Alright... so we were even talking about the problem with elevator construction before preview, especially after autosell was implemented, but this recent post has shown that heated opinions are many and that there's displeasure with the system in general.
My solution is to make it a stronger Guild-play component of the game, and instead, not make it (directly) accessible to the masses, who may or may not have a vested interest in the construction of elevators. Hence, the current access point to sell minerals should be removed from the general public, and replaced with the system proposed below:
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Introduction:
Guild Control of the elevators is needed, as the current player-constructed elevators aren't all that enjoyable at the moment. There's no need to further "balance out" mineral distributions or such measures like that. Differing distributions based off of the levels chosen makes a much more interesting game, rather than simply random. However, with the current system, the masses in general are both uninformed (Mostly due to lack of documentation), and many are apathetic, concentrating on the simple "autosell" button that spits out crowns for their hard-earned minerals. Even if you were to adjust the mineral distribution patterns in levels, all this would accomplish would be generating elevator levels by whatever the current mineral distribution algorithm happens to be, rather than by the choice of the playerbase. Then, of course, every 1-3 months, you'd hear bickering about "Not enough this color or that color" anyway, as you'd tune the distribution to meet player's outcries, and lets not even consider how this will end up once you implement alloys.
However, if you put Guilds in control of elevator construction, there's a concerted team effort to construct elevator levels that their guild wants. Not only do you have levels being put in that are to your playerbase's likings, but you've adding a whole new dynamic to Guilds, and what power they may wield, which makes for an interesting gaming component. Soon, you'll have guilds competing over who constructs which levels, and what type of levels those will be. Will they be sectioned off through reasonable agreements? Or will they be constructed by mad-dashes as guilds compete to control as many levels as they can?
By doing this, you give minerals value. You give guilds both power and goals, of which they're intrinsicly lacking, as, at the moment, mechanically, they're just means of communication. Just because this is marketed as a "casual" game doesn't mean it must be divorced from intrigue or later-level complexity. As Such, I propose the following changes below. I don't have a copy of your Game Design Document, or your Development Schedule, so i'll put it in a multiple "Phase" process, from simple changes that require very few resources that you can patch in rather quickly, followed by a more developed system. The proposed changes are as follows:
Phase I: Stabilization
- Make minerals tradeable between players.
- Close off access for depositing minerals for elevator construction except for those with Guild Officer rank or higher.
- Remove the payout given for having minerals deposited into elevators.
- Give some decent documentation on how the elevator construction system works, as well as the spawning of minerals (If there's a more in-depth system, as Nick hinted earlier). If you wish to hide the exact formulae for each type of level, that's understandable, but at the very least give us the particulars on how it functions, so that we can begin to experiment and fill in the blanks. This information needs to be available in-game as well, from the geologist.
- Implement some means of internal tracking of which guilds are depositing what minerals, or at the very least, which guild deposits the majority of minerals for a level.
Phase II: System Implementation
- Incorporate a "Mineral Market" into your future Item Market, which allows players, in a very similar fashion to the Energy Depot, to post buy/sell offers for minerals, with how much per mineral and how many minerals they'll buy. Furthermore, to encourage guilds to stay active in purchasing and to prevent market collapse, have a NPC merchant that offers a low price for minerals in general. I'll leave it up to you to tweak how he might compete in the market, or what effect he might have on elevators.
- (Note: This point is not really needed anymore, as of this update) To fix the earlier "messed up" elevators, revert one elevator at a time to unconstructed status, and once one is constructed using the new system, move onto the next, and so-on. This minimizes disruption in people's gameplay.
Phase III: Guild Stake Implementation
- As I said earlier, track which guilds are depositing what minerals, or at least the majority. Now, for each elevator level, whichever guild contributed the most gets their name put on a sign at the entrance, stating "Tunneling provided by [GuildNameHere]", or some such. This allows guilds to not only have a lasting effect upon the gameworld, but also to gain recognition for their efforts from the playerbase at large. If you feel the need to, you can adjust this to also give credit to those that had secondary effects upon level completion.
- A variant of the above, have a sign at the elevator entrance giving credit to the guild(s) that contributed the most to the overall elevator construction. Or perhaps such a sign instead be placed at each tier's lobby, giving credit to the guild(s) that contributed the most for that tier.
- Implement a system for "Elevator Disrepair". Similar to roads, those that are used often are kept in repair more often, and those that aren't used that often aren't repaired as often, and can even fall into disrepair. As such, Elevators that aren't used enough would fall into disrepair. At the very least, this would be represented by a status bar that's viewable with the Elevator's basic information. If the elevator can't keep up as much usage as the others, it slowly falls into disrepair. If the bar reaches zero, then the elevator collapses, and a new one can be constructed there instead. This is an easy way to get rid of elevators that become unpopular, or it might give guilds a purpose to keep using the elevators that they constructed with pride and joy.
- Include a Guild Mineral Bank for each guild, accessible in the Guild Hall (possibly part of a greater Guild General Bank, but I digress). This would allow all Guild Members to deposit minerals, and Guild Officers and Leaders to remove minerals as necessary, the mineral totals viewable by all members. This allows the Guilds to better collectivize and manage their mineral resources. Furthermore, have the bank's resources directly accessible from the Elevator construction area.
