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  1. #1
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    I have absolutely no problem with the energy system in general, energy recharge wait times nor the longer non-combat (what I call passive missions or passives) waits. I think STS has done a great job there, I love the way DL plays in these regards. My main, Nyx is 20, will hit the cap in no more than a week or two and only has 3 more areas to finish - what's so terribly slow and painful about that?

    I'm glad it's not like PL and SL where kids and people who don't work full time can obsessively play 24 hours a day and be the 'elite' because they have absolutely no life (quoting from South Park again.)

    There is strategy to how you use the passives (what everyone else calls 'cutscenes') versus the combat missions - that was missing in PL/SL, those games are just about spamming 24x365 and I haven't played them since DL came out (and didn't play much in the few months before because I was losing interest.)

    I noticed the increased drop rate but thought I was just getting lucky, good job on that STS. (Seems like pink drop rate has decreased lately though, too bad.)

    If I were going to suggest anything about energy I'd say let us keep the energy from drops when we're maxed. It could be in the form of your energy total temporarily increasing beyond 25 or non-tradable, non-stashable (but not counting against inventory slots) energy pots you can use as needed.) Many people have complained about getting an energy drop when they are full, being able to not lose the drop is the only place I think the energy system could use a change. My guild co-leader made a suggestion I think is great also - any energy beyond your max that you have when you log out is lost, you have to use it in your current session.

    For the long passives - maybe there could be an elite optional mission for the 1 day waits where you could potentially avoid the wait, if you can beat the elite mission?

    (And I want a vampire banana! )

    For some background - I've had a great time playing many games where similar energy systems were in place, like Castle Age on Facebook. That system has consumable energy and stamina that are used for all sorts of missions. I started playing that game less because it became less interesting - not because of the energy system but because it is all static graphics, no action/animation and no compelling storyline. Plus it goes on for hundreds of levels - my character there is something like level 300 - and just gets boring playing a homogenous, actionless game that goes on forever.

    For DL I could see it going on to several hundred levels so long as story line and character development go with it - the action, graphics, storyline, powers, etc. make all the difference.
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    Energy is not really a problem. The worst case scenerio is that you wait 15 minutes between runs.

    You can run a 25/25 meter 8 times back to back...well 9 time really considering it would take at least 10 minutes to run that which would recover the additional points to run it the extra time.

    The energy mechanic is fine. DL wasn't intended for the hardcore gamer. There are other games for that.

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