Not that I am round or do much anymore apart from lurk so my opinion is not worth much, but this statement is 100% accurate.
- Jerry the Miner wrote:
- Having a cap means you need to put thought into your characters and creates purpose for each character. Otherwise I would have one character with GM in everything and only run around with one player.
I know the decision for this has been finalised but I thought I might provide some insight into why skill caps are there and why being reserved in adjusting them should be handled carefully.
Having no skill cap removes the need for having multiple characters with multiple armor and skill sets, this impacts on the economy(not that UO has the best economy anyway) and the servers crafter's more directly because there is much less demand for high end items as there is less characters in the world.
But it does not stop there, think about other consumables that are used on a per character basis(i.e Power Scrolls, Stat Scrolls) the value of these is also potentially affected as there is less demand for them.
You could argue that different character use different skills anyway, but there is a potential for two different characters to require +105 in a skill but this is subject to the players build.
No skill cap means it is easier to do most everything because a progress guard is lifted, that progress guard comes in the form of needing to build alt's up to the point of being viable in whatever role you build them for, which costs time and items.
But it goes much deeper than this, sure it is easy to make a no skill cap server, and it is convenient having a character that can do it all but it does not come without a price and if the server is not built to accommodate such a change then it can have negative impacts on many fronts especially if things have not been developed to accommodate such characters.
- Great to see the server chugging along, and awesome to see people drop in here to discuss, Henry has done an awesome job!
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