All levels are economically forced to pay out about the same

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Fehzor's picture
Fehzor

Each level pays out different materials.

If level A pays out 3K per level and level B pays out 2K per level, then players of level A should be brought toward paying around 500 crowns for my materials that I found on level B. Otherwise, they'd have wasted their time farming level A, and at that point, playing level B and keeping the material becomes the better deal. If level B paid out more, then players should be more inclined toward playing that over it-- to the point where everything is balanced.

So shouldn't materials equalize all levels, while factoring in pretty much everything else? (That is, if no one can fight candlestick keep levels, those would pay out more to the few that choose to farm them?)

EDIT: Changed the title to clarify that this is NOT a suggestion in any way, though I'm cool with discussing those things here.

Arcknightdelta's picture
Arcknightdelta
@ Fehzor

I don't think all levels should have similar payouts. I think there should be more levels that have similar or more payout to levels such as FSC and JK.

But wait....isn't that technically what you are suggesting anyway.......I probably mean new levels =)

Edit: It's a good idea. But I can't understand it........sort of. My head hurts.

Fehzor's picture
Fehzor

You should totally go back and re-read the OP.

Sirius-Voltbreaker's picture
Sirius-Voltbreaker

Erm... The OP actually really makes no sense to me. Could you make it more clear possibly?
Also, if you are saying that a lvl 25 arena should pay the same as a lvl 25 compound, then I say no. Terrible. Probably not what you are saying anyway.

Glacies's picture
Glacies

From my understanding, Fehzor is just saying that:

Arena pays-out 3,000 Crowns. (A)
Compounds pays-out 1,000 Crowns. (B)

Since A gives more Crowns than B, B should be rewarded with much better materials that would actually be worth the time doing as they could sell for much higher profit.

It's a nice concept but I don't think it'd work since unless there's an NPC somewhere saying "I'm hunting down specific materials, if you find any I'll pay premium price for them" it wouldn't really work as with everything being player-run, it would flux the market if more players just ran one or the other. It really depends on the preference as more players would either run A than B or vice versa.

I'd be up for an NPC though.

Klipik-Forum's picture
Klipik-Forum

"(That is, if no one can fight candlestick keep levels, those would pay out more to the few that choose to farm them?)

Isn't that what boss levels are supposed to be for? You know, if they weren't easy once you did them a few times.

Arcknightdelta's picture
Arcknightdelta
I don't Price Check no more. I ask for Price Checks

Selling mats is a hassle. Actual selling anything is a hassle for me. Nope I prefer things the way they are. I still like the idea, but it's a borderline like.

Klipik-Forum's picture
Klipik-Forum

That sounds like, "this sounds like it would require work and I'm lazy, so no."

Megawatt-King's picture
Megawatt-King
All levels shouldn't give the

All levels shouldn't give the exact same payout, it should based that on how hard those levels are. For instance, Fiends' levels are much harder than beasts', so the former should payout more than the latter, otherwise everyone will only play the beasts ones.

FSC would have a more fair payout if it was much harder, but that's not the case, is it?

Fehzor's picture
Fehzor

The payouts of the levels are in crowns + materials.

If I am on a level that gives me 2000 crowns per hour, then I will make around the same as a person on a level that gives them 3000 crowns per hour.

This is because we get different materials and rewards for each level, and if all rewards etc. are equally desirable, then my rewards should be worth the gap between our crowns per hour. This is because more people will choose to fight for 3000 crowns per hour over 2000 crowns per hour, which means that there are going to be a disproportionate amount of rewards for the 2000 crowns per hour people.

Level_A_Crowns + Level_A_Materials = Level_B_Crowns + Level_B_Materials

If:

Level_A_Crowns = 8,000
Level_B_Crowns = 11,000

Then:

Level_A_Materials - Level_B_Materials = 3,000

---------

A case in point being the fiend levels.

