ChildhoodObesity wrote:They're already able to compete fine with the removal of spiraling.
Long term for sure. Anybody who is actively trying and doesn't have a Q400+ anvil RN just straight up doesn't know what they're doing, even if they're hermits. Very early on when there's lots of other things that need to be done immediately, stuff you probably don't even notice so much as a dedicated miner cuck, contributing enough time to maintain minehole/bone clay/miner strength parity with bigger groups while progressing everything else/leaving a bit of time for FUN is actually really demanding.
In world 11 we kept up with world leaders in anvil quality for ages before toning it down after a few months, but especially the first two weeks were really bad. Bleh and I KOed some Monke shitters, probably people not even wearing good gear by their standards, and it was nearly triple our quality. They were clearly like 2 mine hole below us or like 1 minehole + lots of incremental bonuses from other areas. Big enough of a difference that we really shouldn't be able to compete. We were for sure not being as efficient as we could've been, we spent a good bit of time having fun instead of grinding but compared to an average group we were for sure on the moon.
ChildhoodObesity wrote:because it gets easier to raise stats as time goes on.
TBH not really? The breakpoints that invalidate a lot of previous stat gains are 1) first gold symbel, 2) first/second set of salt spawns, 3) whales. After that even if your qualities double the rate at which you gain FEP doesn't increase much, and all of this happens in the first week or less. Pepper and mass pigs do a lot for lazier people as well I guess, but that's /much/ later.
ChildhoodObesity wrote:unless you like scale the time significantly longer than the times in snails example which would be way worse
I didn't put much thought into the example time-scale. If Jorbtar actually wanted to do the thing there should probably be a bit of discussion about time frames and what should actually be locked. Could be balanced around where the top 10% or 20% of players would expect to be after X period of time, instead of no time gating which is effectively balancing around the top 1%.