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Tue, 11/10/2015 - 10:20
Nitro-Nano

Now one of the most annoying thing about this game are the devs.

dare someone tell me something really new happened after the gunner update.
this game is fairly good but who is working on it to make it better no one. even I heard some stories of people who tried to contact them many times and they failed I don't have details about it but surely they failed and otherwise we would have a better game.
to be fair I don't know what kind of situations these devs are in or whatever going with them but I am sure about one thing they do not give you the feeling that they work hard at least if they do they should tell us something reasonable.

now honestly tell me is there is any possible future for this game?
feel free to post any self opinion about SK and its Devs. if you have any information that not many players might know also make sure to share it.
and thanks.

Tue, 11/10/2015 - 10:24
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

there's five of them. five. I am in no wonder that the gunner update took them a year, and I won't be surprised if they take ages to do anything major.
that being said, maybe tell us what the devs are doing would be a good idea.

Tue, 11/10/2015 - 10:47
#2
Bopp's picture
Bopp
I love the developers

I love the developers, because they make this game that I enjoy, even though they produce content very slowly.

Here is a friendly tip: You should regard Spiral Knights as essentially complete. Don't expect new content every Wednesday, or even every year. Just take the game for what it is. Play it until you get tired of it, and then stop and do other things. Occasionally, when new content is released, you will be pleasantly surprised, return to the game for a while, and then go on hiatus again.

Tue, 11/10/2015 - 12:25
#3
Fehzor's picture
Fehzor

Dreams and nightmares as well as I believe the Herex fight happened after the gunner update, and that's really new..

And yea, there's definitely a possibly future for the game. I wouldn't hold out hope for regular updates but hey, maybe someday the game will get the attention it deserves.

If you have any information that not many players might know also make sure to share it.

A lot of us have information of the sort you're interested in, but sharing it here is for the most part prohibited.

Tue, 11/10/2015 - 14:56
#4
Fangel's picture
Fangel
Pointing out

GMs are not necessarily actively working on developing the game. They are here as a sort of bridge to the community where they help our in-game problems and occasionally talk to us, typically about organizing events or something. Sometimes you can run into them in-game and they really are something special - especially when they aren't being mob-rushed in the Haven fountain.

Hyperion-senpai notice me!

Tue, 11/10/2015 - 15:17
#5
Midnight-Dj's picture
Midnight-Dj
@Bopp

You should regard Spiral Knights as essentially complete.

No game is perfect, and no game is complete.

Tue, 11/10/2015 - 15:39
#6
Bopp's picture
Bopp
Midnight-Dj

You're right that no game is perfect. But many games are complete, in that they will never be expanded or improved again.

Before the Internet became pervasive, pretty much all games were sold as finished works. You bought the game for $50 or so, played it to the end, replayed it once or twice, and then were done with it. There was no expectation that the game developers would augment the game with new material.

Of course, Spiral Knights exists in the Internet age. But anyone who expects frequent content updates has not been paying attention. And accepting what Spiral Knights is and what it isn't will allow you to lead a more contented life. Cheers.

Tue, 11/10/2015 - 15:46
#7
Midnight-Dj's picture
Midnight-Dj
@Bopp

And accepting what Spiral Knights is and what it isn't will allow you to lead a more contented life. Cheers.

What Spiral Knights could have been and the potential that is squandered by unfocused groups (hint: SEGA) is all that I see, I feel no content, only the lament for a treasure that got overlooked and may forever be buried beneath the sea.

Tue, 11/10/2015 - 16:10
#8
Bopp's picture
Bopp
sorry to hear it

Yep. Spiral Knights is fundamentally a great idea, that deserves lots more development and support. Our lives would be slightly better if Three Rings produced more content. And maybe they will.

While we wait, each player can decide for herself whether to (A) fester with rage/sadness or (B) focus on other things in life.