Cost of Mug of Misery: 1000 crowns buyout, only 3 on auction house
Cost of Blaze Pepper: 150 crowns buyout, several pages of them
Cost of Rocky Core: 400 crowns buyout, a decent number of them

Thus, if I get 2 mugs of misery on a fiend level, I've made 2K more than I would off of it. NO?

And yes, this doesn't factor in a lot of things- like people doing things for fun. People doing things because they have to. People randomly selling 2 million blaze peppers. People farming for specific gear- like antigua/fang of vog. People avoiding devilite levels for other reasons than payout. Me putting up a handful of my 101 mugs of misery on the auction house.

Moose-Margarine's picture
Moose-Margarine
While I see your point….

I think it's a rather limited metric if you're only looking at the monetary value of each level. Whereas different levels have many different aspects that may render them more desirable than others, even without factoring in crowns and materials gained. First of all, not all levels are the same difficulty, nor even the same amount of fun. While all levels giving uniform gains may simplify the farming experience, I feel it would detract from the rather chaotic nature that the Cradle is supposed to represent.

Fehzor's picture
Fehzor

Indeed. But we can't measure those things directly.

Moose-Margarine's picture
Moose-Margarine
When you gaze long into an abyss the abyss also gazes into you.

Not with that attitude

Fehzor's picture
Fehzor

Not with any attitude- even likert scales would only be an approximation.

Moose-Margarine's picture
Moose-Margarine
Ever the literalist...

I'm not sure whether or not we can quantify something should be the only consideration in level design and balance.

Or maybe you're saying we can't discuss those things as readily since they aren't easy numbers. To this I say yes personal preference comes into play but they should still be weighed somewhat in conversation.

The main point, I think, is that we want to avoid uniformity in the clockworks. If everything on a floor payed the same then other things like difficulty would also have to be the same… etc.

Fehzor's picture
Fehzor

Actually, this thread is exactly for that. Not the unquantifiable bits. The other ones.

Currently, there is an idea that FSC pays too much, and that compounds pays too little. What this thread would say, is that it doesn't matter. That as long as levels have differing rewards, all with a tangible impact on the game, then level balance will work itself out.

The problem is that compounds is outclassed by clockwork tunnels in terms of payout- if mini enemies dropped a unique material set, it would fix compounds.

Parasthesia's picture
Parasthesia
This is how it worked when

This is how it worked when there were elevator limits, though I joined up spiralknights only a few months before those were dropped.

Materials that made up popular gear but were dropped from the hard and slow to farm levels abundant with fiends, or ones that have bad payouts like wolver levels were more expensive on the auction house.

I for one played a ton more of different levels after I didn't have to focus on grinding out Jelly King and eeking out a small energy profit, 100 CE at a time. So my material bank increased exponentially.

Akuryo's picture
Akuryo
o....o)

you forgot to add rare drops in your equation. maybe have more chance of dropping rare stuff in arcade than in missions (and by missions i mean using the mission interface)?? as stated, there is inequality in payout which makes arcade almost a second option (with the main being FSC). And people grind Vana why? for crowns of course so that they can craft more gear and possibly show off? idk. but my point is, the main drive for players is gear (and possibly accessories and costumes to dress up) and occassionally, arcade for mats and recipes or an attempt to make it feel like the arcade really is the highlight of the game, which is sad. right now theyre just delaying players through the radiant issue by making use of the forge system (the forge system isnt bad but they decided to migrate radiants to Vana's room and Shadow Lairs) and players respond how? more FSC of course because they lack gear to do SL because they lack radiants and crowns.

(i think the other motive of this thread is to discuss the issue of the arcade being a ghost town)

Ardent-Light's picture
Ardent-Light
So you are saying that materials are worth money but...

Just because materials are on the AH, doesn't mean they even really get sold. Or do they? I haven't been selling anything lately, and new trends always appear and some selling trends are still uknown to me.

Zopyros-Il's picture
Zopyros-Il
Beep Boop

I agree with you on this. Levels should give the same amount of reward, whether that be Crowns or something else. So long as it equals about the same for each, then we can avoid things like people farming the Royal Jelly and Vanaduke.

