So energy is supposed to prevent overfarming, and perhaps also to save people's sanity due to overfarming.
It's a reasonable goal, so lets reach it.
1. The energy limit should be higher than 24 hours, and not start at full, so that weekend players have a decent chance, and it does not take over people's lives due to having to play 2 times a day.
2. For this to work, there needs to be a limit on how much a plat spender can over-farm.
So my suggestions are:
- Keep regeneration at 1 energy/8 hours
- Make energy limit 10 balls, starting with 3 at event release
- Allow ~20 plat for double regen rate (2 energy/8 hours), ~100 plat for triple regen rate, tradable kit if possible. Kits carry over to the next event, but the effects of running kits expire at event's end.
I believe this would bring a good revenue to STS, without alienating 99% of players (pretty much all but top 5 players I think)
- additional suggestion, it may be a bit late for goblins though... during winddown, add energy kit for 5-10 tokens to the store. This would make people with 24-64 tokens quite happy IMHO.
Note these suggestions are not meant to make energy kits drop in price temporarily then skyrocket in the future.
Excuse me, got some kits to hoard
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