3. Pretty sure this is a holdover from WB where we got an attribute point as we leveled. But capping skills is very weird. If it was a super high cap like 60+ I could understand it because that would take longer than a character can live but yeah as is it's completely ****ing weird.
4. Yep TW is emphasizing grind. I always felt like WB was grindy but you could get to around level 30 and be pretty effective and if you worked hard it didn't take more than 20-30 hours but I have no idea how long it would take to get to level 30 in this game. 50+ hours? I personally can't play a campaign more than a few hours as it stands right now.
5. Of all the issues with leveling this one has to be the most puzzling and the most punishing for players.
6. I guess TW really hates players and wants to punish them for playing, because I can't see any benefit to doing something like this.
In Warband there were caps, but it was a little more complex. In general like this system better than Warband's, but I think resolving the differences is where Taleworlds is turning this one so convoluted. Weapon skills were all increased as you used them, and then you had the Weapon Master skill to increase their caps, as well as being affected by the main attribute if memory serves correct.... I could be wrong about the last one....
The skills were separate, though. Under Strength and Dexterity you didn't go directly to weapon skills, but rather to skills governing them.
So Taleworlds has revamped its systems, and combined these two fairly different systems which on the side of how it relates to other skill development I absolutely love and want to see more opportunities for some certain skills to be applied. But now because it all progresses through use and grinding, there's a change in progression from the steady Attribute and Skill Point selections in Warband. This is their solution, I guess.
What I think would provide a better solution might be to have level influence skill-caps. So a Level 2 character may start to slow at Bow progression around 30, but at Level 20 they won't see progress slow until the skill reaches around 200, maybe. I'd find something along these lines, maybe not my exact but arbitrary numbers here, a lot more agreeable and fun. Most importantly, it would satisfy the cardinal rule for grinding in games -- that it lead to increasing rewards, in this case building an enjoyable character to play and wreck all of Calradia with.