My concerns about the Battle Sprites update, and my recommended solutions

I am a huge fan of Spiral Knights, with well over a thousand hours of game time logged. After reading the reveal and details of the upcoming Battle Sprites update, I've found myself deeply concerned that the game I've come to love so much will be changing in fundamental ways, ways that will alienate older players like myself and muddle the experience for newer ones. On top of this, I've discussed my concerns with a number of other players and found several who echo my sentiments.
In this post, I will first be providing a detailed analysis of what I consider to be the ways that the Battle Sprites update has potential to negatively impact Spiral Knights, its players, and OOO's profits. My range of knowledge of what the update will look like is as large as it is currently possible to be without inside information. Basically, I've read everything that Nick has said about it on these forums. I'm aware that there may be critical pieces of the picture that no one in my position can see at the moment, and yet the information that Nick has provided thus far shows me enough of the picture for me to feel that I can write a post about it that's both substantive and appropriate.
My second order of business in this post will be providing alternatives to the Battle Sprites' current design that aim to eliminate the potential for negative effects, increase Spiral Knights' appeal to players, and increase cash flow to OOO.
So then, my list of concerns is as follows.
1: Battle Sprites may constitute a huge change to the combat due to being influential and non-optional.
Allow me to clarify what I mean by both of those adjectives. The are "influential" because they will require an extra button to be assigned for their actions and because they can have a significant impact on how battles are fought. As for "non-optional", well... Technically they will be optional, but apparently only in the way that shields are optional: You're not required to bring one into battle, but you're at a disadvantage if you don't and there's no downside to equipping one.
This could be a problem because what if there are players who don't want to have to deal with these sprites? Too bad! Gotta get one and evolve it just like your armor and weapons if you don't want to be at a disadvantage. This sort of thing can alienate older players who enjoy Spiral Knights' combat as it is.
Now you may ask why a player wouldn't want to have to "deal with" sprites. There are a handful of reasons why a player might object. One is the sprites' actions requiring a new button to be pressed, impacting ease of control. Another is the player disliking the gameplay and/or theme changes the sprites could herald (which is something I discuss in detail later in this post). And the last possibility is the player longing for challenging gameplay in Spiral Knights, yet the sprites ending up making the game even easier.
I'll say more about that last one right here. It's easy to see from following these forums that many players are complaining that the game is too easy. This has been a growing concern for quite a while. If a considerable step is made to make the game even easier, I would expect most of those players to quit playing altogether.
2: Battle Sprites may make the game less user-friendly.
There are a number of ways I see them having the potential to do this. First off, newbies are saddled with choosing just one of the three before they can possibly have enough knowledge of the game to know which will suit their playstyle best, even after trying out each one. Most newbies who care about pets will probably even make their decision based solely on aesthetics, opening the possibility for them to become resentful if they find out the one they chose is underpowered or doesn't suit them.
Secondly, the sprites sound to me like they could add a dangerous amount of complication to the game's combat. Nick has said that they will require another button to use, which is already risky for Spiral Knights at this point with the number of buttons it has currently. And on top of that, well, fights in this game even now can get quite chaotic with four players. With Battle Sprites, potential for chaos increases at the same time as adding yet another element that players have to keep track of and think about in battle.
Spiral Knights is currently a game that in my opinion qualifies as "easy to play, difficult to master." This is great for both new and old players, and the sprites may disrupt it. This section of my post was about their potential for impacting the easy-to-play half. The difficult-to-master half will be covered in the next section.
3: Battle Sprites may change the overall focus and feel of the game.
Band together with your friends and overcome impossible odds! Or travel alone and meet your glorious fate with naught but the sword in your hand and the shield on your back.
Where are you going, silly knights? You forgot your pets!
To be clear, I'm not saying that players shouldn't be allowed to have pets. I'm just saying that it will constitute a considerable theme change for the game if everyone has one at all times in the Clockworks. I could talk more about this, but, as this point could be argued to be subjective and/or a matter of opinion, I'll keep this post's focus on how I think gameplay will be affected.
I used to think Spiral Knights could use more strategy in its combat. But as I played the game more I realized that it actually has very deep strategy under the surface, involving the usual MMO elements like aggro and DPS, but also with things like picking off more dangerous enemies first, crowd control, and teamwork involving both weapon selection and coordinating attacks.
Battle Sprites don't sound to me like they'll deepen the strategy in the game. From what I can tell, with their current design, they're more likely to dumb down the game's strategy by opening the door to more abusive tactics and easier combat. Also everything will become even more chaotic if players don't know what they're doing. Overall it seems more likely to reduce the number of viable strategies than increase it.
One of the biggest reasons for Spiral Knights' success is its arcade gameplay. No, I'm not talking about the Arcade in Haven. I'm referring to Spiral Knights' very skill-based gameplay style that's reminiscent of old arcade games and similar games like the original Legend of Zelda. It may be dangerous to go alone, but with practice and perseverance any player can build their skills enough to best the most brutal bosses. This is something that sets this game apart from others in its genre on the market these days.