Tue, 11/10/2015 - 16:23
#9
Fangel's picture
Fangel
Polar opposites be showing

You're not content with what you have because of what you want it to be? What you believe it could be? Belief alone has never done anything - it's those who act on those beliefs who are remembered.

That being said, looking past all that a game is for what it isn't is a sure-fire way to make your gaming experience poor. Spiral Knights is a cutesy dungeon crawler with random elements thrown in, and a bunch of small stories brought together by the binding of your own book. Expecting it to be anything else is, frankly, wrong, and if it does pull a new element into its reach it's an exception, not the rule (see: coliseum games).

You're lamenting over the chest at the bottom of the ocean that has legends surrounding its contents, and occasionally a chest is brought up but you don't think it is the right chest because it doesn't hold "that treasure". You're sitting on a throne made of silver yet demand one made of gold - either way you still have a throne. Either way you still have treasure.

It isn't hard to be happy. It takes a lot of effort to be eternally unhappy.

Tue, 11/10/2015 - 16:31
#10
Wqkipedia's picture
Wqkipedia
Lol

Just expect the worst so that if an update happens you will be pleasantly surprised.

Tue, 11/10/2015 - 16:43
#11
Midnight-Dj's picture
Midnight-Dj
We going to do this all day huh?

You're not content with what you have because of what you want it to be?

No, I am not content because I know there is plenty more where OOO was going with SK, it is just unfortunate that none of it came to be. We all know Nick and how much time and effort he and his team invested into this game. And just because they acted upon their own belief, SK did not become popular and so not a lot of people will remember their legacy. But I will and I am sure Nick and the others will do too. The current state of this game is an insult to Nick as well as all those that supported him and loved this game.

Expecting it to be anything else is, frankly, wrong,

How is it wrong? And who are you to decide what the expectation should be? We have seen fixed camera games like Resident evil becoming third person with the conception of Resident evil 4. We are seeing old genres of games been reinvented. No expectation is too high, fighting in the trenches with the Morais, holding off against Herex's bio organic weapons, these are not some high end demands, we have seen OOO making unique and interesting levels with existing assets, heck, some of them are not even used anymore in the game (Slooms). So why can't I expect highly of OOO? Again, I am the customer, it is not my problem that my food is not well cooked, it is only in my concern to ask why it isn't?

You're lamenting over the chest at the bottom of the ocean that has legends surrounding its contents, and occasionally a chest is brought up but you don't think it is the right chest because it doesn't hold "that treasure".

Do not twist my words, I am lamenting the fact that SK may never be found and be played by later generation because it is buried in a sea of other games that over flooded the market. It is not that I am not happy with the treasure I found, but the fact that so much of it was lost in the ocean waves, I never said the treasure I found isn't the one I wanted, but so much of the treasure is already lost, never to be found again.

Tue, 11/10/2015 - 17:35
#12
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

midnight, you are lamenting on something that isn't, but you wanted to be. point is, you can do absolutely nothing about it. the game is in this state because of its development, and if it wasn't so then maybe you wouldn't be lamenting as much, but it also would be another game. just enjoy the game for what it is instead of saying that it would have been so much better.

I think what you miss the most is interaction with players, and nothing in the game can satisfy that. I see where you come from, but it's no use stating the problem, since there's no way of addressing it directly. I think SK already reached its peak, and the only thing we can do for now is enjoy the gameplay while it's still on a server. for people like you that enjoy interaction between players more, the game lost its appeal some time in the past, and I don't think anything will change that. I can just hope OOO can prove wrong.

Tue, 11/10/2015 - 17:47
#13
Fangel's picture
Fangel
That's the thing

If you're expecting everything out of Spiral Knights you're doing it wrong. We may see the Spiral Order live on its legacy in another game, as Resident Evil did, but Resident Evil didn't become third person - its sequel did. Similarly, Spiral Knights won't be leaving cradle and as much as I'd love to see some sort of Morai Wars in the game I doubt we'll see them come in.