- Optional: Perhaps have some sort of bonus given for guilds that take the time to implement these levels. I put optional since I'm rather "wary" of what bonuses should be given, or how they should work, as you don't want to have such bonuses permanently empower a guild. However, these could range from some sort of ability/stat bonuses while traveling through an area you constructed (temporary or otherwise), to perhaps discounts given for purchasing consumables, like healing pills and vials, from Tier 2 (and 3?) merchants. Open to suggestions. However, it should be kept in mind Guilds are already benefitting from "superior" loot from a possibly "optimized" elevator.
Phew... Right then, still with me? You hurdled my grand walls of text? Splendid then! If you agree with my idea, I encourage you to sign your support. Furthermore, I'm quite open to more ideas or suggestions. I've given this a great deal of thought, though more input would certainly help Three Rings. However, I feel the need to further support my ideas with contentions, for those that might doubt my reasoning (On that note, someone really needs to code "spoiler" button tags so I can keep things neater). So, my contentions for the above suggestions are as follows:
- This, as was the primary intention, solves the current problem with unfavorable elevators being created by both ignorance and apathy. Instead, they'll be created by driven groups of people, and be guided in a competitve manner by the community.
- This adds and clearly defines a concrete gameplay mechanism, adding another element of play to Spiral Knights. The possibilities of entertainment generated from this are numerous.
- This gives Guilds a solid goal that they can pursue. First off, you'll be adding a mechanical function to Guilds besides a glorified extended friends list and private chat channel. Through guilds, players will be able to make a great change upon the game world, and players will be aware of their accomplishments.
- Minerals are given a greater value. Rather than something players chop off in a dungeon and exchange for 5 crowns per, they're given a much more clear and valuable purpose.
- This new gameplay element has guilds actively spending more crowns to acquire more minerals. It's rather nice to have something else to spend crowns on other than simply equipment and energy, and not to mention, this indirectly increases your profitability, assuming people might progress through all the content in the game slower due to them spending more resources on building elevators.
- For those arguing that the "individual" won't have an effect anymore on the elevator creation process, all that's required to participate is to be in a guild. If you wish to control how resources get deposited, all one must do is be an officer or higher, which solo players, if they wish, can create their own guild for 500 energy and 1000 crowns, so anybody significantly invested in the game can participate.
And that's about it. As I said earlier, suggestions and comments are welcome, and I'd ask people to sign in support, thank you!
*slide whistle*
Nope
This, as was the primary intention, solves the current problem with unfavorable elevators being created by both ignorance and apathy. Instead, they'll be created by driven groups of people, and be guided in a competitve manner by the community.
You could just, I don't know... Use the current payout system as an incentive to get groups of people to dump the mineral you want instead.
Maybe TRD could work in Alloys again that do something to offset masses of unfavourable minerals.
This adds and clearly defines a concrete gameplay mechanism, adding another element of play to Spiral Knights. The possibilities of entertainment generated from this are numerous for those with something to gain from the system I propose.
You forgot a part, there.
This gives Guilds a solid goal that they can pursue. First off, you'll be adding a mechanical function to Guilds besides a glorified extended friends list and private chat channel. Through guilds, players will be able to make a great change upon the game world, and players will be aware of their accomplishments.
I don't recall them saying they were finished with Guilds. So that's all unfounded assumption.
Also, since creating Guilds is unrestricted, all this system is really doing is giving players with 500 CE and 1000 Crowns to waste, power over the majority of the playerbase.
Minerals are given a greater value. Rather than something players chop off in a dungeon and exchange for 5 crowns per, they're given a much more clear and valuable purpose.
Which is exactly the same as their old purpose, just now you can trade them for 5 crowns to somebody in a Guild.
This new gameplay element has guilds actively spending more crowns to acquire more minerals. It's rather nice to have something else to spend crowns on other than simply equipment and energy, and not to mention, this indirectly increases your profitability, assuming people might progress through all the content in the game slower due to them spending more resources on building elevators.
Because spending crowns to get more crowns is a whole new realm of unexplored content.
For those arguing that the "individual" won't have an effect anymore on the elevator creation process, all that's required to participate is to be in a guild. If you wish to control how resources get deposited, all one must do is be an officer or higher, which solo players, if they wish, can create their own guild for 500 energy and 1000 crowns, so anybody significantly invested in the game can participate.
Personally, if I wasn't an officer in a guild and I didn't have 500 CE and 1000 Crowns to make one, I wouldn't bother collecting minerals because they're entirely useless to me.
Besides, if the system is open to anybody who can reach Tier 2 and farm a little bit of CE, how is it controlled in any way at all?
It would be almost exactly the same as it is now, just less people would be depositing minerals, which means unfinished gates everywhere again.
I would understand if this was about private guild gates, but public gates need to remain the property of the public.
All they need to do is just find a way to balance out mineral spawns.
If people take too much of one mineral, make it spawn less.
They already track total numbers of minerals, so why not track individual numbers of minerals as well?
If people are taking 1000 Crimsonite for every 200 Dark Matter, bump down Crimsonite's spawning rate.
Or maybe just make the size of the crystals they drop smaller, but keep the rate the same, so they're acquired at a slower rate.
And bring up Dark Matter's so people get a 4~6 size shard every time it appears.
Simple as that.
This way only people hell bent on acquiring one kind of mineral will acquire one kind of mineral.