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energy spent in battle
339 Posts
Link to post - Posted January 7th 2012 at 9:13 PM
Kite_sama
Personally i don´t like how the energy is spent when you enter a battle.

My suggestion is that the cost for battle is like 2 or 3 energy and the actions you take during the battle don´t affect the energy or spent it.

For now is the only thing i don´t like about the game and i think it needs more work to make it better, if i see something else i make the proper comment.

P.D: nice game, congrats. I´m a Bush Whacker player, so i got interested in this too, hope you take in consideration the proposal :D
49 Posts
Link to post - Posted January 8th 2012 at 7:22 PM
Rebecca Miles
Yes, I tend to run out of energy also. But, the game does save your progress in battle, so when you come back you don't have to spend energy to re-enter.
35 Posts
Link to post - Posted January 9th 2012 at 12:55 PM
Melana
I do find it harsh to spend an energy to enter the battle...and energy for each attack you cast...and energy to switch...and energy to use a potion...etc...

However, I have decided to get hubby on this game...then when he asks why I didn't do laundry I will say...
Well, I wasted one energy getting the laundry basket...6 more picking up your clothes off the floor...3 more carrying it all to the basement to wash....1 more for soap...did you want fabric softener? 2 energy for that or you can ask friends for some...turning the knob and closing the lid are 1 energy each...I didn't have enough energy for the dryer and folding after so I dumped it on the floor and went to watch a movie.
28 Posts
Link to post - Posted January 10th 2012 at 8:11 AM
Eric T. Schroeder
^ that's funny stuff :D
10 Posts
Link to post - Posted January 10th 2012 at 9:06 AM
Krystina Francis
Yeah, I like this game better than Miscrits, but I think using energy to enter battles instead of for every action is a little easier to manage.
28 Posts
Link to post - Posted January 10th 2012 at 9:34 AM
Eric T. Schroeder
Personally, I don't mind the energy spent for the actions. I'd support that switching guardians or using a potion not take an energy though.

While I don't like running out of energy, I think making it 2 energy per battle or something might make it TOO easy to progress. Afterall, we get energy back every 5 mins. I't not like you only get 24 a day.

I don't particularly like that it takes your adventuring energy to work on your ranch though. I think there should be some other mechanism in place there.
1 Posts
Link to post - Posted January 11th 2012 at 12:28 AM
Danny Greniewicki
Yea, running out of energy mid fight is frustrating as all heck.
4 Posts
Link to post - Posted January 14th 2012 at 3:33 AM
Jane Gibbin
I don't think it should cost energy to flee a fight. I was trying to get back to a teleporter when I ran into a wild guardian and I couldnt flee the fight as I had no energy left. I don't want to waste time healing my guardians when I do have energy left!
1 Posts
Link to post - Posted January 17th 2012 at 1:14 PM
Stacey Carter
Now, if the creators of this game actually take the time to read this thread, maybe they'll listen and fix it so either we don't spend energy to fight, or have to spend one or two to enter a fight, and then the rest is energy free. Cause this running out in the middle of a battle is frustrating. Or at the very least reduce the time it takes for energy to refill to like one minute. That goes fairly quickly.
13 Posts
Link to post - Posted January 19th 2012 at 6:01 AM
Carlo Mangini
I find the energy thing discouraging as hell: this game is a RPG, and in RPGs you're supposed to take some time to grind every once in a while...the energy system just doesn't allow to do so. the same goes with hunting. It's ok to consume an energy point when you search bushes and stuff, but I think that all the actions in battle (using skills, switching, using items, fleeing) should be energy free. Personally, I lose interest pretty quickly in games that allow me to play jst a few minutes and then wait hours to play again, and it's a pity because this game is really good...just my 2 cents on the subject, if this matters...
17 Posts
Link to post - Posted January 19th 2012 at 10:40 PM
Brian Stopfer
^agreed^. That may be the thing that drives people away. Not everybody can play every 2 hours to access their full energy

I don't know how hard the battles will be in the later levels, but if it takes an entire day to finish one or two battles, I think there will be a lot of people leaving this game right quick.
81 Posts
Link to post - Posted January 19th 2012 at 10:43 PM
Michael Oren
good point, right now if i battle someone who has 4 monsters it takes 3-4hits per monster on average which is half my energy from one battle. so later if it takes 2full days to kill 1 guy, I might give up.
301 Posts
Link to post - Posted January 21st 2012 at 1:10 AM
Lasynda Shichiroji
I have to agree with pretty much everyone on this too. I understand full refill in 2 hours but just like many games in the past I have dropped it gets annoying you just start to have things get interesting in the game then BAM you have to either stare at the screen to use each energy that comes in to keep going or say screw it and end up finding a better game to play leaving this game for it. I've never played Miscrits so I can't compare the two, my brother says it's pokemon on crack, but I do know what I like in my games. I like games that I can play when I please and are fun. I generally won't continue playing a game that ends up frustrating me.