You can make the Spiral Order out to be anything. You can make each moment you own. However, expecting Spiral Knights, the Free to Play MMO dungeon crawler to be anything except a Free to Play MMO dungeon crawler is going to leave you heavily disappointed. Expecting the game to be more than it currently is isn't an unreasonable expectation, however with Three Rings' update history the less you expect the better each update will be.

Now, you can hope for Spiral Knights to be anything. Heck, you can hope and suggest whatever your heart desires - it's when you set your mind into the scope of "this is how it should be and it's not this way therefore it is a wasted effort" that it becomes a problem. This problem is only within yourself - the game never promised Morai Wars, but believe me I would love to play a game built around that. Spiral Knights getting the Plants VS Zombies: Garden Warfare treatment would make me genuinely happy, and would bring a whole lot more people into our universe.

To be honest, Spiral Knights is only a unique game right now because most other games have moved away from its gameplay style. RPG + instant action + dungeon crawler + MMO is rare these days, but in a decade from now we'll see another developer's attempt at this game style, and if they do it better, then they'll be remembered.
You remember DOOM. You remember the original Super Mario Bros. They were perfection of their game type in a smaller market. Now with the market flooded by every type of game imaginable, most games will be lost or forgotten once they are over.

And to finish this off, the treasure "lost in the ocean waves" isn't quite that. It's the idea of the treasure lost that worries you - whether or not the treasure is "lost" we won't know until open the chest.

Tue, 11/10/2015 - 18:34
#14
Hexzyle's picture
Hexzyle

You guys... (gets teary) you guys make me proud.

Tue, 11/10/2015 - 20:09
#15
Umbra-Lunatis's picture
Umbra-Lunatis
@fangel

+1 to absolutely everything you said except for the part about SK not leaving cradle. We don't know that just yet.
Also, as far as SK not being unique, I'm not entirely sure I can agree with that either. There's a very unique feel to the game that you can't get from, say, Legend of Zelda or Doom. The steampunk aspects, mixed with the not-quite-classical-because-of-synth-swells music; the actual stuff of legends that we've waited and wanted for in real-time like Tortodrones, the Core, and the Jelly Green Giant; and a pleasant layer of childlike graphics and atmosphere with dark undertones are/is a huge part of what makes our universe what it is and has been since its creation.
.
or something like that. Take it or leave it, but SK is hardly cookie-cutter.

Tue, 11/10/2015 - 21:05
#16
Agentz's picture
Agentz
BLARGH

If I could have 3 wishes

One of them would be for SK to have a dev team and budget the size of Bungie's. ~Z

Wed, 11/11/2015 - 04:59
#17
Nitro-Nano
devs are keeping costumes

devs are keeping costumes updates just to get money for themselves as much as they don't planning to get more people to help them to get something this game is done for.
they need something that sooo attractive.

Wed, 11/11/2015 - 12:15
#18
Abelisk's picture
Abelisk

Sword-Manava: hi Manava, it's Utrex! :p

Anyway, I sort of agree. But there's a game-changing, groundbreaking update coming soon and all I can say is to be patient. For the most part, whenever OOO neglects updates that add on to the game fundamentally, they take a few months. This upcoming update is taking forever. We all know what that means.

Wed, 11/11/2015 - 14:07
#19
Fangel's picture
Fangel
Sort of

Spiral Knights isn't the most unique star out there in the gaming world right now, it just is a unique blend of things. Instant-Action MMORPG with an adorable artstyle isn't common, but each individual game type is. Dungeon crawlers are super common, but MMO dungeon crawlers? Not as much.

What I was getting at was that Spiral Knights isn't the first of its kind, and it definitely won't be the last. Just because we're here to experience it doesn't mean it's the only one and we can't enjoy it - no, it means that we should enjoy every moment the game gives us but when it's over, we can move on to the next thing.

As for the Order not leaving Cradle, I say this because of all the story we have built up until this point. At the end of the 10-2 missions it's hinted at that we've been drawn to Cradle for a larger purpose - and that purpose is to protect the Sleeper from the Swarm, and keep the core sealed. We're now the core's protectors - the likelihood of us simply up and leaving Cradle is pretty weak.

