Jackard wrote:these sort of games need a skill cap anyways
According to Rift and Raeph, there is one... It's just not a hard cap. What's your maths like? look up asymptote
Jackard wrote:these sort of games need a skill cap anyways
theTrav wrote:Jackard wrote:these sort of games need a skill cap anyways
According to Rift and Raeph, there is one... It's just not a hard cap. What's your maths like? look up asymptote
Potjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
sabinati wrote:Potjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
i think this is already actually in place
Jackard wrote:soft caps might as well be no caps, there are other forms of advancement besides skills
benefits of hard caps:
~ players are encouraged to band together
~ players that cannot learn everything become varied
~ players are more balanced. a warrior type relies on crafters and probably wouldnt be able to take on dozens of people
Crow wrote:sabinati wrote:Potjeh wrote:What I think is needed is a glass ceiling for character power. Ie there would be a certain power level that can't actually be reached, but can always be approached closer. At start it would go fast, but as you approach the line it slows down exponentially.
i think this is already actually in place
Well the mathematics of it are, but I don't think there is any code. Food intake required is always equal to your highest stat as far as I've seen.
Jackard wrote:~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
Jackard wrote:~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
Hamel wrote:Jackard wrote:~ players make alts and become less attached to single character. this is good for a permadeath game. this is even better for playtesters that are inevitably going to lose everything anyways.
Jorb and Loftar have said that players will keep their skills and the items in their inventories when the map resets. So, we're not going to lose everything.
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