Topic

Simple Solution to the Penalty for Increasing Energy and Mood Capacity

A very simple solution would be to make some high end food that refills a % of your mood and or energy based upon your total capacity.

Another one would be to add upgrade cards that are like the brain capacity ones except they effect the drain rates. They would basically work by subtracting something like 300 energy per upgrade from your currant max when it comes to calculating the drain rates.

Posted 7 months ago by Melting Sky Subscriber! | Permalink

Replies

  • I get the strong impression that this is a game mechanic that TS does not wish to "solve."  They want to tie energy to mood, and they seem to want higher level players to get only incremental benefits from more energy. It's a form of progressive taxation.
    Posted 7 months ago by Pascale Subscriber! | Permalink
  • Levels are no longer tied to energy.  You can be high level with a very low tank.  
    Posted 7 months ago by WindBorn Subscriber! | Permalink
  • Only if you are a new player or somebody who was low lvl before the update. Otherwise you are stuck with a big energy/mood tank.
    Posted 7 months ago by Melting Sky Subscriber! | Permalink
  • +1 to Melting Sky - Low level players and future players will have a long term advantage over current high level players as they will be able to keep their energy tanks at a level that enables them to manage their mood more efficiently. I have to spend a great deal of time chugging down milk (so over a long period of gameplay I will have less time 'playing'), I have to use more resources to keep my mood up (milk, rookswort, etc) where I could have sold them or used them to create other resources for sale, and if I let my concentration slip, through being really, really engaged in what I'm doing my mood can drop right before I gain img and I have lost out on that. Added to the idea that some activities are mood enhancing and others aren't but TS has said they are keen for players to specialise I am a little confused as to how the mood-drain levels the playing field. 
    Maybe we could have upgrade cards linked to specific activities (mining, crafting, etc) that allows specialists the same mood benefits that farmers get naturally?
    Posted 7 months ago by Captain Daisy Subscriber! | Permalink