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Suggested clarifications & fixes for energy.

15 replies [Last post]
Tue, 04/19/2011 - 14:23
Leviathan
Legacy Username

A quick starter note: I'm a fan of the game, and I've already got ten bucks in on energy - and will be putting in more, over time. I'm not intending to leave the game anytime soon; I expect to be around a fair while.

Now, I feel that the energy system in the game needs some tinkering. It doesn't need a complete revamp, just a little tuning. Here are my thoughts on how to do that:

-The amount of mist energy a character accumulates over a day should stay capped at 100, but there should probably be a somewhat faster refresh rate (say, 200 / day). Not so much that buying CE isn't tempting - that's how you makes your money, after all - but enough to make it easy to play in longer spans. While this might mean a few less purchases of CE per-player-hour, I think the increase in hours played would also give more exposure to that constant temptation to pick up a little CE. Which is good for everyone.

-The "blocks" of energy you buy / sell with and for crowns should be 50 CE, rather than 100. This will mean that players who are already planning to hunt up the cash and buy with in-game monies will 'stall' less often. Their frustration at not being able to get a good hunt-buy-play-on cycle running, I believe, doesn't push them towards spending more real money; it just makes them annoyed. The promise of awesome equipment and being wicked cool a little faster, that drives real money sales. My opinion on this is anecdotal, but seems to match up with others.

-A materials and goods exchange is needed, preferably right on the same pop-up as for energy. Keep it simple, and do have a tax on it, but not a punishing one. The lack of such an exchange is... Not good.

-With such increases in circulation and base 'energy income', there would also need to be one or more added "sinks" - ways for people to spend energy and have it vanish from the system. Recoloring your character, unbinding items, cool gear for guilds, all the odd little conveniences; if those are all luxuries you can snag, then the added "ins" can be matched up with significant "outs", and also give the top-tier folks stuff to keep on buying.

Thanks for your time and attention to these suggestions;

-Levi

Tue, 04/19/2011 - 14:52
#1
Leviathan
Legacy Username
Oh, forgot one: -As an

Oh, forgot one:

-As an obvious alternative to increasing basic regen, change the 1 Crown that vendors offer for materials to 1-5 Mist Energy (not crystal, mist - this matters). This will drain off a lot of resource hoards, and it means that materials prices via exchange will never dip so low as to be silly; why would I take your measly ten crowns when I can just grab a top-off and do some more running?

Tue, 04/19/2011 - 15:47
#2
SirNiko
Legacy Username
I dislike the idea of making

I dislike the idea of making mist energy generate twice as fast. That puts me back in the typical MMO boat where a person who is unemployed automatically gets a leg up on my progress. The way Mist Energy caps at 100 per day right now is an easy way to keep me and my friends on par without the requirement to adjust schedules.

I do like the idea of creating ways for player to get more mist energy, though I would limit it to things to do in dungeons. For example, a mist crate guarded by a powerful monster might drop 2 or 3 mist energy and provide a very tempting target for players. Putting some mist energy at the end of a danger room would also provide a strong incentive for players to attempt it.

I really would like drops in dungeons that can be used as energy ONLY when crafting items. Maybe you find a stone worth 10 energy, and next time you craft you can drop it in there for a discount. It's not mist energy, but it gives you the benefit of making your energy last a little longer.

Tue, 04/19/2011 - 16:06
#3
Leviathan
Legacy Username
Hmm. You have a strong point

Hmm.

You have a strong point - faster regen would favor people with open schedules, while drops / merchants who pay with mist / etc, would favor the extended one-go-a-day, and allow people to potential 'save their change' for a good weekend run.

Fair 'nuff.

Tue, 04/19/2011 - 16:55
#4
adrian783
Legacy Username
The thing with generating

The thing with generating more mist energy is that the market will just reach a new equilibrium, at say, 6000 crown for 100 CE. or something. with a free market the cost will reflect the value. and if energy is "cheapened", it'll show as well.

Tue, 04/19/2011 - 16:55
#5
Sirrocco
Legacy Username
I would strongly disagree

I would strongly disagree with the "turn mats into mist energy" plan. Currently, one of the cornerstones of the company income stream is that (other than mist tanks) in order for anyone to play more than 10 normal floors per day, someone has to lay down cash. All of those people who run 10 floors to earn the crowns to buy the CE to run 10 more floors are driving the price of energy in crowns. If instead they could just cash in mats for it (and mist energy works just fine for handling your allotment of floors) then we'd lose a huge energy sink. Having vendors pay somewhat extra in crowns for mats is reasonable and functional. Having them pay in any form of energy is game-breaking.

Tue, 04/19/2011 - 17:27
#6
Metaknight's picture
Metaknight
yeah no mist for mats, sorry

yeah no mist for mats, sorry thats a bad idea. increase the crowns is what ive asked for (for turning in mats), then turn those crowns into CE in the market if you can.

i would rather the cap be raised to say, 120-150. then you still need CE funds for the 4-star and 5-star items, but you have a little more room to explore the clockworks.

Wed, 04/20/2011 - 11:04
#7
Leviathan
Legacy Username
Sirrocco, djbiznatch: My

Sirrocco, djbiznatch: My suggestion would be along the lines of "1 mist, plus one per star of Mat traded in". Which seems rather mild to me.

However, you could be right on this one; raising the cap doesn't favor any particular type of player, and a few extra crowns per Mat would take off a lot of the pressure for an auction house / exchange / whatever.

