Display MoreDisplay MoreDisplay MoreI've been curious about something, syntax questions not withstanding-
Question: Do the Japanese and Korean versions have this Fatigue system?
- And if so, how are they so far? Are they doing well? is it business as usual?
They have a fatigue system, but the game isn't doing too well over there. It's unlikely that the fatigue system is the sole determinant of their success though, as many games have similar systems there.
Gameforge really should've done research into Western markets and copied WoW by calling it a 'rest experience bonus'. The two systems are quite literally the same thing, except people hate energy systems in MMOs and love rest experience bonuses.
I agree that the WoW system is inherently superior, but SoulWorker is also fundamentally different from WoW and there's a lot of things in the game that are centered around the energy system. If Gameforge were the original developers I would be in support of this, but as it stands I think it's too large of a change to make. Tweaking the existing system to an acceptable level is more efficient given how ingrained it is in the base systems and how much of the game is built around it.
Technically speaking (from a programmer standpoint), any programmers that are worth their salt in gameforge should have absolutely no problem tweaking the fatigue system however they want it to be without breaking (without causing bugs or glitches) without too much of a problem, even if they want to turn it into a "rested experience" kind of thing. I have already seen a private server manage to allow players to get into a dungeon without sufficient energy, but they will just have penalized rewards. Honestly? The laziest way a programmer can go about getting rid of the fatigue system (tho definitely not the best way they should've done it) is just change the fatigue cap to something obscene like 99999 so that the player will never run out, tweak the UI so that the fatigue bar doesn't show. But there is likely an easier way to get rid of the fatigue bar entirely than "tricking" the players like that. But the point is, it shouldn't be hard. If it is hard, then Lion Games have quite some crappy programmers and it wouldnt be GameForge's fault, but i highly doubt that's the case.
The only few reasons I can see GameForge cannot change the fatigue system is:
1. It causes GameForge to violate the license rights with Lion Games
2. GameForge failed to negotiate with Lion Games on changing the fatigue system to suit their own needs for the western market.
However, there are much more reasons that GameForge may not want to change the fatigue system:
1. Lowers their revenue, because no one will have to buy energy pots anymore
2. Boosters prolly won't sell so well anymore since players can just grind
3. Respawners prolly won't sell so well anymore since player can just retry the dungeon without worrying about losing 50% precious EP
But to make my stance clear, I'd like the fatigue system removed, or better yet, make fatigue system a bonus to drop rates/money/exp gained, and without fatigue player get half as much as the regular rates. This should still reward the players who play multiple characters (since they do have separate EP) but does not turn off the players who just want to grind one single character, who knows this might even make some players who originally play 1 character only to play multiple ones.
That being said, my above post does not address any potential unforseen consequences coming from the design point of view, but technically speaking I am pretty sure GameForge can easily pull it off without too much trouble if they are allowed to.
And I definitely won't rule out the possibility of something else coming to replace the fatigue system. But still I would much rather grind more and have fatigue out of the way.