I suppose one really crazy idea could be do away with energy and just make it about leveling up your character. I'm sure they might make some really high stats to level up but at least then it's a more even playing field. Yes there will be people out there with no life who can just sit and play as if it's WoW or something but for those who only have say 30 minutes a day to play they can do ALOT more in that 30 minutes then they can now. Also for those who play all day they'd probably also be the ones who spend real money more on the game then those who only play a little each day.

*hops off her soapbox*
9 Posts
Link to post - Posted January 22nd 2012 at 8:20 AM
Brittany Moore
I agree with everyone else..if they don't change the energy thing soon I will probably get bored and leave...part of the nice thing about bush whacker is you can level up your player quickly no matter how high they get...and every time you level up your energy is refilled...I know they have that soft cap thing in this, but it is just getting really only to only play for 5 min.
301 Posts
Link to post - Posted January 22nd 2012 at 10:32 AM
Lasynda Shichiroji
Even without all these issues everyone has with the VERY small part of the game that we can play right now without anything to do but try to level up your Guardians, for those who have everything at least, gets very monotonous. I believe it took me only two days to get through all the quests from New Haven to Vale. Now I don't have every Guardian there is to capture so far, only because I had ZERO friends when I blew through the game, so I can still try to hopefully catch them somewhere again. But what incentive is there to continue to play the game after I have caught everything and moving past Vale isn't open yet......

Also a great question since it has been said multiple times that there is currently a soft cap on level 5 what about all the XP that people are getting past that? When the cap is changed does that mean all the previous XP earned will go towards whatever level we should be at or will it just adjust based on what level you are currently working through?
20 Posts
Link to post - Posted January 22nd 2012 at 10:55 AM
Joe Lavoine
I posted about this a while ago in the general forum (http://forum.djartsgames.ca/?thread_id=740). One of the devs posted back with some more detailed information about why they chose the system they did, and why it would be hard to change.

Lasynda, there is a dev response about the xp somewhere (I forget where the thread is exactly). They said that when the soft cap is raised, all the current xp you have earned will be applied to the new cap, placing you just shy of the next level.

Example: say you are currently level 6 with 10,000 / 30,000 current xp. When the cap is raised and going from lvl 6-7 only takes 7,000 xp (just a guess), you will be put at level 6 with 6,999 / 7,000 xp. So, any excess is "wasted", but A) we don't know what the new requirements will be when the cap is raised, and B) they said they designed this system so that if you play really hard you can get a little ahead, but they didn't want anyone getting really far ahead.
301 Posts
Link to post - Posted January 22nd 2012 at 11:06 AM
Last Edited January 22nd 2012 at 11:07 AM
Lasynda Shichiroji
so if I get almost to level 7, say 29985/30000, and they unlock the leveling up then that means that 22986, using your example, that I have earned will be a waste of all the time I've put in to get there......

What incentive is there for people to play then?
20 Posts
Link to post - Posted January 22nd 2012 at 1:30 PM
Joe Lavoine
That's the way I understand it to be Lasynda. I know it sounds frustrating, but I think it does make sense. The idea is that if you REALLY like to play, it's possible (but probably unlikely) that you can get to the next level. For example, even though the cap is currently level 5, I think it's reasonable to get to level 6. But level 7, is pretty crazy...

On the flip side, it would not really make sense to just credit all the xp to the player when the cap is increased. For example, imagine you did get to 29985/30000. Now let's say, they release the next update and the new level cap is 3 levels higher. But if they do like you suggest, maybe you get granted all 3 levels as soon as you log in. Now all the hard work they did on the update, you just got right away. Plus, the update itself may be easier because you gained all the levels you were supposed to get gradually right away. It might sound nice, but then you get bored again quick because A) the content is easier because you and your guardians got all those free levels and B) you already auto-completed a lot of the content because you played so hard in the previous update. Does that make sense?

I agree that it does seem a little frustrating to "lose" that work you put in. But keep in mind that you could also be leveling up other new guardians you captured (so the work isn't totally wasted). Plus, I hope you are having fun when you play and that playing isn't a job (I know some FB games feel like a job!). For me, when I get all the guardians I want to where I want, I like to take a break and play other games until an update is released =)
301 Posts
Link to post - Posted January 22nd 2012 at 8:14 PM
Lasynda Shichiroji
hokay to clarify a little here hun I am ONLY talking about XP for the players not the Guardians. There has NEVER been an RPG I have played(online, LARP, or tabletop) where if you get XP it is discarded if you earn more then needed to level up. ALL RPGs I've played have always been whatever you have earned goes toward continuing to advance.

I do understand what you are saying as far as the Guardians go at least for leveling up and I agree they shouldn't make the game too easy but as far as I see it all that player leveling will do is give a person 1 more energy for each level they go up.

In your example if they say the level cap only goes up 3 levels so what that just means if they continue to only give 1 more energy each level earned then you go from having 25 energy at level 6 to 28 energy and you get 3 jelly beans at level 8......so where is the problem with that you have done the work?
81 Posts
Link to post - Posted January 22nd 2012 at 8:30 PM
Michael Oren
yea cause i think we should all be lvl 20 by now with atleast 50energy to spend at a time.