Spiral Knights has a winning formula. Why try to fix what isn't broken? Knights already have plenty of tools for dealing with enemies, enemies which, by the way, fight fair. We don't need a tank class that can take hits while other players deal damage. That clashes with Spiral Knights' design, changing it into something very different from the game I love.
To anyone who might be wondering why I'm talking about classes, if you're doubtful that sprites can have so much of an impact on a party that they become what defines each knight's role in combat, please read the quote a couple lines below.
4: Battle Sprites may be the face of a hidden (or not so hidden) class system.
"[Battle Sprites] are also intended to provide players with the ability to specialize their role in a party. The choices you make for your Sprite will act like a class for your Knight, augmenting your choice of weapons and armor. For example, you may choose a Sprite that deals direct damage with attack enhancements or instead choose a Sprite that bolsters your parties defenses." -Nick
The way I see it, a class system would violate one of the essential qualities of Spiral Knights: freedom. Right now knights are free to mix and match their armors, weapons and such to fit whatever fighting style they please. With enough resources, any player can acquire and use every single item in the game. But it doesn't look like this will be the case with the sprites, since players can only have one at first, and there are many different final forms of each! It would probably take a fortune to which extremely few players can aspire in order to get a complete set of all final forms, and that's if knights are even allowed to have more than one of each type! I don't think I need to go into more detail explaining why this is such a big deal.
Also I'd like to add that making the pet define a knight's playstyle takes focus not just off the player but the player character as well. I don't want my biggest defining feature to be which pet I have! Also this is exactly the type of shift in focus that I'm saying this game doesn't need.
-Recommended Solutions-
Now that I've voiced my concerns, what is it that I think should be done with the Battle Sprites? To be completely honest, I wouldn't mind the idea being scrapped altogether, but at the same time I'm aware that it isn't for no reason that they're in development.
Nick has made it quite clear that fan request is the reason Battle Sprites will be put in the game. I commend him and his team for being receptive to fan feedback, and at the same time I have to add that taking suggestions from fans can be a tricky business. The team needs to be aware of who's asking for a change and why before going ahead with it. Otherwise they risk alienating currently dedicated players (as I've said a couple times already).
As far as I can tell, players who want pets want them because they've seen them in other games and want Spiral Knights to have this feature so it can be more appealing to them personally. A pet can be cute. A pet can be a project. A pet can be a status symbol. A pet can be a companion.
I have not seen players asking for a huge change to the combat, nor for pets to be such an integral part of the game.
With all this in mind, I have a few suggestions for how Battle Sprites can be implemented with minimal changes to their current design and without them having negative effects.
The main thrust of my suggestions revolves around the intention to make pets a thoroughly optional part of the Spiral Knights experience. For instance, to start off, I recommend not even making Rank missions about them. Tie their acquisition entirely to the Lab instead. If players see other players with pets, and they want one of their own, they will ask where to get one (or at least make some sort of effort to find out).
My next recommendation is for them to be weak. If they have a large effect on battles, there will be a large incentive to get one even if a player wouldn't normally.
Lastly, I recommend they be expensive, and I don't just mean expensive to acquire and evolve; I mean expensive to use as well. My initial idea for making them expensive to use is for them to require 5 extra energy from the player at elevators, with this fee not covered by Elevator Passes. That's just off the top of my head; I don't know how exactly that would work, but it's this sort of thing that would balance their cost versus their benefit.
They need to be balanced, you see. Adventuring without sprites needs to be just as viable as adventuring with them, and of course the sprites need to be balanced against one another. This way, they can be truly optional and benign additions to the game.
If the team still wants to make Battle Sprites significantly useful, perhaps a minigame could be added that involves them. Perhaps a new PvP mode. This would be separate from the Clockworks and therefore not take focus away from the arcade gameplay (similar to how the new guild halls are a big and welcome addition that doesn't affect combat in the slightest).
The goal here is for pets to function not as a game changer, but as a carrot. Players want pets? Fantastic. Let them work to get them like everything else that's worthwhile in this game. This will provide further incentive for new players to continue playing and to perhaps plop down some dollars so OOO can make a profit.
If implemented poorly, a huge portion of Spiral Knights' player base (of which I am a part) may jump ship. I personally would be heartbroken to see that day come, as Spiral Knights is, from my perspective, the only good game that has come out of the video game industry in years. I earnestly request that the dev team completely consider the ramifications of their actions before tampering with the formula that has won them so many fans.
To all readers, feel free to ask questions and offer feedback. If any of my points are unclear, I can provide clarification. Also, while I have put a tremendous amount of thought into this, I'm aware that additional perspectives can be highly valuable in creating more solid arguments. I'm very interested in this being a discussion.
To any Spiral Knights fan who agrees with my arguments, please post your support. The more voices OOO hears speak up, the more likely they'll take our concerns seriously.