However, the biggest problem with trying to change this is with SK's loot system.
Monsters are the main source of materials and Crowns in the game. The amounts of materials and Crowns you get from Treasure Boxes and the few scattered around the level is absolutely pitiful in comparison to the amount you get from enemies.
Unless the Treasure Boxes and monster drop tables become completely separate, any level with a high monster population like the boss levels, Graveyards, and Arenas are ALWAYS going to pay out more in everything unless there's an absolutely ludicrous amount of Treasure Boxes in the other level sets.

I propose something like this:
- Monsters ONLY drop Heat, usable items, their respective materials, and small amounts of Crowns, with the occasional super rare drop (ex. Darkfang Shield).
- Treasure Boxes ONLY drop Crowns, rare usable items, and rarely Tokens.
- Rare Treasure Boxes ONLY drop a lot of Crowns, Tokens, and Rarities.
- Add more Treasure Rooms and Treasure Corners into levels with a low monster population. Candlestick and Compounds are PERFECT for these types of rooms and could use more reward since the dangers in these levels are quite different than other levels.
- Make Treasure Vault levels have an abundance of Rare Treasure Boxes instead of an abundance of Minerals. The player shouldn't be robbed of riches just because there are very few enemies to fight here.

This way players can better plan their expeditions into the Clockworks.
Need to stock up on Crowns quickly? Aim for the more puzzle-like levels.
Need some materials for your gear? Aim for the areas infested with monsters.
Need Crowns and materials? Aim for the Clockwork Tunnels. Or try to get the Arenas, stocked full of monsters AND treasure should you be brave enough for it!

Well that's one way, anyways.
There are certainly more, like making more types of Treasure Boxes that only drop materials, only drop Crowns, only drop usable items, only drops Heat, etc.

Or maybe separating the monsters into more tiers than Mini, Standard, and Elite.
Zombies are standard enemies, but their difficulty certainly doesn't equal the high amount of rewards they dish out. The only way they become hard is in massive numbers like in FSC, but then there's a huge inflation of drops. Move the simpler enemies like Zombies and Chromas into a new tier lower than Standard and adjust their drops accordingly.

Either way, unless the way SK calculates drops from monsters and Treasure Boxes is changed up, there's no real solution except stupid amounts of Treasure Boxes in the levels with lower monster population.

Skepticraven's picture
Skepticraven
Heh.

I don't understand why so many player play haven. I have yet to make any profit there.

Also, compounds aren't completely bad for crown payouts. They have horrible treasure box counts, but don't rank too badly with crowns.
The worst that I have found is... Boss depths.

Treasure boxes contribute only about 10% of the depth's crown total, at best.
Monsters are the primary source of crowns and materials.
Certain depths have significantly fewer monsters, which balance the speed of depth with the payout. (There are exceptions).
Some of the high crown payout depths (FSC) have been ground so much that they can be farmed efficiently (One of my most efficient farming depths is IMF).

And now to the last part.
Materials.
They are worth what people can use them for, and how popular the demand is for them. Ever since rage-crafting has been thwarted with the removal of people abusing alts with mist... low level materials have become a massive surplus with the market. Guild hall statues has somewhat filled this gap with the need for rather specific materials in large quantities. There is quite literally only demand for those materials (and thus are the vast majority of the ones that are bought). Your mug of misery is a good example (pending the fact that they actually sold at that cost), but what happens I say compare dragon scale and crest of ur (I have sold plenty of dragon scales above the standard 5* mat used for pet food price because of the snarby statue for guilds)?

We cannot force people to need/want materials without having a use for them.
The best solution would be to add more to the hunter's lodge to raise demand for materials.
For example - NEW materials that can be bought via Brinks (with say forge sparks, not boss tokens) for making new models (below).
NEW statues that can be placed in guild halls. We currently only have boss models. They have 3 tiers, which I agree with. What about adding other models for all currently existing monsters? Materials would be based on 1-2 of the new Brinks-bought materials, and the same large quantity of other materials based on the types that they would drop.

