Câteva noutăți legat de energie,
de pe GW2Guru, direct de la Eric Flannum:
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Energy potions created a long-term resource whereas energy itself was a short-term resource. If you were doing badly, you could increase your potion use and fight your way out, but since they cost coin, it encouraged you to ration your potion use instead of spamming them.
This is basically correct.
In PvE and WvW the thing that removing potions left us without was a longer term attrition mechanic. When you got into a hard fight or area and all of your potions were being consumed you would take not only a hit to your cash to replace those potions but you would also eventually have to leave the area to go replenish them
we've got another system doing this currently in the game but it's still being tested so we won't talk about it until we're comfortable with where it's at. In PvP potions provided a secondary objective mechanic. You would need to be aware of where potion caches were so that strategically you knew where to retreat to to replenish your supply of potions. We won't be coming up with any systems to add secondary mechanics to PvP maps but instead we will add secondary mechanics that are very much tied to how that specific map plays. In the siege of Khylo map for example the secondary objectives are the trebuchet, repair kit, and the destructible terrain itself.
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continuarea:
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A long term attrition mechanic is necessary for several reasons. First as was mentioned before, it's a gold sink. Gold sinks are extremely important in any MMO since players constantly create wealth in the game. If this wealth is not taken out of the game in some way then as more and more seeps into the world, it will slowly lose it's value. This is detrimental to all players but especially new and casual players as the price for items will skyrocket as the currency loses its value. When we removed potions from the game we lost a valuable gold sink that needed to be replaced.
Long term attrition mechanics in games also serve to inform players when they are playing inefficiently or when they are in an area that is too hard for their character or skill level. We have seen in playtests for example that without an attrition mechanic players would beat their heads against a story instance or dungeon that they just werent going to be able to complete and became frustrated because there was no mechanic other than relative level telling them that they were in over their heads.
It also has the opposite effect where it let's skilled players maximize their efficiency through skilled play. Many different types of games have these mechanics. Shooters for example often have ammo, some games have durability, other games have potions, Guild Wars 1 had death penalty that lowered your effectiveness. As I said, we aren't quite ready to talk about our new system yet but when we are, we will certainly have a blogpost about it. Hope that helps clear things up.