okay this thread is for some threads that i created and had a sad low amount of responses sense i dont want to "necro", i ll post the link and some description next to it and i hope someone will have the time to take a look and give me anything on ur mind. even if it criticism, but i hope its sound criticism.
1 - first thread that i wanted to discuss in great depth was the thread titled "some technicalities".
- http://forums.spiralknights.com/en/node/63597
this thread had many topics that i tried to cover in detail and was hoping we could discuss the logic behind the small technical function of how the game works. the topics that were listed are : Monster Habitats, infiltrating those monster habitats, Healers, and other variations of monsters with the ability to heal. i will not cover the details for each topic here, as this is just a preview.
2 - second thread that i was hoping to cover at least briefly was titled "Sheathes".
- http://forums.spiralknights.com/en/node/64828
this thread i created was a simple concept of a way for players to carry a adjusted weapon size in place holders such as sheathes when in haven, guild hall and even into the clockworks. this sugestionmight take a lot of graphical programing to create the sheates. if this was implemented, we could have knights that are in haven be able to carry weapon in these sheates and have an animation that make it seem that knight are unsheating there weapons when clicking to attack. the sheath place holders not only include swords, bur also holsters for guns, and bomb bamdoliere for bombs.
3 - this next idea was created by a knight name "Spacmanz" and the thread was titled .
- http://forums.spiralknights.com/en/node/65476#comment-540371
in his idea, he sugested that we have the aura that is already equiped with our armor or the ones we accessorize into our knights be more emphasized during the times we charge our weapons. i thought this was a fantastic idea, but it was not covered in almost any kind of depth. so i would like to renew the dicussion and try to see if we could cover some of the cons and pluses to this idea. as of now in sk, the auras are only there as an accessory and do not have any other function. if this idea were to be implemented, not only would players who have aura be more noticed during battle, but the aura function would have more value and might even seem more worth while. a small example of a flame auar charge would be during the charge and while holding it, the flame aura would urn more intense and wild and would cover the player's entirer body.
4 - this next idead that i wanted to cover was base on this thread created by "Dmatter" which was titled "fragmented artifacts".
- http://forums.spiralknights.com/en/node/65036
the idea that came to me from this thread was to give artifacts a use besides just being a collected sections of text that is a reward after reaching a certain area. The function i wish to be added to artifacts is to have some specialized room the appear at random while exploring the clockworks. these rooms can only be access if a user in the party who has the artifacts interacts with a simbol that is similar to the place where the artifact was found. so for example as i am exploring the clockworks, i would see a simbol on a wall taht looks like the eyes of the snarbolax. i would approach this symbol and interact with it using the atatck function. i would only be able to indicate if i can inter act with the symbol when an interaction icon would flot on top of my knights head beacuse i have the artifact at hand.
when i interact with this symbol, i would give it a small amount of 1 token to enter it. the artifact would worl like the shadow keys and would let my whole party inside, and once inside, the party would lock and i would face a small a danger like room with a small mini boos at athe end that is a cousin weaker version of the snarbolax. after me and my teamates beat this room, i would get some tokens like the spark tokens and a chance for the mini boss to drop some kind of wolver confeti lol. or maybe something else that can be discussed later.
the main reason of this idea is to have a way to create specialized rooms that the player could enter if they have the artifact once they have already defeated the boss. the symbol to make it more apparent would also glow more or resonate as the player approaches closer to the entrance. as stated above to get into those rooms one would have to pay a small amount of 1 token. this could provide as a way to sink the tokens of people who already have the token weapons and dont use the tokens to buy weapons and resell to vendors. this would also add more mystery and adventure to the clockworks.
5 - my next idea is a genuine one that i formed after noticing the pitiful abilities of this creature called the "Gremlin Knocker".
- http://wiki.spiralknights.com/Knocker
these weak filler creatures do not even provide much of a filer when using even the 4 star winmilion to fight them. so i sugest a huge buff in abilities, but just the abilities. keep there defensive attributes the same. the buff that i would like to give them is pretty simple, but would give them the appearance that they are a little tougher to take down.
i would like to give them 3 to 4 times movement speed buff from the current speed they have now. this would allow them to move swifter when attacking an unaware knight.
also give them the ability called roll over, which would allow them to roll to the right or left 3 spaces and a quick speed to dodge charges of sword such as the 5 star brandish lines and be a lot more annoying then even the teleporting wolvers ( and wolvers to most players are basically trying to smack flies of the air. all bark and no bite, another dicusion for later).
the last ability i wouls like to give them is for them to have a weapon thats attack at the insane speed of the cutter series with a low indicator of when the attack is coming. that means fast atacks, wish alsmost no way of seing the time of when they will hit. this would make them a lot more tougher in damage wise and make knights stand on their toes when around them.
well actually this is not an ability, but more of a monster attribute. i would like if its possible for them to be a lome more agressive. when ai say agressive, i mean very agressive to the point of even considering them to be cannibals. this would mean the only thing going trough their tiny little heads would be attack, attack, attack, attack. means no retreat, just attack no mater what state of health they are in. sense they usually attack in swarms, this would give the knights some thing to fear and even maybe run away from and start ti gun them. (not that they can get away with 4 times the speed that have now in movement speed.
well so fasr my sugestion seem very op, wel maybe to most knights. well then i would lik to give them one weakness. there ability buff well degrade bact to thier original abilities once the party commander that leads them is killed. this would make knights automatically aim fo that monster. but the trick is, that monster would looks almost identical to the others, and would have the same mentality as the others. so that means, its almost impossible to notice the leader. i wil leave the way for knight to notice the party leader base on the devs.
6 - one lat point i would like to make. as monsters gets stronger as we go deeper into the depth i notice that they almost do not gain new abilities. for example, healers geat to create a shield buble, gremlin thwackers gets a shield to their backs. so i was wondering why not buff even more of the tier 3 monstes abilities. cause in comparison t thier previous tier which is tier 2, i feel they are to similar. so worlvers, jelly cubes, greavers, lumbers, and many more i feel needs a huge buff in abilities cause as of now they seem to weak in comparison to tier 2 and in comparison to the damage output players can inflict on these monsters once they have reached 5 star.
when a player reaches 4 star, he or she can go to the core with ease except when encountered with a fiend base level or mayber a deconstruction level. so when i mean buff in abilities, i do not mean in anyway damage wise, i mean in what the monsters can do in combat tactics wise. they feel to similar and pretty much pathetic to actualy gaining any abilities abilities.
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You do realize 3-4 times the speed of a knocker is A LOT. You're just throwing random numbers. Something more reasonable would be 1.5x.
And giving them super fast attacks out of nowehre is bad too. Challenging maybe, but not in a fair way.