Problem solved. Guilds that want to brag about their devilite themed room would drive the market prices of those materials up and actually buy them at the equivalent prices.

PS: Your math in post #9 is horridly wrong in saying the payout of devilite themed depths are less. The dark city depths (always fiend), on average give a higher crown payout than scarlet fortress (jelly/undead). Additionally, the difference between depths is not all that big with the only exception of clockwork tunnels WITH danger rooms and arenas.

Refer to my study if you think I have no clue what I am talking about.

Fehzor's picture
Fehzor

It is hypothetical. All of this is hypothetical. Of course the math is horridly wrong, it is just an example of what would happen under the condition that the game is flowing as it was intended. Meaning that it predicts- or assumes rather- that there is constant demand for every material and that these materials are all valued at base to be equal.

----As for fixing it all----

What could be done to fix level payouts based on this, would be threefold, or twofold if you discount the last one.

The first to create an indefinite and ongoing need for a specific material. So make something like petfood, but make it require a random material every time you craft it. Or just change pet food. This thing would have to be extremely valuable to most players.

The second would be to assign each level a unique material that only drops on that level. Doesn't matter where it even drops from. Monsters, boxes, wherever. Add that material to recipes in the appropriate quantities and we're golden.

The third would be to provide players a faster way of selling their materials. Basically, after finishing a run, I can just pop open a tab that auto-AHs all of my materials, to be bought in any quantity at whatever price.

@Ardent-Light

I put up several mugs of misery for that price, and they sold. So yes, they are selling for that price. Confirmed.

@Arkuyo

Rare drops are rare for a reason, and don't play into this as the amount I make selling these rare drops will, when divided by the number of runs I must accomplish to find any of them, become negligible. The darkfang shield being a prime example of people not grinding decon zones/gremlin arenas over firestorm citadel.

Feyi-Feyi's picture
Feyi-Feyi

Except nobody has a need for materials and the prices payed for them by NPC's aren't worth it.
Let's wait for the arcade redux pt.II, there is no merit in discussing a fix for something that won't be around soon(ish).

Zopyros-Il's picture
Zopyros-Il
Beep Boop

But Fehz, that would still leave the problem of how heavily populated levels like the boss levels would still provide more Crowns and materials.
Unless your proposed unique materials can make up for thousands of Crowns of difference, along with all the materials that these monsters also drop which can be used for food and crafting and selling, there's just too much of a difference to be made up with a single factor like that.

Specific level materials are also kind of already in place being dictated by Stratum type and monster type, so making it more specific than that could get kind of annoying, especially with the random nature of the Clockworks.
Also, once this idea is first implemented, there would be a good amount of backlash. If the Arcade isn't running the levels needed and you're in the middle of crafting something, you're stuck until the Arcade rotates. It would certainly increase traffic to the Arcade, but would also increase frustration with how random it can be. If there were some way to generate the type of level you want, like with Minerals or something, then it would be a little less frustrating. Also, if all levels payout technically the same, then a way to choose the path through the Clockworks would be perfectly acceptable.

I like the idea of a faster way to sell materials with a mini-AH tab or something similar.
Another idea would be mini-markets run by Guild Halls. Members could dump their excess materials into storage and high ranking members could set prices on them. Players outside the Guild could then buy them outside the Guild Hall building. Guilds could then compete over prices and help finance their Guild's upkeep with it.

I think changing the loot system is probably the best way but forgoing that, approaching each of the level sets individually and looking at their problems is another sound route to go.
Graveyards and FSC- Overpopulation due to the ridiculous amount of Zombies vs. how "difficult" they are. Number of Zombies should either be toned down, a group of Zombies replaced with a single Almirian Crusader or even Deadnaught, or their drop tables adjusted to better reflect their simplicity.

