First off, I'd just like to state how much I love and appreciate this new LP system. It's done wonders to help keep the macroing maniacs and grind junkies (somewhat for this one) at bay and for that I am grateful. It's added several new aspects to the game that I thoroughly enjoy and I think with a little work the system can soon be perfected!
Anyways, the purpose of this thread is to point out that now that everything related to crafting (farming, cooking, smithing, etc.) has some sort of cap (read: quality raising process slowed down greatly) in place to keep you from needing to raise these skills insanely high, but combat skills have been left unaltered in any manner meaning that they will be, and are, raised the most.
With this new system it is rather easy to create one, two, three or more alts and give them curiosities if you have the means available, and you can choose to raise their skills accordingly. I know with the old system and macroing that this was still easily possible, and the new system remedies a little better, but I still dislike this very much. Combat alts are easy to create and even easier to let go of when the time comes. Eventually they will be abundant and it will suck.
Once a player has reached a point in one of his crafting skills where he no longer needs to raise it at that time, the rest of his LP starts going in to combat. If I'm not mistaken, there are already MANY players reaching and exceeding 300 in a combat skill, and possibly even 400 if I'm not mistaken. This sucks! Battles will hardly ever be based on skill and strategy, but rather an arms race to get the most players with the highest attack skills possible. The agility feature that was implemented awhile ago does help somewhat with this but it has very little effect when eventually you could be facing several players with 600 or more in melee or unarmed.
I truly believe that a system needs to be implemented that puts a soft cap on combat skills just as is now with the crafting aspect of the game.
I quote this idea as my example of a great way this could be achieved:
Potjeh wrote:Generally, I think that various pieces of equipment should all have their UA and/or Melee rating, and your total cap is determined by simple addition of all your gear's ratings. That would open room for a lot more strategy in equipment selection, rather than everyone wearing steel plate and dragon helm in a developed world. Oh, and thanes should just boost your cap rather than boost your actual melee, since it'd be too easy to make a competitive combat character otherwise (which would in turn foster griefing).
Thanks for reading and I hope I'm not alone with this opinion!
Edit:
Kaios wrote:It's not my idea per se, but rather an idea already voiced by several people on past occasions. I am merely giving it a bit of a bump because I think it is relevant now more than ever.
Anyways to answer your question, the way I see this being accomplished via equipment rating would be exactly what Potjeh's idea suggests. The way I understood it, you can still raise a combat skill as high as you like, but the equipment you're using determines how much of that skill you are actually able to utilize. Obviously personal beliefs should also play a role in this cap. Each piece of equipment you wear, armor and weapons alike (unarmed has knuckles now, fyi), increases the cap at which you can utilize your actual skill.
For example: You have 100 melee. (All equipment at Q10) Bronze sword has a rating of 10, Bronze plate has a rating of 30, Bronze Helm has a rating of 15. In total that is a melee rating of 55. This doesn't mean it adds 55 melee, but rather even though your melee is at 100, when actually in battle it will act as if your melee is only 55.
I think this system would be both enjoyable and a refreshing change to combat.