the role in the with the pets is like final fastery13 and 13-2 most final fantery13-2

Wait. You dont know what their planning.
But voicing his opinion now may have an effect on what they do, especially since pets are so early in development.

Optional? yes.
What I'm thinking, is that pets are probably going to work work like players in the game, increasing the difficulty in some way when more join the party. No reason to make them extra special in my opinion. I don't believe that they will affect the game in the same way as players (ex: enemies have more health), but rather some other way in which the difficulty will increase (having a damage pet when enemies get more health is counter intuitive). Possibly increase the damage of enemies and/or traps or something...
Expensive? Weak? It was fun while it lasted. All aboard the newbie train outta here (Damn those rich F2P and payers). Way to deter the new players.

I agree with your arguments. one of my biggest concerns about battle sprites its let them attack whatever they have in sight without follow players commands (like a mechaknight attack everything in sight) but Nick says they only attack when you press the "battle pet" button. i hope at least he keep that word. because i dont want a bunch of "pro" players just running around in circles while their pets kills everything, making a whole level last 30 mins because they are just too lazy or fearful to attack monsters. (its not like i hate pets it just things like this) and if they put them in this way really will change a few or a lot of things in the game combat mechanics.
What i liked of spiral knights its the simple combat style it have, also the easy way to get different ways to play with mixing a lot of armors so you can get the play style you want. will take a bit of time to master every monster and levels it have.
battle sprites? well who know how that will affect everything since we only have a few info about them and Nick says he cant tell us more because everything will change in the development before they launch them.
+1 to your thread and your recommendations, better voice now so it can have an impact on their development rather than late and nothing will change.