Candlestick Keep- Low monster population and generally low amount of Treasure Boxes don't make up for the length of the levels and the constant threat of the Grimalkin. Simple solution would be to add an abundance of Treasure Boxes.

Compounds- Low amount of Treasure Boxes and a high population of monsters that don't drop loot. They're also fairly difficult due to the mix of monster families that can occur there. Maybe making the Minis, maybe even the infinitely respawning ones, drop a very small amount of Crowns or their own material would be helpful since OOO hasn't really put them in other levels outside of the Compounds.

And so on and so on...

Fehzor's picture
Fehzor

@Zopyros-II

Ah, but it can make up for thousands of crowns difference.

Case in point being shadow lairs. They have a negative crown payout, as it costs 450 CE to enter and pays out only about 14K for UFSC.

Thus, players rarely do shadow lairs, and shadow lairs continue to have the same payout as everywhere else, even if they pay out with a material and most recently in radiants instead of whatever. The only flaw in this is that demand for their materials has fallen drastically. Introducing new uses for shadow lair materials would fix this.

While level materials are kind of existent just based on monsters that way, levels step on each other far too much for it to actually work in practice.

Another thing that I must point out is that levels don't have to pay out the same any more, but should instead pay out per time spent on them. Does playing for an hour on FSC pay out more than playing for an hour against devilites?

And can I get you to add me on steam?

@Feyi-Feyi

The developers are working on the gunner update, and may still be developing features for the arcade redux part II, or even the possible arcade redux part III. I think that now is a wonderful time to discuss these issues.

And materials hold some value- as is evidenced by the fact that I made 1k on each mug of misery that I sold. 1K is not a negligeable amount of crowns compared to the payout of a run. Therefor, this most probably does work to some degree as I explained it.

The real issue is the uneven need for specific materials combined with the specific need for any material, which is why I would like to see something like pet food but that requires a random material and only that material every time.

Feyi-Feyi's picture
Feyi-Feyi

The effort in selling the mats tho..
We would need an AH adaptation to make this work.

Stuff like making a multiple of something you sell etc.

Fehzor's picture
Fehzor

And I quote-

"The third would be to provide players a faster way of selling their materials. Basically, after finishing a run, I can just pop open a tab that auto-AHs all of my materials, to be bought in any quantity at whatever price."

Zopyros-Il's picture
Zopyros-Il
Beep Boop

How would your new system work off of time?
Would it start deducting Crowns if you manage to Chaos Armor through an entire level faster than you were meant to?
It would throw some incentive off of using offensive armors, but it would feel more like punishing players for being good and fast at the game.

Plus, trying to make a fixed payout based off of the level and then the fluctuating player-run market would cause problems in and of itself.

Also in the end, wouldn't your new materials fall in demand as well?
Unless they were used in a recipe for a consumable item like a prize box of some sort, there would be less and less incentive to venture for these materials.

Even then, it would be extremely hard to balance these new materials against the universal utility of Crowns. Getting a ton of Crowns is enough to net you any item you want in the game.
The new materials, as well as existing materials, would need to be able to create something fairly valuable to counter the usefulness of Crowns. It would also have to be made constantly or rely on new players needing to craft it to fill their arsenal, otherwise it would fall in usefulness and then flood the AH with unwanted auctions or just clog up people's inventories.
The costs of crafting may also have to be taken into consideration, but since there's a bit of a disconnect between getting your reward (Crowns or materials) and crafting the new item, it's not as readily important.

And lastly, how would these new materials drop?
From the monsters on the level so a random quantity can be obtained or from a single pedestal like the Shadow Lairs? It might be too soon to be asking that, but it is something to think about.

( Sorry for all these questions and critiquing, Fehz! D: )

Fehzor's picture
Fehzor

No no, the time thing is just a new metric for looking at the way the game works. Instead of energy, things cost time to produce now. Kind of like if you punched the clock to go work on something, you get paid by the hour. If I can do FSC in an hour, or I can do 2 arcade runs in that hour, the 2 arcade runs will pay out more. Not changing the game to be time based.

