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Should stamina play a role in AoC?
I have played a couple games, as I wait on news for AoC, getting a few ideas what might work in this game. Mind you, it's just ideas that might work hand in hand with what is planned, or maybe not.
One idea is to add a Stamina gage. It would work like this.
You run and you lose stamina.
You fight a mob, you will lose stamina.
You carry over your weight limit, you lose stamina.
Now of course you can regain your stamina by the following.
1. rest
2. eating
3. drinking
4. potions
Some of you might not like this idea, but IMO it would add deeper game play to this game. Why/ It would make you think about what you can and can not do, mainly your not going to hold 2000 lbs of stuff for one. If you rush into a large mob of enemies, you will get tired fast while fighting, there by making you an easy target to be taken down. if you run away from danger, you can only run away so far, before you wear down.
True you can eat or drink something to keep you going, but at the end of the day, you can only hold so much in your pack.
Again this just an idea to be added into the game, but I would love to hear others views on the topic.
so what do you think?
Comments
I have also seen stamina in other games (survival games, and others) and usually, HP is much less of a concern. IMO, if you're running with a bunch of gear, and you're tired / winded... you should be easier to kill.
My thought would affect HP in a manner that reflects your thoughts. HP should recover as well if you do 'stop'.
On a first glance, fatique seems like something interesting, but in fact you get bored with it pretty fast, and it ultimately becomes an annoying feature.
I never liked fatique bars in any game.
Well when it comings to your HP, it shouldn't go down when your low on Stamina, but having said I agree your HP will suffer faster due to low stamina. What I never liked with a few games, you could run in and hit a few combo moves, and lay waste to a huge mob. But IMO if your doing that type damage to a group, you should take a hit to your Stamina, there by slowing you down a little, until your beat tired and you have to back out to regain some of your points. This will only come into play, if your swinging your weapons wildly, and/ or attacking huge groups. If your fighting one on one, you shouldn't take a big hit on your stamina, but you still should lose it, just a lot slower.
This way stamina is a thing in the game but not overtly annoying as it would be later on. Just some ideas
...stamina should also be used for gathering, fishing and stuff like that, so each time you pick a flower or a mushroom, next mushroom would take longer to pick up, after picking few mushrooms there would be a cool down before you can pick more, you would need to rest.
So if gathering inclined people think it's cool to nerf combat, they should get gathering and crafting nerfed as well.
My imaginary fighter that can cast spells and survive multiple hits with a sword does not need to get tired while in a combat. This is not a survival MMO, there are plenty out there for this level of detail.
There will likely be an inventory limit, so unless someone's skill set allows them to carry 2000lbs I don't think this will be a problem.
For a game like Skyrim/Fallout/etc. sure, fatigue makes since. It limits the player to abide by the rules of the game. You can pause those games and refill your stamina.
For any survival game this makes since and adds, on occasion, a level of fear that might not exist.
Having a two hour siege window where your character has to stop to refill stamina would be devastating. Every battle would be like a Monster Truck Pull, everyone starts out strong and fast, but by the end it's just boring.
This, of course, is just my opinion.
I like the concept and appreciate it in a lot of the games I play, but for me, in this MMORPG, it seems like too much.
Dexterity
Constitution
Willpower
Wisdom
Mentality
..is what we currently have. Personally I prefer you to bias between health regen or health pool. And those in turn being composites of sub energy. Then you choose between a burst or sustain build in different areas.
Screenshot of the stats we've seen so far. From the alpha 0 stream
I think stamina would work as a secondary gauge more for tanks, melee fighters and perhaps archers so that they can't attack relentlessly. This gauge would take the place of say mana for magic users.
The reason I say to implement it this way, if at all, is that so mages and other classes don't have more gauges to look at then others. Don't want to make one class too complicated by having it follow more after all.
Mana gauge can be avoided by drinking pots.
Also don't forget that mages, while having mana gauge also have a lot HIGHER DPS to counter for it (and usually more burst and CC).
But if you want an additional restriction on movement, actions, etc, I think that we as a whole will get annoyed with it. The game is said to be 30x the size of Skyrim, or at least planned that way. Can you imagine running across 30 Skyrims on foot. Even when you have a horse it seems to take forever at times. And remember there is no meaningful fast travel planned in Ashes.
What I imagine a mechanic like this would do is simply segregate the population. And woe be to any friend or guildie who started at the "wrong" divine gate and had to cross ALL of Verra just to start playing with you.
You can have walking allow regen, jogging neutral, sprinting sap regen.
Some games only apply stamina in combat mode.
Horses and beasts of burden often have their own separate stamina independent of the players.
Best way IMHO is to have stamina 'and' mana sapping movement CC and combat skills.
Then you have the healing problem of course...what resource should healing use ?
Do you let mana uses become OP because only they can heal without chugging pots ?
The only way to solve that is to have healing using its own resource separate from mana, which takes us down the 1 resource/skill type road = 1 resource / attribute.
When you throw all that crap on the table and try and rationalize it in a fair way. You are left with classes tied to attributes that are tied to resource pools. You want to access a resource pool and certain skills....you spec into that attribute. You want a hybrid.. no problem...spec into the attributes that enhance those resource pools to empower those class skills. Which in turn requires a distribution system to ensure balance and make certain a full on healer cant be a full on DD or tank too.