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Planned Changes For Energy System


Daisy

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Hey all,

 

We will be making the following tentative changes tonight (green = done):

  • Max energy will be increased to 1000.
  • Regeneration rates will be kept the same at 2/minute. This means it will take 8 hours 20 mins to regenerate full energy bar.
  • 'Powerful' crafts - ie diamond armor, explosives, etc - will have increased energy use values.
  • Arrows will have decreased energy usage.
  • Various crafts will have energy use and XP gain changed for ease and consistency.
  • The skill tier multiplier will be increased: 1/3 energy use at Aengullic rather than 1/2.
  • A few food and alchemy items will have energy boosts added (tentative on if I can get this done in a timely fashion, if not today then this weekend).
  • Issues with enchanting books will be fixed.
  • Fixed buckets getting eaten
  • Humans (highlanders, heartlands, farfolk, adunians) will have a racial profession buff added: 
    Fast workers: Given there short-lived lives, humans work faster with the time they have. +15% energy regeneration rate.

 

Let me know what you all think of these or what else we could do to make the system better - I'll try to get in what I can for tonight based on your feedback.

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Maybe you could remove the system and ask the community what they want before installing a rushed crafting system.

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This happens when you don't announce or test ****.

 

be prepared for daily code balance for the next two months because of that mistake.

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I feel you should focus on your current feedback and situation rather than opening a completely different subject and doing something drastic with this system. Otherwise you might just open another can of worms.

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19 minutes ago, Ended said:

I feel you should focus on your current feedback and situation rather than opening a completely different subject and doing something drastic with this system. Otherwise you might just open another can of worms.

 

This is directly based on the feedback from the announcement thread - it is the exact same subject.

 

And no, this wasn't rushed - however there were some oversights. If we had announcement it before it was implemented there would have been people who figured out ways to transition. Further, testing is not a magical 'fix-all' for all foreseen problems. and it's actually much easier to find and fix issues when its live - it won't take long to get this system balanced.

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2 minutes ago, Kowaman said:

 

This is directly based on the feedback from the announcement thread - it is the exact same subject.

 

And no, this wasn't rushed - however there were some oversights. If we had announcement it before it was implemented there would have been people who figured out ways to transition.

 

The subject is based on the implementation of this system, something which many people do not appear happy with- You are changing the subject as this is not what you're addressing.

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We asked for nexus to be removed, not this. 

This is turning into an endless circle of you guys trying to avoid its removal, but please, if you want to implement something, ask the community first.

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56 minutes ago, Kowaman said:
  • Humans and human sub-races (excluding halflings) will have a racial profession buff added: 
  • Fast workers: Given there short-lived lives, humans work faster with the time they have. +15% energy regeneration rate.

Instead of just Halflings and Humans, to make it fair for everyone you could make it so your racial profession has -15% energy cost instead of just Humans getting a buff. But on another note you should either cap professions at Aengulic or add bonuses for the levels past that too, because of course people will go past that because they can.

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