OK Jorb, Loftar, if you are open to some experiments:
1.)
Dramatically reduce map generation size. Possibly as much as 50%.
a. Player interaction and community is a core part of the game, distance can facilitate or detract from this.
b. Lack of fanfare for the new 16.1 server is likely to draw much fewer players.
c. Server population will be split between two servers, so the need for such a gigantic map is much reduced.
2.)
Character's skill softcap contributes beneficially to hand crafted items. This would raise the quality of crafted items by skilled crafters. Harvested items, like rocks from mining or hide from butchering remain unaffected.
Hardcap all hand crafted items at 500q. a. Minimal effect on early game progress as player will have low crafting stats.
b. Helps to ease the slaving tedium of quality grind (bone clay etc) once crafters have higher skills.
c. Real world historical precedent. Skilled blacksmiths can take low quality iron and work the impurities out to make higher quality weapons and tools because of their skill.

For example: what we currently have with the character's skill only counts against us with the softcap. You have no benefit from being more skilled.
What I am proposing is that the softcap be allowed to benefit the crafted item, and bring the quality up. Something like this:

d. Why differentiate between
crafted and
harvested items? I feel like this makes sense and keeps high quality resources valuable.
e. Why hardcap all player crafted items? Two things:
.1- Without hardcapping all character crafted items you've added tedium back back to the grind now with no end in sight to stat grinding in addition to an ever ballooning quality grind.
.2- Eventually, with enough time, lp, and persistence-- everyone can have the opportunity to use end game gear.
f. Helps to alleviate gear fear aversion to the risk of PVP. If your crafter can make you replacement items near or similar to what others have it's less devastating to lose your good stuff. More fun, less crying.
Last edited by _Scipio on Fri Nov 07, 2025 8:18 pm, edited 1 time in total.