If you want to increase the DR on combat skills, change the LP cost from (newskilllvl*100) to (newskilllvl^2). Easier to get to 100, harder after that. 300 melee would cost 90,000 LPs instead of 30,000.
I'm pretty sure they don't want to reduce the effects of specialization like that though.
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springyb
- Posts: 695
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Re: limit combat lvl (melee and ua)
Yeah I agree, but people putting in more effort deserve to get better results. Adding a decrease in skill benefit after a certain amount would offer much less of an advantage. Hypothetical numbers here but say after 200 combat skill value, each skill gives less of a bonus to combat. Maybe 1/4 or something, so a person with 300 combat skill would only have an effective skill of 225. After 300 it could drop again and so on.theTrav wrote: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.
They'd have the option of pushing their skill level, but not really having a huge advantage. IE 1v1 the advantage should be enough to win but in a 1 vs a village or group vs group, it wouldn't make a huge difference.
A hardcap would only remove the "warrior" caste because once you hit that combat cap, you'd just level another skill to an even higher skill value eventually. People who were dedicated could have an entire village of people doing whatever jobs while also secretly being a ninja warrior. That doesn't too appealing.
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Brickbreaker
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Re: limit combat lvl (melee and ua)
I like the emphasis on skill over stats greatly too. But what would this mean for the older characters?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
Would a freshly made farmer be able to take on an older player by just putting on a bit of armour?
Also won't that mean there isn't a need to specialize in warriors?
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Thijssnl
- Posts: 2389
- Joined: Fri Mar 12, 2010 9:09 pm
Re: limit combat lvl (melee and ua)
Amen.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
- Posts: 8849
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Re: limit combat lvl (melee and ua)
Correct. And that is exactly how it should beBrickbreaker wrote:I like the emphasis on skill over stats greatly too. Would a freshly made farmer be able to take on an older player by just putting on a bit of armour? Also won't that mean there isn't a need to specialize in warriors?

fuck the warrior caste
refund of LP, although might be a bit pointless since devs have been working on LP replacement for last month or soBut what would this mean for the older characters?
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Lawbro
- Posts: 19
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Re: limit combat lvl (melee and ua)
I've got to agree, for the most part, with the people against a hard cap.
There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.
But with an issue like sieges, a cap may be necessary. Why not just make it completely dependent on siege equipment, which would do a fixed amount of damage to walls? There could be a skill value requirement for str con and dex to use it in the first place(as to keep people from running around sieging everything with alt characters), but after that, making them completely independent of skill values.
As far as defense in general, why not have a buff for fighting on your own claim and terrain, and several upgrades/buffs to anything within the village claim purchasable with LP or a system like those ancestral offerings?
There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.
But with an issue like sieges, a cap may be necessary. Why not just make it completely dependent on siege equipment, which would do a fixed amount of damage to walls? There could be a skill value requirement for str con and dex to use it in the first place(as to keep people from running around sieging everything with alt characters), but after that, making them completely independent of skill values.
As far as defense in general, why not have a buff for fighting on your own claim and terrain, and several upgrades/buffs to anything within the village claim purchasable with LP or a system like those ancestral offerings?
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: limit combat lvl (melee and ua)
I'd love to see something like you suggested, especially a way of buffing your area and you within it with certain LP/numen. However further discussion would be best in it's own thread most likely.Lawbro wrote:I've got to agree, for the most part, with the people against a hard cap.
There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.
But with an issue like sieges, a cap may be necessary. Why not just make it completely dependent on siege equipment, which would do a fixed amount of damage to walls? There could be a skill value requirement for str con and dex to use it in the first place(as to keep people from running around sieging everything with alt characters), but after that, making them completely independent of skill values.
As far as defense in general, why not have a buff for fighting on your own claim and terrain, and several upgrades/buffs to anything within the village claim purchasable with LP or a system like those ancestral offerings?
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Skorm
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- Location: on a house, with a computer
Re: limit combat lvl (melee and ua)
"-hello bob, what are you doing.Lawbro wrote:I've got to agree, for the most part, with the people against a hard cap.
There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.
-playing H&H
-oh, it seems nice
-yeah its preatty original, oh WTH
- I Think you just got fucked........."
so, yeah, dont change anything cause it is original, can we have fliying turtles whit automatic banana laser guns as well ?
~art By SacreDoomd_datica wrote:Get the damn server back up before I go back to having a life
USER WAS PUT ON PROBATION FOR THIS POST
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: limit combat lvl (melee and ua)
I'm not against keeping the dark arts in as barriers of some kind (rage, murder), that way it would take a while before new players could start shit themselves. Once shit is started though I don't think it is bad for them to be able to defend themselves, advantage goes to he with the best gear and the most skillJackard wrote:Correct. And that is exactly how it should beBrickbreaker wrote:I like the emphasis on skill over stats greatly too. Would a freshly made farmer be able to take on an older player by just putting on a bit of armour? Also won't that mean there isn't a need to specialize in warriors?
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Jackard
- Posts: 8849
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Re: limit combat lvl (melee and ua)
this discussion does not concern the actual skills, we are speaking of skill values and attributes.theTrav wrote:I'm not against keeping the dark arts in as barriers of some kind (rage, murder), that way it would take a while before new players could start shit themselves. Once shit is started though I don't think it is bad for them to be able to defend themselves, advantage goes to he with the best gear and the most skill
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”