I'm 7 months in casually(12-15hrs/week) with a 1 month break and I have ~310 natural HP but that's because I spent a large amount of my game time gathering wood/iron and crafting.
I'd like to see stat gains up to 50-60 increased and post 50 slowed down so that the total time is the same for max level but at least allow players to reach the 50 stat requirements for many skills/abilities within 1-2 months of 3hrs/day play without making them grind and take the fun of the game.
Players who play more should be rewarded with better characters than those who do not play as much.
However, players who play more should not be given grossly huge advantages over players who play less (such as have 80-100 more hit points than their competition).
Hopefully "diminishing" returns will address this.
Power characters can already heavily out-dps their opponents. They don't need a large pool of extra health to secure their advantage, but they should have more health because of their time investment.
I have faith that AV will address this in a fair, reasonable way.
I just hope diminishing returns just recalculates everybody's HP. I can't see how it could do anything other than recalc hp and still achieve the stated objective.
I think it's pretty lame that most of the guys I fight have 50-100 more hp than me. I think access to high end gear is enough of an advantage for vets like myself and we souldn't need to have 100 more hp than the newbies.
I love the fact that you can't see someone's 'level'.
Mostly you can figure it out based on how they move. Some move like oiled ferrets, and then its time to run.
Others run into trees, turn around and changes direction..
You know what IS hardcore?
Full loot is hardcore.
Free for all PvP is hardcore.
Competitive first person PvP is hardcore.
Sieging and destroying someone's city is hardcore.
Winning a battle against uneven odds is hardcore.
BUT FOR THE LOVE OF GOD, FUCKING GRINDING YOUR SOUL AWAY IN A BORING, REPETITIVE WAY, IS NOT... FUCKING... HARDCORE.
the game needs balance and content and it could also use a skill cap (better) or prestige classes (worse) to provide some diversity and limitations to character advancement. what it doesn't need, is to be made into a shallow pvp arena-like game with dumbed-down character progression by dull-witted, adhd kiddies like yourself. tasos has pretty much said so in the op.
you "i-want-pointless-arena-combat" clowns are fucking done. get over this and get over yourselves. you aren't getting guild wars or uo2. find a different game to cry about.
I was saying that the times they gave and the vague "mediocre" time that was stated makes me see that their version of mediocre is a lot different than my own. Skill progressions are fine with the exception of buffs/spell chanting could use a minor reduction in skill-up time but the beginning stats are a bit slow to get without forcing people to grind harvesting to raise them like Str/Vit. That's the only reason I have a decent amount of health(~310 natural) because I spent a good chunk of time investing in crafting and subsequently gathering.
The way the gathering is set up in the game right now is that it pushes people to do it strictly for statgains when they aren't crafters. I'd like to see lower str/vit gains from mining/woodcutting and increase the wisdom gains, then increase str/vit gains from combat so that people don't just mine for the stats. Crafters want wisdom so reward them with more wisdom for gathering/crafting and dial back on other stat gains from crafting/gathering. Melee and archery users shouldn't have to gather/craft to gain their relevant stats in an efficient manner.
p.s. the game needs caps, skill decay, and server wipes. the game doesn't need 2-weeks to a maxed out character. you aren't getting shadowbane2 or uo2. time to end the waterworks and get on with your lives.
p.s. the game needs caps, skill decay, and server wipes..QUOTE]
Wow.... pretty Fail. I hope you were joking.