Luguiru: Thanks for the feedback and support! I'm very glad to see I have you on my side here. I check your thread from time to time to see what new stuff you've put in it, but had not yet read your commentary on the Battle Sprites reveal. Now that I have, I can say it is great stuff. I particularly like where you said that the majority is not always right, though the main issue at play here is simply OOO not understanding what players are really wanting. Also it's worth mentioning that sometimes a vocal minority can seem like a majority if it's loud enough. Overall, the current design of the Battle Sprites is an expression of how out-of-touch the Spiral Knights team is with its player base. If OOO really wants to please its fans and make the game more profitable, this is what needs to change.
Qwez: I'm not seeing how making pets expensive and weak will deter new players. As far as I can tell, most players who want pets want them for more cosmetic reasons. The following is a bit of an oversimplification, but just putting pets in the game will increase the game's appeal to these players regardless of how little use they have or how difficult they are to obtain (barring anything unreasonable). Also, I'm very much not in favor of pets being paid content, if you're at all worried that that's what I was advocating.
Sweet-Hope: Thanks for your support. I want to add that I particularly like your second paragraph where you highlight some essentials of Spiral Knights' combat: its simple design, its variety, and how much it rewards practice and experience (e.g. it "will take a bit of time to master every monster"). This is exactly what I was referring to when I talked about "easy to play, difficult to master" in my big post.

Here's what I think after reading the announcement thread.
The battle sprites will not be freely moving about on their own like a mecha knight kit (which is good, given how horrible the AI is for the mecha knight kit and NPC knights).
Battle sprites are likely a floating shoulder cannon you can equip.
It is already stated that you press a button to have your battle sprite use its skill. Using the dragon as an example, BS being able to move about on its own makes no sense. You don't wait and hope your dragon will wander into the correct position so you can press the trigger to blast the group of enemies with fire.
Instead it will always be in a fixed position relative to you, so you can properly aim its ability (either a cone/line in front of you for the dragon, or a circle around you for enemy debuff/defense buff).
The ability is likely on a timer; after each use (the effect being instantaneous or a short duration) you will have to wait for it to recharge. The ability being un-spammable means it can have a strong effect; the player has to time it well for best effect.
That's how I interpret it: BSs are customizable weapons.

1. Pet attacks are automatic.
2. If controlling a pet was added i don't see it being to difficult to do. Just put the shortcut for pet attack as space bar. or whatever you prefer.
The mechanics of this game are not complicated, this is not world of Warcraft, runes of magic, fiesta, or rappelz, one or two more buttons wont cause any real suffering.
In fact complicating things will increase the current player base.
3. Solution for another problem, Make the pets available after a certain number of missions. It seems like the pets aren't mandatory, and like any other game, this is still a new mmo and large changes are to be expected. Getting to hooked on the currently childish play style isn't necessarily a good thing.
With that in mind all of you should remember that THIS IS A NEW GAME, what happens when they add the core? is the play going to be exactly the same? seems kind of boring to me, the tougher the battles the more help your going to need, so this is a quite obvious prearrangement for the changes to come.
4. I can only amuse at your rantings here. The sprites are obviously meant to be another addition to your arsenal, not really forcing you to play in any way. Hell if you don't want to use it then don't, just keep playing in the old style.
I Believe sprites should be relatively powerful. Simply put its probably just one preparation for tier 4 levels. aka 6 star and up.
Reminder everyone shouldn't speculate to much about sprites.
Mags from phantasy star had similar threads being introduced to the game, They can either have no effect or determine the endgame.
One can deduce that these will be similar.

Sprites are likely going to take time to use, be expensive to level up, and probably root you in place while firing their abilities. That means they're essentially just a disembodied charge attack for a new weapon. In the time it takes to fire your battlesprite, you could have let rip a Divine Avenger charge, or dropped a Voltaic Tempest.
They're just another way to attack, with the same advantages and disadvantages as all the other weapons you have equipped. Nothing more, nothing less.

