Rekarafi wrote:How about a suggestion? If you idle doing nothing ingame (not walking, typing, sorting things in your bag) for a couple of minutes your skill cap stops fading. It also does when you switch out of the Illarion window and do sth. else. So you could idle without any problem, you would just not get any benefits from it.
Is the point of this to remove annoying idlers who had a legitimate reason to go afk, or powergamers from going afk to wait out skillcap?
If this is about removing idlers, a kick would suffice, and there's no need to involve skillcap.
If this is meant to stop people from training efficiently, it's probably not going to work, and the more complex system you design, the more challenge it is for a grinder to try and go around it.
This, for instance, fairly exploitable. Walk yourself into a mountain and jam the walk key. Client keeps sending the walk signal, and you guaranteed to not go anywhere. Or they will just start going into whisper and run macros for emotes.
If you truly want to eradicate powergamers, and that is, completely, you have to wipe all chars, and get a new system in, where skill points are granted based on roleplay value. I.E. a rating system, if players award points to other players, their chars gain skill points. Like, you could have something like "whose rp did you like today" but automated and linked to skill gain.
But again, like any system, this is also exploitable and will quickly lead to mutual RP-approvals and popularity contests. The current profile rating system is a good proof of that.
You'd literally have to make PGing impossible, like, award x skill points to be gained per day, at login. You login, and blam, you have them all to distribute as you wish, and you cannot gain more till next 24 hours. And make that unchangeable, fixed, static for everyone. If you login, you get those points, if you don't, you don't.
Fix all characters to have same learning rate. Then, you will get rid of powergamers, and only people who login every day - will have high skill. But that hardly makes them powergamers, it just makes them active participants.
Basic premise of the problem: if there is a condition that allows one character to level up faster than another, a form of powergamer
will emerge.