Energy

An eternal problem in MMOs is equalizing the speed of progress. Players, who have more free time, can advance much faster than a typical “casual player”. At first glance, there is nothing wrong with it until you consider the effect of such a discrepancy between the levels of characters. The awareness that one will never catch up with hardcore players often scares away players, not to mention quick burnout.

Games approach this problem in several ways, and some ignore it at all. Old Vis Arcana used the hard limits method – the number of actions that can be performed was limited in advance by specific numbers. Today we know that this is a bad system. It is artificial and completely detached from the game world. Also, it reminds us of a situation where someone forbids us to leave the house, because we have already left three times today. This doesn’t make the slightest sense but it was once a standard. Today, such systems are being abandoned, although some games still stick to them, e.g. free mobile games.

Character energy

The new plan is to remove hard limits and introduce energy (working name). Energy is renewable in time and is limited from above and below. High energy level adds bonuses to the hero’s strength (damage dealt, spell power, protection against damage, etc.). Actions such as player attack or going on an expedition reduce energy levels. After dropping from high to normal (specific values are still being prepared), all bonuses disappear. If the energy continues to drop, the character will become more and more tired and receive negative bonuses. The more tired, the greater the negative bonus. Depending on how strong the hero is, at some point the success of the action may be practically impossible. In this situation, only rest is left.

What does this system mean in practice?

  • No hard limits.
  • Less aggressive play means a more rested hero, so better bonuses.
  • Performing actions non-stop will lead to quick hero fatigue and force a longer rest, although progression will come faster initially.

Ultimately, you can play in several ways – intensively with longer breaks, less intensively but more often, or in any combination. Thanks to this, you can adapt the style of play to your plan of the day instead of the other way around. As this is something not yet tested in practice, every opinion and attention is extremely valuable – share in the comment!

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