Thu, 11/12/2015 - 08:22
#20
Ironclaw-Mender's picture
Ironclaw-Mender
re

"the likelihood of us simply up and leaving Cradle is pretty weak."

DON'T FORGET:
YOU'RE HERE
FOREVER.

Thu, 11/12/2015 - 10:51
#21
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

Of course, there's zero possibility we're just gonna fly off on the 'lark and leave Cradle to the Swarm. After all, if the Sleeper is a living entity, then wouldn't "harnessing" its power without its consent be a little morally ambiguous?
Anyway.
There's still a story yet untold where we are. However, the story of Isora is one that's just a bit farther off.

Thu, 11/12/2015 - 12:33
#22
Fangel's picture
Fangel
Sort of my thoughts there too

I'd love a sequel/prequel as much any anyone else, it's just we won't be living the Morai Wars in Spiral Knights. That doesn't mean we can't have a Spiral Knights prequel - I'd love to have a single-player/co-op first/third person Spiral Knights game up to the events we see in Spiral Knights. I can already imagine rushing to the Skylark as its powering up, grabbing onto a latch and taking off into space leaving our world behind ... And then after the credits roll a short cutscene is brought up with Captain Ozlo staring at a blinking screen, letting a grunt out, saying something about returning one day. On the blinking screen it shows an energy signal - and an outline of Cradle.

Fri, 11/13/2015 - 08:23
#23
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

>kill swarm
>fly off on skylark
>find means of transport back and forth to/from cradle
>kill morai
>reclaim isora
>double-world system in single game

It can be done without a sequel.

Fri, 11/13/2015 - 15:14
#24
Fangel's picture
Fangel
Bit optimistic

That's assuming the Swarm is an entity that can be stopped. From all we've seen, the swarm can simply be pushed back, but never stopped or killed.

The most I can think of would be if us Knights became fused with Cradle, and thus it started mechanically re-creating our homeworld as levels in the clockworks. However, the likelihood of us leaving Cradle is very small - we aren't just killing the swarm, we are protecting the Sleeper. Sleeper isn't going anywhere, and most likely the Swarm isn't going to stop leeching its energy.

You also have to understand that, game mechanics wise, a playable Isora planet would be a complete overhaul to what we currently have in the game. No elevators between randomized levels, no clockwork planet. Shroud of the Apocrea's grasping plateau should be a good indicator of why large open fields are not more common in the game - they cause horrendous amounts of lag and have terrible memory leaks. Whether or not this is just the map is another thing to worry about, but it's the only connection I can make.

It would be super cool if we were able to fight the Morai in the Clockworks, as Cradle draws in other worlds as a shield, but us leaving Cradle, the Sleeper, the Swarm... Each individual enemy and monster family...

I understand your idea, but our original plan was to get off Cradle, and if we could get off we wouldn't come back. The current story arch is that we belong on Cradle, and we won't be leaving it.

This is why a prequel or a sequel would be so much more appealing - it isn't limited by what is happening right now in our MMO, but can still use similar mechanics and world pieces, and enhance the lore.

Fri, 11/13/2015 - 15:42
#25
Umbra-Lunatis's picture
Umbra-Lunatis
yes but no

That Swarm portal in Dreams and Nightmares is evidence of how teleportation can be used by Core energies.
I don't really want to rule out an Isora map before it's even implemented. You're assuming Isora will consist of nothing but flat plains. Besides, the Surface levels on Cradle look nice enough to alter and reskin for that purpose.
Also, a sequel is unnecessary with an MMO that thousands of people have sunk money into. It's like if valve made a Team Fortess 3. Literally no point.

Fri, 11/13/2015 - 17:12
#26
Fangel's picture
Fangel
That's the thing

If Team Fortress 3 were an entirely different game then it might take off. Personally I'd love a re-imagining of Isora as a prequel, but in a first or third person perspective. That's already an entirely different game, despite us still playing as spiral knights. I can't imagine it'd be an MMORPG as well.