Wed, 04/20/2011 - 11:52
#8
Metaknight's picture
Metaknight
Eh. I have 1 or 2 mist tanks

Eh. I have 1 or 2 mist tanks worth of shards I don't need alone, mevermind all the 1/2/3-star mats I dont need as many of either.

Don't get me wrong, I'd love to turn those into ANYTHING more useful than having to sell them all in the trade chat (can be profitable, but too much competition so its not really worth my time).. but I don't think people should be churning materials so directly into replay opportunities. Especially if they can take that ME, do a tier 2 / 3 run, then sell all their 3-5 star materials and get the ME back and then have some to spare. It would just be a perpetual source of ME at that point, which, as said, would kinda break the game and screw the devs.

At 1 ME for even 0 star materials, which are currently worth 1 crown.. do you see the problem there? Who would use the market or buy CE if ME is essentially equivalent to 1 crown (granted, as I've said, the vendor rate for materials sucks, but I think you can see the point -- 1 ME is worth way more than any 0-star materials).

At the very least, the exchange rate would have to include multiples (maybe 50 or more) for just 1 ME. Something that doesn't really devalue the ME. And possibly not really give you any more bang for your buck whether its 0-star or 5-star. Even then, still probably bad for the game.

Wed, 04/20/2011 - 12:27
#9
Icee's picture
Icee
More mist for $$, but otherwise, no.

A materials exchange, auction house, trading post, or whatever is a fine idea, especially if there's a fee to use it of about 10% of the cost of the sale, as with the energy exchange. Changing the energy exchange to work in blocks of 50 initially sounds like a good idea, especially since 2* gear needed to unlock tier 2 costs 50 each to craft, but when someone buying 2* gear buys 100 energy, they may be more likely to play extra levels after they craft their item, thus sinking more energy. This could mean that selling in larger blocks is better for sales. I am not a marketing expert, but it's worth consulting one before deciding to change the exchange to work in blocks of 50.

I don't like the idea of expanding the mist tank unless you pay for the privilege (in cash). It may be a nice option to be able to pay (with real money, via credit card, paypal, etc.) for an expanded mist tank and correspondingly faster refill. Perhaps $5 per month to get a mist tank capacity of 200 with double the refill rate of the 100 tank (so it still refills in 22 hours). That would give a sort of a subscription option for people who want to pay a monthly fee for expanded play without making it easier to freeload.

I'm a paying customer, but I already feel like I can play a lot for free before I start using my CE. If we had 150 mist energy, we wouldn't have to use any crystal energy at all to comfortably play tier 2 in 3* gear, and I think that would be a problem.

I honestly think the balance between what I get for free and the extra playing and crafting I get by paying is just right at the moment.

Wed, 04/20/2011 - 14:52
#10
oconnor0
Legacy Username
I like the rate at which mist

I like the rate at which mist currently fills up. If it filled up twice as fast, I'd be at a stronger disadvantage since I can't play twice a day.

It would, however, be nice to pay with CE for a larger mist tank that still refills at the current rate. This would help those of us who can't play every day not fall as far behind & would still play the same for people that play every day. Maybe make it so that you have to pay 1000 CE (or something) to upgrade from 100 to 110, 2000 CE for 110 to 120, etc. for 30 days. And cap the tank size at 140? 150?

This way you're providing more play options, but the overall amount that you can play for free still remains the same. Just additional flexibility is provided.

Wed, 04/20/2011 - 15:01
#11
Icee's picture
Icee
Math!

10 extra ME per day = 300 extra ME per month at most and you want to charge 1000 CE for that... That doesn't make sense.

If mist tank expansions are offered, I think they should be for cash only, not for CE. Free players should remain limited at 100 mist per day plus whatever CE they can afford on the exchange.

Wed, 04/20/2011 - 15:02
#12
Sirrocco
Legacy Username
oconner - that'd be a bit

oconner - that'd be a bit overpriced. Think of it this way. For the 1000 to pay off, you'd have to come back to your compute at full mist tank 100 times over the course of that thirty days. That seems unlikely. Going up from there gets progressively *less* likely.

Wed, 04/20/2011 - 16:07
#13
Ilikiki's picture
Ilikiki
It'd be nice if I could pay

It'd be nice if I could pay like, $2.50 - $5.00 a month and get a mist tank upgrade to 300 that replenishes much quicker than usual.

Alternatively, it'd be nice to just pay a small subscriber fee that completely eliminates dungeon delving costs, and I can just use my energy on crafting and trading. Call it an Advanced Mist Capacitor Upgrade or something.

Wed, 04/20/2011 - 17:10
#14
Sketchytexas
Legacy Username
It's amazing...

Never before in a game have I been tempted so much to make a microtransaction. I've already sank $60 into this game, and rising. That being said, the tweaks you describe could really help the game. I especially like the faster ME regeneration, as it's something that can keep new players in the game longer, and as they progress and set higher goals, they'll need to buy CE in order to meet those goals (For example the entry cost into T3 is pretty expensive). A materials exchange is necessary, something along the lines of the Grand Exchange (Runescape) with an added tax to sale.

Wed, 04/20/2011 - 17:13
#15
Threule
Legacy Username
I would suggest 100 energy

I would suggest 100 energy regen in 10 hours. Its the time an human usually sleeps!

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