1- agree with initial understanding, but disagree with the rest. every game will grow at some point, then it becomes more of the same. this can only change with new mechanics, and thats what they will do.
2- if you have your friends and guild, why would you play less with them? sprites will only make the game more favorable for pleople who dont like to play with strangers when they are alone (for w/e reason), because i can say that if theres one thing that pisses me in this game is when someone does w/e it wants and screw things up (specially in bosses). less rage, more enjoyable.
3- i dont agree. they will add a new feel? yes, but the basis will still be the same. farm, upgrade, work harder to advance in the game... rinse and repeat until you have nothing else to do. then you can focus on PvP or keep farming and upgrading new items to try new stuff. maybe after a long time playing sword/gun you try a full bomber and find it fun? the good thing is: you might not like the starting mechanic of any weapon type, but if you try the endgame setup it can surprise you. and endgame sets require time and effort (or money, but lets ignore this).
4- nothing, i repeat, nothing will stop you from changing sprites. its not like you are bound to one and only one choice for the rest of the game or until you find it boring and make a new character.
about new keys being used, one can just adapt it easily for a lot of unused keys that do have funtion. i walk with WASD and attack with mouse, shielding with space. i can just put it in a key like C or V that i can use while shield (with the tip of the finger), or Q + E so i can use up to three different fingers while still walking. i use the item slot 1 in mouse scroll button (for pills), but i can change that too and have an always on-hand "key" for it (i think not many people actually use this key but its very useful).
my thoughs only

Comments not in chronological order. Sorry.
ARGUMENTS AGAINST YOU
1)"With Battle Sprites, potential for chaos increases at the same time as adding yet another element that players have to keep track of and think about in battle."
If the players had to keep track of and think about more elements in the battle, wouldn't that add more strategy into Spiral Knights, contradicting this other statement of yours?
"they're more likely to dumb down the game's strategy by opening the door to more abusive tactics and easier combat."
How exactly does abusive tactics and easier combat equal to chaos and more strategy needed? That is a VERY big contradiction.
2)"minimal changes to their current design and without them having negative effects."
"My next recommendation is for them to be weak. If they have a large effect on battles, there will be a large incentive to get one even if a player wouldn't normally.
Lastly, I recommend they be expensive, and I don't just mean expensive to acquire and evolve; I mean expensive to use as well. My initial idea for making them expensive to use is for them to require 5 extra energy from the player at elevators, with this fee not covered by Elevator Passes. That's just off the top of my head; I don't know how exactly that would work, but it's this sort of thing that would balance their cost versus their benefit."
"is for them to be weak."
"I don't just mean expensive to acquire and evolve; I mean expensive to use as well"
And how exactly are those minimal changes? If they were weak in battles, and cost a lot to acquire, evolve, and even require 5 energy to use from the player at elevators, they would be completely and utterly useless. It would NOT balance it, not at all. What would be supposed to be a new, fun method of combat would turn into an resource-draining useless being that only causes misery, all thanks to you. (Not saying that I hate you, it's just part of the argument)
3)"changing it into something very different from the game I love."
It's subjective. You might not like it, but I'm sure that a lot of people do.(excluding you)
Too lazy to point out any more errors or answer any questions. And yes, I am a fan of the Battle Sprites system.

you can NOT like or dislike the sprites system, as it not live.
you do can like or dislike the IDEA of them, as we have some clues of how its gonna be but nothing is final now.
im seeing a lot of whinning but nobody tested it, so from where people get those ideas of "too strong", "too complicated", "too abusive" and such?

Thank for bringing back this point Shion-Sinx, even if you're a devilite.