If we made a prequel that played and worked entirely differently, then yeah, we can use one. If gameplay is important to the series as a whole, then we need to hold onto it. Rise of Knights is a good example of the same assets, different game situation.

Main issue with Isora levels is that there is no break in them. Elevators won't exist on a non-clockworks planet, making the "depth" system either useless or not correct. Gear would thus be under or overpowered, loading times would take a long time, game stutters would occur without proper loading screens...
Basically what I'm saying is that by us leaving a clockwork planet to go to Isora, we are thus creating a different slew of problems that are not problems on Cradle. Giant, empty pits are space are normal in the clockworks. Floating islands and levels make sense in the clockworks. Unless we're in some Morai building with large skywalks then there's no way this same game design would fit in with our current one. Then there's the whole point that if we're on slanted levels then height differences will be a problem, both with the camera and with bullets.

As I said, us literally leaving Cradle doesn't make sense in a lore-perspective, nor does it make sense in a game design perspective. That doesn't stop Isora from coming to Cradle, however, and creating new levels for us in the Clockworks, or even having the Morai try to hold us under siege on the surface. Neither of those things harm lore or game design (isora would be built in a floating island way, same as the rest of the clockworks), and in fact, would be really fun.

Fri, 11/13/2015 - 19:00
#27
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

You're still assuming that the entire thing is gonna be outdoors. The devs might decide to make dungeons with stairs. Castles of the Morai. And yes, possibly battlegrounds, with the loading sections being akin to leaving the rescue camp. You're putting Isora in a box before we've even seen it.

Sat, 11/14/2015 - 14:47
#28
Fangel's picture
Fangel
I did consider indoors

Indoors we have the perspective problem. The camera is set up to look down upon us, and if we're indoors we would need to have high ceilings and low walls - pretty much limiting all potential "indoor" maps to being in a cubical space. There's a reason pretty much all of the playable levels in this game are not indoors - and the ones that are indoors take place in very large corridors (only ones that come to mind right now are garrison + Haven arcade area).

I'm looking at it from every angle and I just plain can't see any reason for us to be on Isora in this game beyond a fan service. Isora coming to us through the clockworks is not just possible, but very exciting to think about - but us going back to our home planet with the lore where it stands, and the gameplay itself already defined? I can't come up with a logical explanation.

Tue, 11/17/2015 - 19:00
#29
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

It's a video game. You can alter the logic aspect of it any which way in order to produce content.
The issue i have with your opinion that we don't really need isora is that, if we don't take an open-ended approach to these sorts of things, we'll be sending the message to the devs that we don't actually want new content. And that's just contradictory.

Isora is currently an undefined void of a setting, and for the most part it's probably a good idea to not set too many boundaries for it at this point. Granted, things like level transition may have to be altered a small bit, but that would be fairly easy to do with a staircase or maybe even a redone elevator.
As for roofing, the Arcade's southern half does that pretty well. Additionally, with SK's art style, all you really have to do is just give the impression of a roof from outside, make the interior a minor cavern like you suggested, and you're pretty much set.
Black skyboxes for dungeons like in Toon Zelda games, Ruin settings similar to Sky Islands, a molten underground catwalk, a level high in the air with moving platforms...the possibilities are endless and there's no reason to restrict them when they don't even exist yet.

Wed, 11/18/2015 - 20:24
#30
Avenger-Of-Troy's picture
Avenger-Of-Troy
im so lazy.

Too lazy to read everything, but aren't there new missions?

But think about it this way: You just bought Paper Mario. (You're old.) You play through it. You're done. Maybe play again.

(Is it legal to mention nintendo on a Sega company?)

Thu, 11/19/2015 - 13:32
#31
Umbra-Lunatis's picture
Umbra-Lunatis
@troy

Mentioning nintendo on the forums is a heinous offense as stated in Section 1224, Clause 86.3 of the Terms of Accumulation of Common Omission. You're goin' to jail.

