Poll - Changing the Fatigue System

  • Maybe free but limited? Tho.. i still don't want them to do that.

  • I normally hate fatigue systems from the games I play/used to play (Elsword, DFO, CloserS, RH, etc.) but dungeons in here are decent in length, and, for now at least, there are a decent number of ways to get more fatigue, so it's fine for now. Think I spent 5ish hours on one character yesterday playing with just the 200 stam from reset and some mats/stam pots. Still sucks, but I'd rather them focus on fixing and finishing the game before trying to work on this.

  • For Soulworker specifically, The stamina system is needed, although changes to the current system should be done. The reason we need the system is the Soulworker economy is based of drops received throughout all of the runs we do, and they only reason these items hold value is because we are limited on where and how many runs we can do. If it was limitless, it would introduce bots that would; 1. run prices of mats straight down to pointless. 2. Bring so much gold into the game through countless runs, that it would be useless. The changes that it should make is keep all energy requirements for manic as they are, remove energy requirements for hard and normal, but also remove all item and money drops but only keep/buff exp. This would allow us to freely farm exp and level with quests without inflating and destroying the economy as we do. We would have the freedom to level and play with friends as we quest and the choice to spend our limited energy on the high manic missions to gain money and gear.

  • Just created an account to leave my opinion


    I don't like this system with 200zelo per day. Literally you play 3 hours and you are done, and i'm not going afk on the picnic just for 1 zelo per minute... It seems you have to be afk 10/15 min and you are able to play a single dungeon.


    When i was playing nostale long time ago, i really enjoyed because i could do so many things everyday, and there was nothing that could stop me to do it, expect the free time, that was never enough.


    If they keep this system i think i will drop this game in 1 or 2 months...

  • Energy potions are already free. There wont be energy potions in the cash shop. Not unless Gameforge wants it, lol.
    50 energy pots are free, up to 3 a day being able to be used. As it stands right now, we already have the system that gives it to us for free, so theres no need to worry about that.

    Now, that brings the question of 100 energy pots, which are event exclusive. Pretty sure the mats are event exclusive too.
    I doubt they'll put either of these things in the cash shop, and if they only put the mat in the cash shop, then it's kind of whatever. Multiple people benefit from it, so it's kinda whatever.
    But right now, I can pretty much play all day and find something to do on SoulWorker. Went from 55 > 69 hours because I enjoy the game uh... that much. The energy system kinda means nothing to me, but I do like the suggestion of Norm or Hard not having any energy limits, while Manic as the energy limit. Alternatively, there was an idea that was brought up to me where there was no energy, but each episode manic could only be ran 5 - 8 times a day. All 3 are generally fine with me.

  • Fatigue system is completely fine. Get a life, you can't be spending all your time grinding the same boring dungeons over and over. Do you think it will make you more happy? Do you think the short-term satisfaction of getting a rare drop after wasting dozens and dozens of hours doing the same repetetive content is worth wasting your life away at a game that has so little to offer?

  • I'd rather this system not exist, but if it's here to stay, The energy usage should either be reduced, or we should have at least 300 energy daily. 200 simply isn't enough even for an evening of dungeons with some friends. I've found myself having to switch to alts and whatnot, which screws up our party composition and needlessly limits gameplay.

  • Fatigue system is completely fine. Get a life, you can't be spending all your time grinding the same boring dungeons over and over. Do you think it will make you more happy? Do you think the short-term satisfaction of getting a rare drop after wasting dozens and dozens of hours doing the same repetetive content is worth wasting your life away at a game that has so little to offer?

    Hey kiddo, have you ever played a mmorpg ?

  • Fatigue system is completely fine. Get a life, you can't be spending all your time grinding the same boring dungeons over and over. Do you think it will make you more happy? Do you think the short-term satisfaction of getting a rare drop after wasting dozens and dozens of hours doing the same repetetive content is worth wasting your life away at a game that has so little to offer?

