this is in general discussions, because it is not an suggestion, bloody ^^
everyone: I am aware this wont be implemented, just wanted to here what you are thinking.
however, many dont get the point where it is similar to the duel points system, meaning every single mistake decreasing you value again, so playing dedicated is being rewarded rather than goofing around waiting for the ticks.
the system would put mistakes relative to accomplishments: low level and high level mistakes dont matter concerning low level accomplishments,
high level mistakes dont matter a lot versus medium level accomplishments but do matter concerning high level accomplishments.
low level mistakes by a high level character are devestating.
thats how a natural cap would be achieved.
little example of how i vaguely thought of it:
peasant will block and hit a few times, gets a wpf boost
intermediate has a series of a few good blocks, hits, maybe a faint, gets a boost
veteran does a chamber, gets a boost, than fucks up a block and gets a substraction.
all these boosts and supstractions would be scaled accordingly: high lvl players wouldnt win anything by perfectly blocking, but would loose some points for doing easy mistakes. the harder the mistake, the lesser the loss, the higher the achievement, the higher the win
(chase would become even more of a god, until he reaches a level where any mistake he makes gives him such a great penalty because its noobish considering his high acquired skill.
Torben would stay a peasant on foot forever, cause he cant block. maybe his riding and lancing proficiency would do the trick to not render him completly useless.
kinngrimm will dance around and block so many enemies at once, that his shield skill gets a boost, and random archer lands that perfect head shot accross them map, gets a huge boost, and than shoots his pal in the back not even 10 feet away and looses all he just gained.
I am thinking of a dynamic, evolving character system.