There are fairly new missions, but nothing past the update a couple months back.

Thu, 11/19/2015 - 13:56
#32
Fangel's picture
Fangel
I mention these things in my reasons :I

As for roofing, the Arcade's southern half does that pretty well.

The camera is set up to look down upon us, and if we're indoors we would need to have high ceilings and low walls - pretty much limiting all potential "indoor" maps to being in a cubical space.

High ceilings means high wall barriers. In order to make such an open space feel alive you would need a lot of detail put into these walls. The arcade doesn't put focus on said walls, instead making our gaze naturally move towards the moving gears further away.

My issue isn't new content, my issue is, taking into account all the resources we currently have (lore, gameplay, artstyle, background design), a multi-stage dungeon of sorts or an overworld on another planet are... well, a bit out of line. I am 101% for Isora clockworks levels, and I am all for us visiting Isora in a game with its level design and style themed more around a more player-focused perspective, but in our current game with our current perspective, leaving the planet and continuing to fight a losing war is bad. Flashback instances, playable story, or clockwork-created Isora levels are all in our wheelhouse, but returning home to fight the Morai really isn't.

Thu, 11/19/2015 - 17:24
#33
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

well, if you don't want to explore isora, that's your personal choice. However, I would totally be down for, you know, fixing the skylark and finishing what we came here to do in the first place with a portal made of Whitespace leading back to Cradle.

Thu, 11/19/2015 - 17:38
#34
Fangel's picture
Fangel
Lore has changed.

Initially the lore was that we crashed on Cradle, and were trying to find an energy powerful enough to power our ship to return home. This was it. If this was the current lore I would be on the same boat because that was the end goal.

Now our lore states we were escaping a war on our homeworld in search for a powerful energy signature for us to turn the tide of war. We discovered Cradle. Cradle fires upon us, wrecking the Skylark and stranding us on the clockwork planet. Lore continues and in our current story arc we have come to accept that we are here for some higher purpose, and that Cradle is now our home, and protecting the Core, and more importantly defeating the Swarm, is our new objective.

Again, I'm looking at this from multiple angles. Lore-wise, with all of our current lore, leaving Cradle would doom it, and potentially bring the Swarm to consume more and more until it starts expanding off of the clockwork planet. We also have no energy powerful enough for us to leave Cradle, much less win a war on our home planet.
Gameplay and game design-wise, Isora would be an entirely different game. It is not a clockwork planet, all enemies would be completely redone, certain monsters families would not exist... Basically, it's not the same game. I'm not saying that I would dislike going to Isora and exploring it - I love to explore in games, and have probably done far too much wandering in Skyrim than I should have, but Spiral Knights is a linear dungeon crawler. Weighing everything together, such as game engine, optimization, level design, art style, puzzle assets, etc... It's not really all that feasible. No matter what the situation in Spiral Knights is, the levels are all generally similar in design; combat areas with narrow passageways between them.

I'd love to see Isora, and I'd love to fight the Morai, but there's a time and place for everything... But leaving Cradle? Not now.

Future lore and game optimizations can change my mind, but looking at all our pieces in the present? I don't see it being feasible.

Thu, 11/19/2015 - 19:54
#35
Umbra-Lunatis's picture
Umbra-Lunatis
@Fangel

Exactly my point. I don't want Isora to interfere with current lore until it can be implemented. Like I said before, once the Swarm is vanquished and the Sleeper freed, then might we be able to look to the stars. Certainly not just yet, of course.
As far as mechanics go, don't count it out as being entirely different. The only parts we need for the planet to function similarly are dungeons, level transition, a world map, and a central hub. Throw in all that and give it turrets, footsoldiers, healers, and puzzles, and there's a whole world (heh) of directions you can go from there.
One last thought. Isora may not be a medieval battleground. Given that the 'lark is a spaceship in and of itself, there may be plenty of futuristic stuff in and on Isora too, furthering the steampunk theme of the game. Or not. Again, abstract approaches are the best kind for something that doesn't even exist yet.

