Nobody likes to be told how to play. Even if you have a good reason to try to limit player activities, players want to have the freedom to play an MMO however they want and whenever they want. It's a lesson that Atlantica Online has taken to heart with its latest mechanical change overhauling the Stamina system. Specifically, the overhaul consists of removing the system in its entirety as of today, allowing players unfettered access to the game's content.
Previously, the system was in place to prevent players from taking too many actions during a given period of time, which fatigued characters and locked down further progress. The removal allows players to continue playing for as long as they wish. Atlantica Online's players will no doubt be happy to hear that there's no clock in the background any longer, which is undeniably good unless you needed to be reminded to get up from the computer once in a while.
Reader Comments (11)
Posted: Feb 23rd 2011 10:08PM Joshua Przygocki said
!!! Downloading Atlantica again now!
Posted: Feb 23rd 2011 10:11PM Caladbolg said
Bout friggin time.
Posted: Feb 23rd 2011 10:17PM Slayblaze said
I always hated those gameplay limiting systems although the only one I can think of at the moment is GhostX, there have been others. I only hit the stamina limit in Atlantica a few times when trying it out at launch so can't complain about it too much. If it was my primary game things would be different.
Posted: Feb 23rd 2011 10:40PM Jade Effect said
I'm not sorry to see stamina go, it was annoying to limit you to x number of battles each day. It also create lots of lag in hubs like Rome with the horde of afk players trying to regenerate stamina.
On the other hand, the limitation of stamina means there's more incentives to group up. It also make individual and guild instanced dungeons more attractive, since battles in these areas do not consume stamina. There's quite an economy revolving around players selling keys so other players/guilds can do the instances. Some keys are only available to guilds holding specific towns, so that adds incentives to occupy these towns.
On the other hand, the limitation of stamina means there's more incentives to group up. It also make individual and guild instanced dungeons more attractive, since battles in these areas do not consume stamina. There's quite an economy revolving around players selling keys so other players/guilds can do the instances. Some keys are only available to guilds holding specific towns, so that adds incentives to occupy these towns.
Posted: Feb 23rd 2011 10:49PM DiscoJer said
Stamina was only a problem to gold farmers.
You could buy stamina pills, do free league, group, or do indy dungeons to avoid stamina loss or get it back. I usually would end a session with more stamina than I started with...only time it was ever a problem was for the winter holliday events, where you fought real simple battles for drops to turn into goodies.
The main problem with the game is that once you hit level 120, it takes a bazillion xp points to level up. And like so many other F2P games from Asia, there's no way to catch up anymore to the people ahead, even if you did devote 23 hours a day playing...because they keep on raising the level cap (level 140 when I quit, I was 123)
You could buy stamina pills, do free league, group, or do indy dungeons to avoid stamina loss or get it back. I usually would end a session with more stamina than I started with...only time it was ever a problem was for the winter holliday events, where you fought real simple battles for drops to turn into goodies.
The main problem with the game is that once you hit level 120, it takes a bazillion xp points to level up. And like so many other F2P games from Asia, there's no way to catch up anymore to the people ahead, even if you did devote 23 hours a day playing...because they keep on raising the level cap (level 140 when I quit, I was 123)
Posted: Feb 23rd 2011 10:56PM DiscoJer said
Hmmm, they didn't post my previous comment.
But beyond that point, they also have a hunting limit in the game where you can only kill mobs in a certain area so much before you get a warning. (This was removable with a blessing license).
But beyond that point, they also have a hunting limit in the game where you can only kill mobs in a certain area so much before you get a warning. (This was removable with a blessing license).
Posted: Feb 24th 2011 1:49AM ShivanSwordsman said
Glad to see a company stand up and see that Stamina/Fatigue is a terrible system. Now if only Nexon would wise up, I'd start playing Dungeon Fighter Online again... or I'd eagerly await Elsword. I might even try Vindictus out. Webzen has Continent of the 9, but that has fatigue too...
I think we should all whole-heartedly agree that fatigue is a terrible mechanic no matter what game. Whoever thought it up should be punted in the face with a boot. Or pushed with a stick down a dirt road.
I think we should all whole-heartedly agree that fatigue is a terrible mechanic no matter what game. Whoever thought it up should be punted in the face with a boot. Or pushed with a stick down a dirt road.
Posted: Feb 24th 2011 3:28AM BubleFett said
There was a lot of complaints on the forums since the beginning
of the game. I just hope other companies would follow Ndoors lead, cough
"NCsoft Aion"
of the game. I just hope other companies would follow Ndoors lead, cough
"NCsoft Aion"
Posted: Feb 24th 2011 11:00AM Daemodand said
Stamina is rarely anything but a fun killer/limiter. Besides there's already a real-world stamina mechanic: there's only 24 hours in a day. ;)
Posted: Feb 24th 2011 6:31PM wondersmith said
Stamina was only a minor annoyance; the restriction that caused my friends and me to leave Atlantica was that PvP is required to do many high-end quests and to level up beyond 120.
Posted: Feb 25th 2011 11:14AM Ariolander said
I was playing Atlantica before Stamina and RAGE QUIT because of it. Now that it is gone I have started anew in Delphi and already almost caught up to my old lvl 6X character.
That being said there is still incentive to party. Aggro mobs still like to gang bang your party and the EXP bonuses/risk dispersion in even a 2-man party are still significant to make me want to party up when I can.
That being said there is still incentive to party. Aggro mobs still like to gang bang your party and the EXP bonuses/risk dispersion in even a 2-man party are still significant to make me want to party up when I can.







