Quote Originally Posted by ocoma View Post
IMO a hard cap would be better for a few reasons.

First if you want to bring macro's into the equation, a soft cap is more beneficial to the macroer. Unless the skill decay is severe, and I'm talking minutes, a macroer can incorporate multiple skills into a single macro. They would be able to train up new skills while still maintaining their current skills to reach well beyond the cap. If it is possible to do it, people will find a way to do so.

Secondly a hard cap would mean an entirely balanced playing field amoungst players. You get your 500 points or whatever and thats that.

Then there is the "pissed off factor". With skill decay I personally would be pissed if my running or swimming leveled up and took me over the cap without my knowing it and than I lost a point from one of my GM'd skills because of it. You may not immediately lose a point to decay once over the cap, but I could easily go a day or two in game and not make a tool cause I was doing other things like traveling across the map for a trade deal or something. To get from 99 to 100 in toolcraft was over 2000 craft attempts(I don't have the exact number I stopped tracking at 2k). There are any number of reasons a person may be online and not actively working on their skills. Since things like swimming, running, and combat skills from defending oneself from animals will constantly be leveling without the player actively wanting them to count toward their soft cap, people could very easily lose points from their high leveled and hard earned skills cause of things they can't control. Thats very likely to piss people off.

The above quote I posted in the another thread which is now simply about how to combat macros. I believe a seperate thread to discuss hard vs soft caps + skill decay is appropriate to see how others feel on this issue. I will comment a bit more on the above points below.

Point 1. Even if you take macros out of the equation, a soft cap leaves the possibility to be exploited. If it is possible to exploit there are players that will find ways to do so.

Point 3. This point above applies to both hard and soft caps. There are skills in the game that basically autolevel. It is not reasonable to force players to walk everywhere so that their running doesn't level, or not defend themselves when attacked so as not to level a combat skill. However when you combine this with a soft cap and skill decay it is going to potentially really piss people off when they lose points from skills they actually want cause they can't not level these "autoleveling" skills. If you remove skill decay from the equation then you run into the DF problem where everyone is a master of everything.

So what are your thoughts on skill caps?