I understand the game is still in the testing phase and what not, but is there a reason why the energy system was put in place? I want to play more but the energy system wont let me =(
Energy System Question
I suspect that the real reason for including energy in the beta... was to figure out how to price things, once the game goes live. To figure out how much play time people get from a given purchase, it's necessary to limit their play and see what they spend.
Whenever the game goes live (be it weeks, months, or a year from now), we'll be refunded all the energy we purchased, plus an additional bonus percentage, as an incentive. It still requires spending real money, but it reduces the risk somewhat if energy is overpriced now.
I'm not going to lie, energy definitely disappears way too quickly.
But it's not so much a fault of the system, but rather the game itself.
Crafting sucked a lot of my energy, probably about 40% of what I've spent so far, just experimenting with it.
But once people reach a later stage in the game, I see energy buying dipping considerably, simply because the rate at which you use it and the rate at which you earn crowns would level out to the point where buying 100 energy for 6k would net you an outright profit in doing dungeons, as well as give you a chance at getting rares.
I'm not sure how you can really fix that, it's an internal part of the design that is creating the imbalance. Reducing Crown earnings would just be a quick fix, essentially forcing people to buy energy or wait for mist energy at any stage of the game.
Which is not ideal, considering that crowns disappear even quicker than energy.
To really fix it, prices for things need to balance out with a system that lets you earn Energy while playing the game, not so fast that players can play completely for free, but enough that there is less dependency on Mist Energy and so that free players can craft 3~4 star items every so often.
Say, you could potentially earn 30~50% of the energy you spend playing the game.
I think that coupled with a slightly reduced crown gain (10~15%) would level it out quite nicely.
In my opinion, I think energy usage in elevators should vary depending on the town your in
Like from Haven to Moorcroft, its 5 each level
Moorcroft to Emberlight is a little more
Emberlight to core is more than that
Of course theres gonna be more towns, and we dont want to make it too rough later down
Or too little higher up
>To really fix it, prices for things need to balance out with a system that lets you earn Energy while playing the game, not so fast that players can play completely for free, but enough that there is less dependency on Mist Energy and so that free players can craft 3~4 star items every so often.
Say, you could potentially earn 30~50% of the energy you spend playing the game.
There is such a system. It's the energy trade. You can buy energy from other players using the crowns you probably weren't going to spend on anything else. I didn't actually buy any energy, but I traded for quite a lot of it.
That said, I still think there should be some things for early players to do that doesn't cost quite so much energy, and the energy cost of crafting should start a lot lower. When the game is live and there are a lot of crowns in circulation, the new players won't be able to afford any energy so they'll end up getting stuck with nothing to do, and may end up quitting before seeing a lot of the game.
> the energy cost of crafting should start a lot lower
As I mentioned earlier, having zero and one star recipes for 12 and 25 energy is a good place to start. Start with no rare drops, just the 200 vendor items and common mob drops.
Yeah, pretty much something like that.
My title says it all
This is simply their business
They need some type of way to make money
And this was probably their best idea for now
It limits the game to a point where its kinda overboard, I know
Theres a lot of people who want it to change too, don't feel alone