Lots of flaming going on about the capping system but i think there could be like a best of both worlds.
The idea is simple: Making a mechanic that could make you go past the caps, whether you are subbed or not (other than gear of course)
One idea would be to have certain foods that are very rare, like troll meat to allow you to go through the cap, say when you eat a piece of troll meat, that FEP progress can breach the cap.
The other idea is reimplementing the numen system, with a ritual that gives you a buff. Every FEP event that occurs during the buff goes through the cap.
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razfen
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Ways of going through the cap
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Granger
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Re: Ways of going through the cap
A cap that you can ignore isn't a cap.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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subie
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Re: Ways of going through the cap
This could work really well if it was a temporary buff past the cap, that would degrade rather quickly( a few hours ).
It could be used as an incentive to save up huge amounts of lp or special foods, that you could feast on before a raid, or before trying to do some serious crafting to edge out a few more quality points. Thus making it more of a soft-cap with very gradual and/or temporary gains to be made endgame.
It could be used as an incentive to save up huge amounts of lp or special foods, that you could feast on before a raid, or before trying to do some serious crafting to edge out a few more quality points. Thus making it more of a soft-cap with very gradual and/or temporary gains to be made endgame.
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razfen
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Re: Ways of going through the cap
My thoughts exaclty, should have mentioned it in the OP that the buff should be temporary (time perhaps based on numens used).subie wrote:This could work really well if it was a temporary buff past the cap, that would degrade rather quickly( a few hours ).
It could be used as an incentive to save up huge amounts of lp or special foods, that you could feast on before a raid, or before trying to do some serious crafting to edge out a few more quality points. Thus making it more of a soft-cap with very gradual and/or temporary gains to be made endgame.
An idea not posted is not an idea.Granger wrote:A cap that you can ignore isn't a cap.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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TeckXKnight
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Re: Ways of going through the cap
As much as I hate the idea of the cap making it trivially easy to overcome the cap is probably worse.
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Redlaw
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Re: Ways of going through the cap
I rather them speed the stats gained based of payment state, or just raise the cap to the point it feels right.
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Kalacia
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Re: Ways of going through the cap
i get what s/he is saying. And i understand it as so:
have a base cap that most people can get to. Then have items, that are not purely farmable... and not solely achieved by having super stats and steamrolling shit.
Say troll meat: trolls need a cave, lets then say they spawn once a week. But will need a number of players to take down. (yes this sounds a lot like a group dungeon from MMOS. Because it is.). When you kill the troll, you get troll hide (to make awesome stuff), some curios and the meat.
You then need to do things with the meat. You need skilled cooks and a number of other items to produce the item needed to raise a skill cap.
Now after a while trolls would be boring to fight. So have a skill cap on how far trolls can raise your STR or whatever.Then have super bats. Or thorny bears. Any number of "rare" animals will give people a reason to explore. In theory, only subbers will have the time to get the tech, and the village infastructure to get these. it forces hermits who want these goods to trade for them.
have a base cap that most people can get to. Then have items, that are not purely farmable... and not solely achieved by having super stats and steamrolling shit.
Say troll meat: trolls need a cave, lets then say they spawn once a week. But will need a number of players to take down. (yes this sounds a lot like a group dungeon from MMOS. Because it is.). When you kill the troll, you get troll hide (to make awesome stuff), some curios and the meat.
You then need to do things with the meat. You need skilled cooks and a number of other items to produce the item needed to raise a skill cap.
Now after a while trolls would be boring to fight. So have a skill cap on how far trolls can raise your STR or whatever.Then have super bats. Or thorny bears. Any number of "rare" animals will give people a reason to explore. In theory, only subbers will have the time to get the tech, and the village infastructure to get these. it forces hermits who want these goods to trade for them.
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TeckXKnight
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Re: Ways of going through the cap
No matter how rare you think a material is, it's really not difficult for groups to get them. Worse, the numen system was frankly awful and was abused to hell and back because of it. I stand by saying that, while adding a cap is bad, making it trivial to ignore the cap is worse.
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flagmaster
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Re: Ways of going through the cap
I've already posted but.
It can be done that cap is raised each month by some value (10% or so).
So average progression goes without notice, while too fast progress is slown down a bit
It can be done that cap is raised each month by some value (10% or so).
So average progression goes without notice, while too fast progress is slown down a bit
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Kalacia
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Re: Ways of going through the cap
flagmaster wrote:I've already posted but.
It can be done that cap is raised each month by some value (10% or so).
So average progression goes without notice, while too fast progress is slown down a bit
^^ this guy, i like this idea so much i'm sad i didnt think of it.