So far, I have deduced that you are purely assuming how the battle sprite system will work and are trying to be not subjective to change. If the game becomes more chaotic, then that is a good thing because you will have more variables to keep track off in the midst of battle. Therefore, this new system will increase the game complexity, and complexity in my point of view is a good thing for the game. Adding more variables, adds more strategy and it will add more options to how a scenario can happen. Explaining how the game will get less complicated and will deter from the current game you love is avoiding change. I want to the game to evolve for I am too bored of the current gun/sword/bomb system. I feel I have experienced almost all of that the game has to offer and I have only spent 76 days, 3 hours, 39 minutes and 21 seconds of playing the game. I feel this is just another system the players of the game will learn to adjust too, the same way I adjusted to using vials in the midst of battle or using the auto aim in the middle of battle to help me direct and focus my attacks. I deeply believe this system, will open new doors for players of spiral knights to experience and enjoy and hopefully cause minor grief with the energy restriction system. By the way, I too fell in love with the game; I joined before blast network was implemented. I watch as some updates got implemented that I did not like the change to like the shard bomb, and some updates that I liked the change like the danger missions. So, I have not experienced the pet system at all to even think that they may move the games focused from a non-class system to specific class system in combat. So I do not support your ideas at all Gametrekker.

We can also argue, what is a class system? To me, a class system is when you have a set of abilities set on a character and these abilities are no interchangeable by any means. This would mean the abilities define the character and not player that is controlling the character which would indicate that characters class. In spiral knights, we have the ability to obtain any ability we want without having to force ourselves to recreate another character to gain those abilities. And also, now that these battle sprites have come along, our abilities have a new margin it can grow. This means that not only can we obtain any ability we want in the game (excluding och); we can also modify our abilities with these new pets. We can also ignore the pets’ altogether and just focus on upgrading our abilities that is locked on our gear. So spiral knights gives this immense freedom to be what you want to be without any restrictions (mist doesn't count as a restriction, more like a circumstance), and it also gives you ways you can apply your skills to the game which involves the player thinking out every situation their face with. So having more area for the player’s character to grow is a very good thing for me.
You also argued that having these new abilities will ruin the PVE aspect of the game. I ask you, how will this new update ruin it if the PVE aspects were to grow in difficulty with these new abilities we were given? I believe, if we are given a new ability, there must be something that will even out the playing field. This way the PVE aspect of the game can grow in wider margins giving players’ better challenges to face that will require them to think out every situation. This sound like players with these pets will have much greater advantage than players that travel the clockworks without them. Well, let me ask you this question, haven’t some players in spiral knights traveled the clockworks of vanaduke in lower gear? Why would they risk losing their energy and lives by going unprepared? Well in my opinion, it's because they are looking for a greater challenge. They are looking to be put in situation that will pressure their minds and require a cool headed thought process to get them out. So this means that if the PVE will rise in difficulty, the player base that have reach and obtain the end game abilities can now put them to good use if they wish to not adopt the new pet system. They can now have a challenge that will always keep them on their toes and on edge so that they are focused on eliminating the enemy and not think that it's a boring chore. So I really hope the clockworks do increase in difficulty with this new pet system and give all of us new experiences that will keep spiral knights growing.

Blandaxt, you do understand that you just put up a 5 month necro on a thread that started in January.
Quick question Blandaxt, how did you get so much smart since your early threads such as "Accessory that makes you cool and stylish!"? It's like you're a different person now!
Reading through this I noticed I was nodding my head to something other than music.
Anyway, yes. I am going to add this thread in the index on my own thread though it has similar if not the same ideas I have put in my own commentary on Spiralmon but someone else said it meaning I am not the only one who thinks so.
In that thread linked above I have my own version of pets which have many differences from what Nick has unofficially announced about the upcoming version of pets, a couple major ones to name being the pet having its own health and no pet being able to attack on its own by the user simply pooshing a button and doing nothing more. Everything Nick has said thus far about Spiralmon is still subject to change and could be completely thrown out and replaced by my system for all I know. Personally, I hope that happens, because my version of pets makes them minor support buddies that force the player to be more responsible in the fray with their pet and mind two characters at a time instead of only one, the significantly weaker one being unable to fend for itself.
This thread makes me want to continue working on my pet stuff. Keep up the gudd wurk.