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Planned changes for magic energy and hunger

Yesterday I was thinking about how magic energy and hunger basically become non-factors at max level due to surplus of meals/items, and energy regeneration from awakening/jewels. I was also reflecting on how the energy system is in the game, originally way back when I was first making Arcane Adventures I wanted the energy to be kinda like ki in DBZ games where you have to charge to refill it during fights, but for years now I haven't liked that idea (which is why awakenings give you passive energy regen), and it also doesn't even make sense lore-wise, so I thought of these changes to both:

1. Make energy more accurate to how it works in lore (a reservoir that is used up from fighting for a long period of time that has to be regained through eating and resting)
2. Make energy more of a factor post-awakening (because as it is now it may as well not exist, it only becomes a factor if you spam a skill non-stop before regen can begin)

Originally I was thinking of just making energy not regen automatically and make food cause it to passive regen, but then I realized doing that would basically make hunger and energy a similar thing, so I decided on an idea that would combine both into a single bar.

IMPORTANT: This does not mean that you would have to eat a ton of food mid-fight constantly. The goal for this is that you can fight for a long while without worrying about your energy, but eventually you have to eat some meals to replenish it in between fights.

Overall I think these plans are pretty cool but they may still change once they are added and tested, let me know your thoughts

EDIT: To clarify, this means that the hunger bar would be removed and its functionality would be combined into the energy bar as explained above. Charging would remain the same in every way except not give you energy (which is why it would be renamed to flaunting)

Planned changes for magic energy and hunger

Comments

Yes

Barmer

Also, could you make it so that we would use our health instead of our energy if we run out, similarly to how it works with stamina when you high jump at low stamina. Making it so that we’d still be able to fight instead of dying or running.

Mohammed Al-Hajri

I like the idea of this quite a lot, being able to fight for long periods of time without having to pause to charge or something would be really nice

Prewnn

Okay but what about PvP?

MonochromeAlex

This is actually really really interesting. Seems very fun, and it has a LOT of roleplay potential, which this game is beginning to excel in.

Mimicmush

maybe some form of temporary burnout debuff? seems he's changing it for long term but it could be longer cooldowns/slower, smaller, or less damaging attacks for each consecutive one after a certain number (ex. 5 attacks without a 1.5ish second cooldown inbetween) or based on the potential damage of every move you've used combined (discourages fight style/weapon mobility though) to avoid discouraging speed builds that use more attacks than size builds. temporary burnout would best disappear quickly, but would encourage running/passive play while waiting for burnout to wear off, which would suck (though, i have my doubts, fights usually go fast post-defense nerf, plus with the impending agility change) or, different thought track entirely, consecutive attacks over a short period of time could multiply the drain rate exponentially for as long as you keep attacking. though, being able to eat and instantly gain energy rather than slowly recover it from meals would entirely circumvent this. if we're going with this move, then energy should def slowly assimilate back from meals rather than an instant conversion. (over a period of 1-2 minutes) would make sense, biologically, and lore wise. can't just stack down 3 mcchickens n get in the ring with andre the giant, you'd still get wrecked and would probably throw it right back up. (though ofc make a cap based on the calculated energy you'll have post-meal so you can't eat 15 meals and stack energy recovery) get back to me on if you think anything would be better than this or if you have any improvements

mana bahama

I personally think this is a good idea, and there are some interesting mechanics that can be incorporated with a system like this. Energizing potions and energizing food would need to be changed a bit I'd imagine, but you could do some cool stuff with it.

BruhStudios

Weed.

Alexander Ha

I like this idea a lot actually, and only have one question. Is the original vague idea for flaunting still gonna be a thing? I like the idea of being able to fill a bottle or summon a water orb to look at and then dismiss, little things like that are really cool.

calibii

It does look like a good idea but for me personaly when I think of Arcane games like Arcane adventurtes and Arcane reborn and now Arcane odyssey is charging my energy with the shift button, cant say i dont like it because i havent seen it but i also cant say i do like it

NotAPot

unrelated questions, 1: Will the frigate come next update, 2: what level will the nimbus sea end and the vimir sea begin, (just curious of the timeframe of the nimbus sea

Stelthdimond

next update there will be keybind editing

Stelthdimond

If charging is being replaced with flaunting, could the keybind for it be changed to something more out of the way? If it remains on shift it will just be a hindrance for everyone that uses shift dash. I know you can just change it via the keybind menu, but having it be out of the way with every save is just more convenient.

Narvou De'arth

Meals as chest drops? Canned fruits/apples/etc.? Could help new players with this change

Slumrubo

I have a question about the new players. What if a new player is stuck on the Argos fight for a long time. They won't have much food because they're new right? How would they deal with having no food while fighting him? Do they have to leave the island in search of the food or will there be food prepared at the respawn point?

0172

I think some combination of the reservoir concept and an in-combat resource would be best but I have no idea how that'd be accomplished

Pilles

I feel like energy as a resource for powerful abilities is important when balancing combat, especially since cooldowns become less important as we get access to more abilities. Energy costs play a big role in keeping ultimate arts balanced for example. Other than that the idea is great

Pilles

its the exact same mechanic except it doesn't give you energy anymore, it doesn't make sense for it to be named "charging" if it doesnt charge you

Vetex

cold

sep

I have read everything and, I do not have anything against what you have in mind. But one question: Why are you replacing charging with "flaunting"?, I have read your "announcement" twice and you do not seem to go on to address it.

Rich Guy

I think it's a very interesting idea that will definitely have some backlash at first, but I'd like to see it in practice before dumping it.

Grim _Cross

Not bad

HighRise

Charging not being apart of PvP is a good and bad thing, I liked it as a concept but it was really inconsistent

Fern

w

sandfall glazer

Honestly a good change

Stelthdimond


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