Thu, 11/19/2015 - 23:14
#36
Thinslayer's picture
Thinslayer
On Isora?

Who says Isora doesn't have elevators? Isora might be a highly modern and industrialized world, like maybe Coruscant or something. I could very easily imagine there being complex webs of pathways and elevators to navigate through. Want changing gates? That's more story business.

*cracks knuckles*

Suppose the Spiral Order on Isora is more like a Spec Ops unit, and they have a hub base from which they launch their missions. Spiral HQ periodically gives them different missions to complete, and they start those missions by stepping on the portal elevator, much like we do with the Arcade on Cradle. The portal elevator takes the knights to the mission portal, where they are teleported to the mission start location.
*Industrial forges are malfunctioning! Rouge robots may be to blame. Destroy the rogues and get the forges back online!
*Toxic waste is spilling from the sewage system and into the water supply! Sentient waste is also coming out. Destroy it and plug the leak!
*Sabotage! Gremlins have messed up the central power generator, and it's up to you to stop them!
*The Frostifur Pack is about to drop an avalanche down Frosty Mountain! Navigate a path to the peak stop them before they destroy the city below!

Stuff like that. Making varied environments for the knights on Isora isn't all that difficult.

Fri, 11/20/2015 - 18:16
#37
Fangel's picture
Fangel
...

Who says Isora doesn't have elevators?
Well I mean, going off my memory it might be a bit fuzzy, but I'm fairly certain various modules and comlinks talk about never seeing anything quite like the Clockworks, so it's new to our knights.

I'm talking from not just a visual game design, but an actual design design. Smaller, more contained corridors is the level design we've seen time and time again, with large battlefields being the boss arenas. If Isora is designed entirely like Cradle - i.e. "dungeons" with many paths to go about them, potential randomziation, all that... Then yeah, it fits in game-design wise. However I'm assuming Isora is, you know, not a clockwork planet, and thus is more attuned to the surface of Cradle than anywhere else. This means level design similar to " breaking in the recruits", which isn't bad by any means, but lacks randomization.

If Three Rings pulls off something with Isora, I will eat it up willingly. I won't throw it away for being garbage because "muh headcanon". Everything I see points to Isora levels built by Cradle, as this is the most lore friendly, game design friendly... Well, it fits in the most! But for the actual planet, it would create a huge player divide, and in our current state, that would be pretty terrible.

I'm not against exploring Isora. I'm not against Isora being on Cradle. I only am against the notion that, in our game's current state, leaving Cradle and fighting a war on Isora being a good future for the game. It being a future game in-of itself? Omg I want that - but I'd buy it as a full-feature single player/co-op game, maybe even at a huge price tag like $30-$50.

Fri, 11/20/2015 - 18:20
#38
Avenger-Of-Troy's picture
Avenger-Of-Troy
I know this is being creative

Fangel, what if Isora was actually taken into cradle, and only peops that did DaN could access Isoran Cradle levels. It would be a new level design, but they could fit it in story-wise.

Fri, 11/20/2015 - 18:37
#39
Fangel's picture
Fangel
Well I mean

The clockworks takes different worlds from around itself to shield the core. Honestly, I would be perfectly fine with Isorian Clockwork levels, simply because they are still the clockworks, and it makes sense for all the Clockwork puzzles, enemies, backgrounds, etc. to exist there. I don't just like the idea, I actively support Isorian Clockwork levels.

I am against Cradle levels on Isora.

Fri, 11/20/2015 - 18:49
#40
Redmania's picture
Redmania
Gunner update wasn't even

Gunner update wasn't even really a content update.

It just added new tools (the guns). There was no actual new content (i.e. levels, bosses, enemy classses)...

So no actual content update FOR OVER 2 years now...

