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.
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.
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.