Feedback talk:User/ClavisRa/Energy Reserve: Easy*No Potions*Long term

So...I've solved the energy system within the design constraints Arena Net has made public...will anyone notice? ClavisRa 21:03, 29 August 2010 (UTC)
 * Hold your horses, there are plenty of good ideas (and plenty of bad ones) being thrown around. IMO, this is one of the good ones, a very elegant solution. I think the "reserve" pool shouldn't be too large so that players feel that spending their entire pool is no big deal, but those are numbers that ANet could obviously toy with. Skyy High 18:38, 30 August 2010 (UTC)
 * Hi guys, (Whats up Skyy). I would actually like to extend a little friendly criticism to this system.  What would happen if the energy recharge level of the first bar were too low?  Wouldn't it cause people to default to using their reserve bar until it also depletes?  Obviously, if the recharge were too fast, then there would be no need to dip into the reserve.  But how would you suggest a solution to people using their reserve bar too frequently, to prevent the situation where the reserve bar's energy regeneration becomes their effective normal regeneration?Psyko 23:18, 30 August 2010 (UTC)
 * Simple: match the Reserve regeneration system to something like GW1's natural health regeneration: it only occurs when the resource goes untouched for a period of time. That way, players have an incentive to use Reserve as little as possible, as opposed to simply adding its regeneration rate to their normal regeneration rate.


 * Alternatively, Reserve energy could only regenerate when normal energy is full (and at a lower rate). This provides a similar drawback, and would very much resemble casters swapping to high sets in GW1.
 * All-in-all, I think that this is a simple and elegant solution so far, though it could use a bit of refining. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  23:59, 30 Aug 2010 (UTC)


 * I was more referring to the situation where, if there is no restriction on it's use, then people will use it up when they "have" to, just to keep moving. While not allowing it to regenerate till its not in use does promote a no use or emergency use situation, it doesn't literally stop them from running down their energy to zero.  The reason potions were a little more balanced was because you could get that boost of energy, but you could only do so once every (whatever the cooldown was).  This system, as far as I understand it, does not have that kind of limiter, and without it, the second bar IS your energy bar.


 * Though I don't like the solution at all, tacking a "recharge" time onto pulling from the reserve bar would come closer to solving the problem. It would make people consider whether pulling from the reserve is a wise choice, or whether just letting your energy regenerate naturally would be better.Psyko 16:15, 2 September 2010 (UTC)
 * What's the difference between "using [the Reserve] up when they HAVE TO" and "using a potion when they HAVE TO"? &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  17:46, 2 Sep 2010 (UTC)


 * Psyko, I believe I can address all of your concerns. First, it is crucial that the recharge of Energy be set correctly to enable skill use at the designed pace.  They face this same issue with potions, too.  This actually should be fairly easy to do, because you simply set the cost of the skills to be used on average over a period of time, to match the Energy regeneration over that same time period.  Second, the Energy Reserve's regeneration will never become a player's effective normal regeneration.  Normal regeneration will be much faster (10-15 times faster, or more, most likely).  Also, remember that the player's normal Energy pool will refill completely between battles, so you start every battle with an energy allowance.  Sure, some players may habitually run down their reserve quickly, but there's no need to penalize them for that, when being low on energy is penalty enough; they will learn, and become better players, or do less challenging content they enjoy and succeed at. ClavisRa 23:42, 2 September 2010 (UTC)

I gotta say this system looks perfect. It's simple, it's elegant, it makes it clear how much energy usage you can sustain so it's easier to pace yourself, it lets you use more when you need to, it minimizes downtime and encourages you to stay in combat, and doesn't complicate things by requiring you to press a button for a potion every x minutes. The only catch I can think of is that the developers would need to refill your reserve before any boss fight or other long encounter. Looks great! Strill 06:52, 12 September 2010 (UTC)


 * Thanks Strill! As to the catch, I really see that as more of an opportunity. I'm doubtful that in general there would be a need to refill the reserve for boss encounters, but I could see a dungeon designed with, say, a very challenging starting area, expected to tax the reserve, and then a goal that when achieved refills the entire party's reserve, or refills it halfway, or whatever make sense for the challenge they want to present.--ClavisRa 08:33, 14 September 2010 (UTC)