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Topic: Stam and Mana Managment (Read 1459 times) previous topic - next topic

Re: Stam and Mana Managment
Reply #30
We agree on the nature of food.
We initially did not want to make a "hunger" system, because we're not going the simulation route, but it acts too much like a potion currently.
We'll have to make due for now, but in the long term we'll redo food to be more interesting.

That said, we have a patch in QA for next week which will address resource management issues.
Mostly smaller tweaks, to avoid swinging the pendulum too much, but it should help out everyone.

Regarding food, base regen has been increased and the food impact has been reduced so that the max regen will be identical, but missing food won't be as punishing as it is now. In addition, the regen passive skills have been made baseline and removed.
These two changes should impact new players positively.
The Darkfall: New Dawn Dev Team.

Re: Stam and Mana Managment
Reply #31
We agree on the nature of food.
We initially did not want to make a "hunger" system, because we're not going the simulation route, but it acts too much like a potion currently.
We'll have to make due for now, but in the long term we'll redo food to be more interesting.

That said, we have a patch in QA for next week which will address resource management issues.
Mostly smaller tweaks, to avoid swinging the pendulum too much, but it should help out everyone.

Regarding food, base regen has been increased and the food impact has been reduced so that the max regen will be identical, but missing food won't be as punishing as it is now. In addition, the regen passive skills have been made baseline and removed.
These two changes should impact new players positively.

Please add a little bell that dings when your food ends :D