Chakravanti wrote:Fuck you all. OP is right.I think so and I understand the math of this game. Infinate stats are not what make this game great. They are one good novelty of an incomplete system. I think I'd actually like to see something somewhere in between. Rather than an actual cap, create an extra scaling cost to purchasing new skills on top of the current cost based on total skill/attribute level. This way it is still theoretically infinite but makes the margin of difference for very high end characters closer. This keeps the value of a capless system and retains what I see of value in the op's suggestion.
Yes current game mechanics already favor alting hence my long buried suggestion about siege mechanics and warfare attrition and also why this mechanic is less about forcing people to alt than it is about adding a new dynamic of gameplay difficulty to high end character development.
Also I distinctly remember something about Loftar wanting to get around to letting us multibox from a common account.
Caps are the wrong way to solve any problem, in my opinion, unless the mechanics are designed around said caps. I'm not saying that implementing this is a bad idea, but it needs a lot more work than just skill/attribute capping. (Of course, this would more or less effectively cap item levels, too.) I do like the idea of increasing costs of going higher and higher in skills more. The question is how much to make it balance mathematically?