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Equipment Advancement

16 replies [Last post]
Thu, 10/07/2010 - 00:11
mkapolka
Legacy Username

I don't know what level of suggestions you're looking for, but brainstorming is so much fun, and this seemed like a cool idea, so I thought I'd share it-

Two things I noticed as I was playing: First, using two digits in the level field on equipment just begs for those digits to be filled. As it stands, they only go up to level 10 (well, Proto equipment does, maybe other ones have a higher max), and then it stops dead, and it seems like a waste of potential.

The other thing that caught my eye were the modular bonuses that certain pieces of equipment get when you hit milestone levels. The Proto Gun, for instance, gets a charge speed bonus at level 5 or so, then an attack speed bonus at a later level.

What if, instead of stopping progress dead at 10, you had the option of levelling up a piece of equipment further, past its normal limit of 10 (for a fee- 150 energy or so) and every 10 levels you would gain a random bonus to the equipment's stats, in the style of those modular bonuses. The equipment wouldn't scale in power at the same rate that they do before level 10, but the bonuses would provide some extra strength out of the equipment, and allow for a degree of personalization. You may end up with a Cutter that has a chance of setting the enemy on fire, or a Swiftstrike Buckler that prevents you from being frozen. With the number of base equipments and possible bonuses, the permutations skyrocket, and you have a pretty good chance of having a piece of equipment that really is unique to you.

This system would dramatically increase the ceiling of progress in the game- not only because it would allow equipment to be leveled up 9 times further, but different combinations of random bonuses would naturally be better than others, creating a hierarchy and rarity of equipment (each permutation might not be any more likely than any other one, but different tiers of quality- how well the bonuses work together with the equipment's base stats- might be). Couple this with an option to de-bind equipement (again, with an energy cost), and an extremely high value market for players who are so dedicated will create itself.

It could even be a way of providing a reason for re-visiting lower level equipment (it seems tragic to me that there are these beautiful unique models and actions for each piece of equipment, but once you get an upgrade there really isn't any reason to see it ever again). If each piece of equipment has a natural max level- that is, the maximum level that it can achieve before you have to pay to level it higher- and stronger equipments have higher natural maxes, then they will get fewer random bonuses before they hit level 90. A shield with a natural max level of 20 will be guaranteed to have better stats at level 20, but one with a natural max of 10 has a lower guaranteed power, but a higher potential, depending on what random bonuses it gets.

Fri, 10/08/2010 - 00:25
#1
machallboyd
Legacy Username
I actually crafted a unique

I actually crafted a unique variant jelly helm, apparently by accident. It lists "Increased Elemental Defense: Moderate" as a bonus.

I guess the idea is to keep people gathering until they craft a unique item. Maybe take a cue from TF2 and let all those dud pieces be melted into something useful, like an upgrade?

Fri, 10/08/2010 - 07:54
#2
Trowzers
Legacy Username
Recycle those old weapons

I'd like to be able to use all those old levelled up itmes to add levels to a newly purchased items. Perhaps that could even be one of the alchemy options. Maybe Add 2 levels for every 10 levels of the old item (just so it isn't too easy). It seems a shame to have a fully levelled starter sword, which you can't even trade, and then get a moderately better one but have to start at level one again. I think it should be that you can only level up a sword with a sword/a bomb with a bomb etc.

Just an idea I thought would make things interesting and prevent some inventory clutter.

Fri, 10/08/2010 - 09:16
#3
mkapolka
Legacy Username
unique

For all the work that goes into crafting an item, you'd think they'd all have some unique bonus. Then again, as far as I know you're the only person who has crafted something so far, so maybe that's the case :P

Fri, 10/08/2010 - 12:16
#4
machallboyd
Legacy Username
From what I gather, crafting

From what I gather, crafting usually makes a stock item, but has a chance to make a "unique variant" item. The item has some additional bonus listed on the sheet with a star next to it.

Crafting vs. buying costs are definitely out of whack at the moment. You'll earn enough crowns to buy at item four times over before you get the drop you need to craft it.

As for max-leveled items, didn't the tutorial say that you can then customize them with power modules? I haven't seen any in the game, though.

Fri, 10/08/2010 - 16:28
#5
Trowzers
Legacy Username
Unique items from crafting? Neat!

Wow, I guess I'll have to go check that Jelly Shield I made and see if it's normal or extra special o.O

Fri, 10/08/2010 - 17:53
#6
machallboyd
Legacy Username
I put up a screenshot in the

I put up a screenshot in the crafting section of the wiki.

http://wiki.spiralknights.com/images/b/b2/Jelly.PNG

Mon, 10/11/2010 - 11:28
#7
aido
Legacy Username
Yes, agreed!

Even being able to dismantle old weapons into some basic alchemic components would be great-- maybe giving higher-quality items for higher levels. I feel badly for having such high-level starter equipment!

Mon, 10/11/2010 - 21:44
#8
Kharnor
Legacy Username
In honour of today's awesome bug

I'd like to suggest a new sword called the Khar

Ingredients: 5000 red shards.

Tue, 10/12/2010 - 10:39
#9
machallboyd
Legacy Username
Khar

What's the bug?

Tue, 10/12/2010 - 12:56
#10
Kharnor
Legacy Username
Infinite red shard drop! They

Infinite red shard drop! They had to restart the server apparently :P
I now have over 5000 of the damn things.

Tue, 10/12/2010 - 15:56
#11
LoneStar
Legacy Username
/thinks this is awesomeness

/thinks this is awesomeness and would definitely craft a Khar if she stumbled into an infinite red shard drop

Tue, 10/12/2010 - 18:50
#12
Alee
Adding some means by which to

Adding some means by which to scrap old items for parts would be highly desirable. Clearly you wouldn't get back all your component parts, but perhaps the recovery rate would be based (at least partially) upon the level? Or maybe even inversely. A highly used weapon (lvl.10) would yield the minimum of the recovery range.

Sun, 04/01/2012 - 11:06
#13
Skillkid
dismatle create

how about a way to dismantle ur unwanted stuff and say if its 5* u get back all the energy u had spent on upgrading it (if it was 4* say, yyou would also getr back energy and cr from when you were upgrading it to 3* ASWELL as they get 3to4*money too.Its not overpowered money since you spent that money anyway. Its basically refund.

@machallboyd thats when ur 2 star. 4 and 5 star stuff cost INSANE amounts to buy and crafting lowers things like 200kcr to 20kcr. Pointless to craft 2 star or lower

Sun, 04/01/2012 - 11:19
#14
Severage's picture
Severage
Ooh.

Nice necro dude, the last post was only SIX months ago.

~Sev

Sun, 04/01/2012 - 11:34
#15
Hexzyle's picture
Hexzyle
@Severage

Eighteen months ago.

I can safely say... "N-N-N-N-N-NECROOOO!"

Mon, 04/02/2012 - 01:36
#16
Severage's picture
Severage
@Hexzyle:

LOL I didn't even realize it was from 2010.

Sheesh...

~Sev

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