Cap the strength stat.DatOneGuy wrote:
On walls/objects however, how do you propose a fix?
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Brickbreaker
- Posts: 331
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Re: limit combat lvl (melee and ua)
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joojoo1975
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Re: limit combat lvl (melee and ua)
theTrav wrote:oh great, even more invincibility, that's EXACTLY what we needjoojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon
i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.
my 0.02$
would u mind telling me what u didnt like bout the idea, instead of just rolling ur eyes?
that way we can critique ur thoughts on the idea you like or dislike
thanks.
To Protect The Helpless From The Heartless
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Brickbreaker
- Posts: 331
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Re: limit combat lvl (melee and ua)
What he meant was your idea works both ways.joojoo1975 wrote:theTrav wrote:oh great, even more invincibility, that's EXACTLY what we needjoojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon
i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.
my 0.02$
would u mind telling me what u didnt like bout the idea, instead of just rolling ur eyes?
that way we can critique ur thoughts on the idea you like or dislike
thanks.
The stronger players will become even stronger since noone can touch them with even higher defensive stats.
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Jackard
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- Location: fucking curios how do they work
Re: limit combat lvl (melee and ua)
remove combat skill values
lessen/remove the impact attributes have on combat
make this shit more challenging and less of a grind so everyone can participate
lessen/remove the impact attributes have on combat
make this shit more challenging and less of a grind so everyone can participate
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Resture
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- Location: Forest
Re: limit combat lvl (melee and ua)
I agree with this.Jackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat
make this shit more challenging and less of a grind so everyone can participate
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Jackard
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- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: limit combat lvl (melee and ua)
Given the massive impact it can have on any character, EVERYONE should be able to play a meaningful part in combat WITHOUT grind! Death to the exclusive country club!
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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sabinati
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Re: limit combat lvl (melee and ua)
thisJackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat
make this shit more challenging and less of a grind so everyone can participate
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: limit combat lvl (melee and ua)
Hard caps would be dumb. You think hard capping melee and unarmed will make everyone in the game start training combat? Farmers who didn't train combat skills at all would still die. It has less to do with "super high skill levels" and more to do with people having their "hunters" train 30 into marksmanship and sling killing things then crying when someone with 150+ combat was able to roll their face.
'Soft caps' are all that's needed. DR with the increased LP cost is fine. Maybe anything after 200+ starts having half the effect, and after that 1/4. You'll always be able to bridge the gap since training 10 ranks for super combat person costs the same as training 1-100 for you.
Farmers will whine they can't make great weapons on par with people who put effort into it, so smithing skill can be removed too.Then they'll cry about not getting high level animal parts. So survival can go too. If you cater to people that think a skill should be removed because they don't feel like leveling it but still want to be good, you might as well remove them all.
Also, remove thanes.
'Soft caps' are all that's needed. DR with the increased LP cost is fine. Maybe anything after 200+ starts having half the effect, and after that 1/4. You'll always be able to bridge the gap since training 10 ranks for super combat person costs the same as training 1-100 for you.
Farmers will whine they can't make great weapons on par with people who put effort into it, so smithing skill can be removed too.Then they'll cry about not getting high level animal parts. So survival can go too. If you cater to people that think a skill should be removed because they don't feel like leveling it but still want to be good, you might as well remove them all.
Also, remove thanes.
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Jackard
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- Location: fucking curios how do they work
Re: limit combat lvl (melee and ua)
you begin to catch onspringyb wrote:you might as well remove them all.

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theTrav
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Re: limit combat lvl (melee and ua)
Soft cap in the form of diminishing returns already exist, both in LP cost to raise skills and FEP cost to raise stats. They are not effective, they just reward the grinders by discouraging most people from participating.