Mark Wedel wrote: > changing the cap isn't that hard. > > However, this has been done before - cap raised from 25 to 30, with a lot > of > the same discussions (too easy for any class to max gmout stats, etc). > > the basic problem is that unless the cap is really high (50+), it may not > make > much difference if better and better items show up. Perhaps related to that > is > a change that raised the max level - when that happened, then it made sense > for > those really high level quests to give out some good items that balanced with > it, so you now got better items, and so getting that max stat became easier > again. > My thought on this issue with raising the cap, is that if better and better items show up, THAT is the problem. Given the current state of things, we could lower item bonuses and natural starting stats instead, however I believe that it would be easier to change or remove the caps AND be strict about not having too powerful items.
> This can not be taken one piece at a time - the entire character life cycle > needs to be examined, in particular: > > - Is there a max level in the game? If so, what should be it? > - Is there a max stat value in the game? If so, what should it be? > - What should be the highest stat adjustment any single item in the game > should > give out? > > Last question is somewhat important. IF the answer is say 5, then you > probably at minimum need the stat cap at least 25 higher than max natural > stats > (get 4 rings of that and it is 20. Or 2 rings, sword, amulet, etc). What I'm pondering right now, is why should we need artificial caps on level or stats at all really? Why not instead just make the items and bonus calculations balanced with eachother? I think that caps are unnecessary if that is done right really. Alex Schultz _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

