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Fatigue System Revamp
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Fatigue System Revamp
10/30/2011 6:26 am

Cool Senior Member


Regist.: 10/18/2011
Topics: 10
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So I did some research regarding this 3-Hour thing. I also played a Korean-based MMOgame who had something similar in place, leading me to the conclusion that this is some sort of Korean policy.

Hence I decided to mull things over as the programming student I am...And I finally thought of some good possible features instead.

1) Fatigue should decrease by about 1% every 3 minutes. This would ensure a player's death after 5 hours if they keep playing in the field (I think anyone would be about dead by this time anyway)

2) Fatigue will regenerate in town, or offline, for 1% every 72 or so seconds. From empty, this will regenerate fatigue to 100% in 2 hours.

3) Remove the Fatigue recovery pill. With the first two in place, this is equivalent to something like Caffeine shots which are unhealthy anyway. D:

4) Increase Exp reduction upon death to 10%.

5) Death shall not decrease or increase the fatigue meter. This will allow those who died by farming get back much sooner than those who died by fatigue, who will place  themselves at risk by immediately heading out without resting.

The thing I noticed is that we have a 3/5hour limit trying to deter us to play by gimping the already low drop and exp rates (which also doesn't seem to work as intended, I read in a post here that a guy was playing for hours already but the timer only deducted 1hr off.) and at the same there's this "Fatigue" meter which offers no benefits whatsoever. Might as well use it as a springboard to make someone rest from doing field work yes? In this manner players will have to make smart use of resting and farming to avoid death (which drops hard-gained intimacy and exp). The regeneration rate can also be decreased as I didn't take "Turning in quests" into consideration.


And again, though unrelated to the fatigue system, Digimon stored in the Digivice should recover their hp/mp periodically while inactive (perhaps 150% of their natural hp/mp regen when active and fighting). This promotes cycling through your Digimons to save up on Food items.
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http://img593.imageshack.us/img593/8647/ubd1925.png
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10/30/2011 6:28 am

Forum Addict


Regist.: 10/17/2011
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Interesting find here
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10/30/2011 6:53 am

Cool Senior Member


Regist.: 10/18/2011
Topics: 10
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Other than a blog entry dated May 2006, I do not have concrete evidence on the 3-hour policy. It's just a deduction based on the English news articles I've seen about gaming addiction deaths in Korea and having some friends play Korean-hosted games like KGC and similar.

I probably need someone who actually knows Korean to do a deeper research if there really is such a policy. :<
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http://i59.photobucket.com/albums/g301/nemofphillius/Siggy%20Pictures/9-F2.png

http://img593.imageshack.us/img593/8647/ubd1925.png
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10/30/2011 7:50 am

NEWBIE


Regist.: 10/25/2011
Topics: 1
Posts: 6
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It's China who has imposed a time limit on playing games, not Korea.

The 3-hour and 5-hour time limit and penalty system is most likely something Joymax specifically requested to be added into their version of the game. I'm sure you've heard all the complaints that kDMO does not have any gameplay time limit.

I, too, would very much like to see wounded Digimon recovering whilst inside the Digivice. That's canon in Xros Wars, but I don't remember about Savers.
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