    Hey kiddo, have you ever played a mmorpg ?

    i like you already, we could be best friends

  • Fatigue system is completely fine. Get a life, you can't be spending all your time grinding the same boring dungeons over and over. Do you think it will make you more happy? Do you think the short-term satisfaction of getting a rare drop after wasting dozens and dozens of hours doing the same repetetive content is worth wasting your life away at a game that has so little to offer?

    Hey kiddo, have you ever played a mmorpg ?

    i like you already, we could be best friends

    Damn, asnwered pretty fast kiddo, nice life

  • The game has quite a lot of built-in mechanics, itemization and economics that relies on the Energy Points system,
    so removing or altering what is in place right now without safeguarding the things that is relies on could potentially break the game and make things worse.


    Keep in mind that past MMOrpg titles that had Fatigue systems, and had been later removed due to community outcry, *suffered unforeseen consequences.

    *One such title was shut down completely as an end result, while another had lowered it's character experience- essentially making the leveling grind that much harder.


    So please keep that in mind when lobbying GameForge and Lion Games for the removal of Soulworkers Energy System or subsequent alteration- because there will always be something implemented to replace it- and it may be something people did not originally ask for.

  • As someone who often plays dungeon crawler games, I don't really mind the fatigue system at all, because without it, I would probably max out characters within a few days (unless exp rates increase) as dungeon crawlers are not as expansive as mmorpgs. Plus, it would be harder for Gameforge to make money if enough people do not play for long = Higher chances of shutting down.


    That being said, the energy system is far from perfect. As you progress through the game, higher level dungeons including manic and hard difficulties drain your energy very quickly. It would be better if they scaled down the energy usage.


    Some good things about the current system though is that leftover energy gets transfered to the next day, and can retain up to 600FP, 3 free (through grinding S-coins) 50FP pots per day, events, and picnic mats that restore 1 energy per minute. There are many ways to regain FP.


    That being said, some people who love to grind a lot would want ways to gain more FP. If granted permission from the publishers, they could add special events exclusively for their server. Take Elsword for example, NA server used to give unlimited stamina on weekends for a few years as a "Chinese New Year event" until recently. However, they have unlimited use of stamina potions, and easy access to stam pots.

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  • It should be removed completely. These kinds of systems shouldn't exist in western releases, and history has shown that the most popular western online games don't have these. Restricting people from progressing due to some daily limiter has no place in online gaming, and it's really a big issue on the mobile market.

    If for whatever reason we can't have it removed, it needs to be reworked. There should not be a system that completely stops you from playing on your character that day. Instead, if you energy reaches 0 it'd be better to reduce rewards gained. An example of this would be a reduction of 30~40% of EXP, money, and item drops earned. This would allow people to keep playing as much as they want, while also having people with excess energy from rollovers to always get the most out of their playtime.

    Also; for anyone arguing about hitting max level too fast...that's not at all how games like this work. Hitting cap level is only the start of the real grind where you're at the mercy of RNG for gear drops or having to plan out raids or other end game content. Not to mention, hitting level cap doesn't remove energy costs. You'll still be at the mercy of limited entries, and it's obvious how much frustration this can create when farming for specific gear.

  • I want to ask a simple question. If the whole goal for this game is to till mobs and get gear, why is there an energy system to slow that down?


    In that trino game that no one likes due to it being ran by trino, Labor is used for crafting, (ie packs weapons you know that crap) Is killing mobs crafting for us? You really cant do much in this game with out energy. O wait around for someone to place a mat you can leech off then sit there afk? Cash shop is free right now so there making no money from it, but there is people still not using them. Would a version of the game where you pay 15-20$ to play the game with out mats and energy be better? Cash shop then only be mega phones respawn items and cosmetics ? (which is what it should be anyway)


    just let me buy some cosmetics and ill be happy and a energy system work over I

  • ...Do you think the short-term satisfaction of getting a rare drop after wasting dozens and dozens of hours doing the same repetetive content is worth wasting your life away at a game that has so little to offer?

    Yes, yes I do.


    8o