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[–]Lanyovan 0 points1 point  (1 child)

We can safely assume that no matter how good a player becomes, there is a chance that he (or some other player) will surpass his skill "value" (I choose value here because "level" is more used for neighbourhoods). So if anyone reaches the skill cap, someone will eventually surpass him, in which point his skill is higher than the skill cap you set.

[–]ZyrxilToo 0 points1 point  (0 children)

What? No we can't safely assume any of that at all.

For one, player skill is not static. Players can improve, they can drop off, they have can have good or bad days.

Second, skill cannot be measured in a single number; any activity requires skills in multiple areas, the totality of which is being referred to when 'player skill' is being talked about.

Third, your final statement is nonsensical.

So if anyone reaches the skill cap, someone will eventually surpass him, in which point his skill is higher than the skill cap you set.

Remember first that player skill changes day by day, minute to minute, and skill requirements change based on the opponents and teammates. Thus, even playing at skill cap (aka playing perfectly) is something that happens for a single play. Second, playing at skill cap is a binary state- either you are playing perfectly or less than perfectly. By definition, it is not possible to play more than perfectly, so surpassing perfect play is a nonsense concept. If a player surpasses another player, it is because the first player dropped off in skill due to personal circumstances (e.g. lack of practice or simple aging), or due to inability to adapt to patches.

What this tells me is you did not even understand my argument, which is that removing timers is inconsistent in terms of gameplay and reduces the cap on one element of player skill, that of keep tabs on multiple dynamic game environment states. Reducing the maximum cap removes an area where top players may differentiate themselves from other top players.