Fri, 11/20/2015 - 18:55
#41
Avenger-Of-Troy's picture
Avenger-Of-Troy
That, my friend, is where are you are wrong

My good redmania sir, What do you call Dreams and Nightmares? Also the 10-2 missions before that?

Fri, 11/20/2015 - 22:12
#42
Traevelliath's picture
Traevelliath

Why are guns not considered content? More specifically, how are tools not considered content? I honestly don't see a difference, beyond an arbitrary line in the sand.

If OOO decided to remove every single bomb in the game, you'd say they "removed content."

Fri, 11/20/2015 - 22:12
#43
Traevelliath's picture
Traevelliath

Woo lag and double post!

Sat, 11/21/2015 - 13:57
#44
Fangel's picture
Fangel
welp

I guess Red's getting on my forum ignore list now.

New weapons are content. New levels are content. Notice how people complain about mixmaster? It's because it's content behind a paywall.

Heck, costumes and accessories are non-playable content.

There was no actual new content (i.e. levels, bosses, enemy classses)...
Levels - new vanguard levels. Breaking in the Recruits gave an overworld pallet, and Dreams and Nightmares explored the core. Are you seriously calling the core opening "not actual content"? We waited 4 years for this to happen for crying out loud.
Bosses - Herex, Tortodrones
Enemy classes - If you want to get technical, all the new souls (void, flaming) are new enemies. Herex acts a bit differently from a stalker, but is largely the same. Tortodrones were added, and entirely new enemy from the days of old. In general enemy classes aren't added often, with only around 4 or 5 monster types being added post-release (minis, grimalkin, gorgoes are the only off the top of my head).

So um, don't think your examples stand.

Sat, 11/21/2015 - 15:12
#45
Melonfish's picture
Melonfish
@monster types being added post-release

They have added many more than five. Polyps, Howlitzers, Bombies, Battlepods, Gremlin Knockers, Gremlin Mortafirers, "Collectors", Undead Almirian Crusaders, enemies that turn into different enemies when sufficiently smashed like the event-exclusive Batterbots and Grim Gourdlings, the list goes on.

Despite their long-awaited inclusion, the Tortodrones that have been fought since some years ago are not normal Tortodrones at all. They're not actual bosses either. From my research, not only the new ones have been modified by the Devilites, but they have extended hurtbox duration on their attacks by roughly three times those from the beta Tortodrones'. This is a much greater deal than Mecha Knights and Devilites having been moved up to "elite-class" enemies.

Seerus and Herex are bosses in the more characterized sense of the word over the other archetypical definition, but they do count.

Tue, 11/24/2015 - 06:09
#46
Nitro-Nano
Just wow Fangle i am so

Just wow Fangle i am so amazed.
Your anwsers are almost perfect.
L
Anyway just wanted to say one thing when mixer or mixmaster out it didnt really bother me then later in LD(lockdown) i find out how powerful was it.
Later on the same day polaris XD still the most unfair weapon in the whole game i rekted everyone spamming that freaking mixer.

Tue, 11/24/2015 - 06:11
#47
Nitro-Nano
Kinda posted the same thing

Kinda posted the same thing twice xP

Wed, 11/25/2015 - 13:25
#48
Fangel's picture
Fangel
Right.

They have added many more than five.

Of those added post release, the turrets, knockers, and gorgoes are the biggest noticeable monster additions. Still adds up to about 5 monsters, but you are right, there have been several more monsters added post-release, they just somehow slipped my mind.

Wed, 11/25/2015 - 22:00
#49
King-Of-Echoes's picture
King-Of-Echoes
Nick Popavich.

To the little argument a few posts up. Nick Popavich has major future plans for Spiral Knights in the future, but got caught up with actual life. Perfect example to what Bopp has mentioned; "While we wait, each player can decide for herself whether to (A) fester with rage/sadness or (B) focus on other things in life." Nick chose choice (B). So to conclude everything, Spiral Knights has its delays because its short of staff and they have trouble coming up with original ideas and choose to "borrow" other games/people's ideas.

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