Feedback talk:User/Jimmer123/A Simple Solution for the Energy Problem
The problem for a player with extra energy regeneration is that when you use skills, they take a chunk of energy all at once. If the extra regeneration is going to support extra skill use, you would have to be able to anticipate that need well ahead of time to start generating the extra energy to use later in the battle. That would be a very awkward mechanic for any player, especially casual players, and would not let them focus on situational skill use.
This is why I proposed an energy reserve (for which you would not even need to activate a skill). The reserve has a chunk of energy available upon demand, and it refills slowly on its own. So over time the energy contribution is the same in total as you could get from increased energy regeneration (though if you have a full energy supply, but your regeneration is buffed still, you are effectively losing energy, so regeneration is sometimes worse). A reserve is just more flexible and supports player's natural play style.
Now, just to brainstorm, you could modify the energy cost of skills such that some big cost skills had both an up front expenditure, and reduced energy regeneration for a period of time, instead of paying for the skill all at once. Might be fun idea to explore for another game, but it's more complicated than Arena Net desires for Guild Wars 2. ClavisRa 18:54, 28 August 2010 (UTC)
- Thanks for the feedback. I see your point, but i dont think i explained this in enough detail so ill re-iterate to see if it changes your mind. The added regen should be such that it is fast enough to account for mass skill usage upon use (and giving minor net energy return after the battle or whatever) so that average energy expenditure is covered, but not so fast that it is impossible to continue running your energy lower if you over-use your skills. This wasy you dont need to anticipate when to use it and when you do, it doesn't effectivle make your skills free for the duration.
- I did read your suggestion actually, and i thought it wasnt a bad idea, but it was essentially just like having a total energy pool thats larger than before that regenerates faster the more you use it. I personally didnt like it, but tbh i havent liked any of the suggestions for rectifying this so far. It is a particularly difficult problem to solve though. I dont think its particularly easy to say off the bat whether any of these systems will be easy for casual players to get used to or not without play-testing them, so i think its up to Anet to decide A) they want to try and change this and B) to actually integrate the systems into the game and try them to decide if any of them work better. But anyway, i digress. Again thanks for the feedback, I hope ive made it a bit clearer for you ( if indeed it wasnt clear enough in the first place) --Jimmer123 23:17, 28 August 2010 (UTC)
I have actually considered a system like this, and what kinds of things it would entail. You are right, it is a simpler fix that many of us are suggesting. Not to hurt your feelings, but IMO it is a simpler fix because the potions system, or the idea that you hit a button and refill your energy, is boring. In that light, we are attempting to redefine the system entirely with the intent to make the system itself more interactive. This doesn't mean it needs to be.
The idea of using regeneration to change up the feel of gaining that energy is a step in the right direction. I would suggest that you look into the different ways that you can activate that gain. Perhaps instead of simply hitting a button, have it activate under some easily predictable condition, so that players can manipulate it at will, but something that is also more interactive, and perhaps challenging, than hitting a button.
I will, as I do with most of my criticisms, tack on that this is only a suggestion, and that it is ultimately up to you how far you want to take this. Interesting idea so far, and good luck with it.Psyko 00:30, 31 August 2010 (UTC)
- Maybe having Energy gains when using normal attacks (attacks that don't use Energy) would help in that matter? Each normal attack a player does gives a bit of energy. It is predictable, players can manipulate it at will, it is more interactive, and sure is challenging. AND it works as a long-term resource if the player learns how to use it well.
- I have a concept on how using this feature and the Reserve Energy could work together with using only Energy potions as a part of it (because I believe the potions system is the better solution that considers the gameplay AND in-game economy balance). But I'm still not sure if it is a good idea suggesting it right now. Morcotulcon 23:14, 16 September 2010 (UTC)
Reserved energy sounds like a bad idea to me because what you are actually doing is creating one larger energy pool. However I like the heavy energy regeneration over a short period, it does give the energy regain more dynamic and interactive feel to the process. I've seen it well in a game called Fable, except what happened wrong there is that you could live off the potions because you could spam drinking it while swinging a big sword around. It was kind of like life support or drip feed as clearly explained in this YouTube video : Fable: The Lost Chapters (Fullyramblomatic review) . The video itself touched on some other issues and could be seen inappropriate but it demonstrated the flaw in easy energy (and in Fable's case health too) regain; it makes everything else in the game either easy or tedious.
I'm happy if you can only take one potion every 5 or 10 seconds so you can still maintain energy from potions you bought (seriously it should not be that hard to buy a stack or two of potions when you need too) and it stops you drip feeding off the stuff. So I submit that whatever the developers are doing they are going to make sure it is right, lets not forget the blog post:When It's Ready. -- Magican talk 05:13, 20 November 2010 (UTC)