is giving 60.79 FEPs as base
Now when I feast it: It gave me 1391 FEPs!!!!!!! The feasting bonuses gave me 23x increase of the base values. I could have got more if I would have repaired all symbel items and got all satiations up to 125%.
This is what needs rework, not food base values.
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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shubla
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Re: Dynamic Stat Cap
So basically adding more timers. To raise stats over X you have to wait.. Does not sound like a good solution of any kind to me.
Symbel bonuses mentioned above seem to be a bit of a bigger problem. Salt should be nerfed and those bonuses too. Hunger timer is useless if you can just eat some salt.
Symbel bonuses mentioned above seem to be a bit of a bigger problem. Salt should be nerfed and those bonuses too. Hunger timer is useless if you can just eat some salt.

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Luanes
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Re: Dynamic Stat Cap
Since you're talking about satiations i'm here to bring my topic viewtopic.php?f=48&t=59686&p=763000&hil ... 80#p763000
I really think we should discuss it, I guess the FEP food are okay too, but the bonus ( symbel, hunger bar and satiations ) are too high. We can change them to another thing(another mechanic). Jorb said that my suggestion can be boring and have side effects, but let's think more about the food / hunger and all.
I really think we should discuss it, I guess the FEP food are okay too, but the bonus ( symbel, hunger bar and satiations ) are too high. We can change them to another thing(another mechanic). Jorb said that my suggestion can be boring and have side effects, but let's think more about the food / hunger and all.
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DDDsDD999
- Posts: 5766
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Re: Dynamic Stat Cap
Everyone's known feasting has been broken forever, there's so many bonuses to FEPs that everything just one-taps your FEP bar. Realm buff, satiations, efficacy, symbel, pepper, it's retarded. I think that stuff is what needs to be fixed more than anything else.
But if a cap were ever implemented, having it tied to gear and still allow infinite scaling would be the best way to do it.
But if a cap were ever implemented, having it tied to gear and still allow infinite scaling would be the best way to do it.





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Burinn
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Re: Dynamic Stat Cap
Alternatively, keep the current system but nerf the bonuses? 
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Luanes
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Re: Dynamic Stat Cap
I guess both should be done( cap and nerf on the bonus). Aiming for a "perfect world", make slower the stats progression and put a "high dynamic cap" based on something (quality? X world length) so the cap would just prevent titans showing up too early.Burinn wrote:Alternatively, keep the current system but nerf the bonuses?
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jorb
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Re: Dynamic Stat Cap
Big question. Not entirely opposed to stat caps one way or another, but also intend to rework food.
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