It doesn't matter if a level is 10 times bigger than another now, which is why treasure vaults are the greatest thing at this point.

Secondly, it doesn't even matter how the new materials drop. As long as they take a real amount of time to acquire, such that there is always a demand for them, then they'll do just fine. Sure, put them on a pedestal in the level. Something like that.

Thirdly, the new materials are intended to be bought off the auction house to buff the value of levels in a way that forces balance to work. That is the point of this thread because like you said, perfectly balancing the crown payouts of levels isn't going to work.

And yes, a prize box is exactly what I meant by that. Make a prize box that costs 20 5* materials. Make it pay something tangible and delicious, like an all new unique costume or random unbound 5* item with a 1% chance of dropping, UV tickets, various rarities or older accessories/promotional items of some sort.

Also no really. Add me on steam.

Moose-Margarine's picture
Moose-Margarine
When you gaze long into an abyss the abyss also gazes into you.

I do believe the design decision involved in including materials in the first place was not that of lining the players' pockets. It seems to me (#6) that materials are primarily a way of picking up what you would need later on to fight the big monsters using the tools you find in the clockworks. This seems to be reflected in the lore of a lot of the equipment as being scavenged from the clockworks itself. Somehow I don't see OOO endorsing materials as a supplementary economic incentive.

I do however like the idea of an auction house widget or quick-access thing at the end of each level, though i could see the AH filling pretty quickly. I also like the idea of craftable lockboxes, that would certainly be neat!

Who were you telling to add you on steam; Zopyros or the whole thread?

Fehzor's picture
Fehzor

Zopyros.

Zopyros-Il's picture
Zopyros-Il
Bep Bop

Request sent. Boy Skylark's the name on Steam, just so you know it's me.
Though you should have said "everyone" and get a million friend requests! :P

You bring up a very important point with how SK is run off of time now instead of Energy. It's a factor I keep forgetting myself and should try to keep in mind more often.

Anyways, agreed that time spent should be one of the biggest factors in the level's payout. Time spent and difficulty should be the two single biggest factors in my opinion to if a level should pay well.
But this brings up a problem with how random the game can be with everything. There's the levels themselves and also the prizes the Treasure boxes generate.
The randomly generated levels are a little impossible to gauge how much time a player is going to end up spending on them. A lot of levels branch off and can go on for great distances before finally ending in a room that doesn't even have enough Treasure Boxes to make that long trek worthwhile. It gets even worse if you manage to choose the right way first and then backtrack to try to explore everything only to find that the other path ends with a Mineral room or the boxes' contents being an incredible waste of time.
The boxes are going to be a problem and hard to use to balance the payout if they don't have their drop tables adjusted in some way. Heat and consumables are the biggest problems with the Treasure Boxes in my opinion. Heat has no value if you're already leveled up and need Crystals while consumables are only valuable for that single dive into the Clockworks and lose all value afterwards. Consumables are even more annoying now since you can't drop your consumables for the rest of your party to pick up.

The problem with the levels can be fixed a few ways. A few simple ones are:
- a way to teleport back at the end of the dead-end path
- at least one guaranteed large treasure trove on the dead-end path
- another elevator so there are no dead-ends and both paths are the same length
- put the new material on the dead-end
There's a ton of other ways, but I don't want to get too in-depth with the impending Arcade 2.0 on the horizon.
The Treasure box problem can be remedied by just removing Heat and consumables from their drop tables. If OOO really feels that their absurd amount of monsters don't drop enough consumables and Heat and still needs to put it into boxes, then they should create two new boxes for them instead.

As for the craftable prize boxes, I think making it be able to generate some of the old promos would be the best way to go. As TF2 and SK itself so clearly demonstrates, cosmetics are ALWAYS in demand. Giving players a way to get them aside from shelling out stupid amounts of Energy to the Supply Depot would certainly be a good way to keep people playing. Have the materials used to create the box dictate what promo it would roll for and maybe make different qualities of boxes so player can have a better chance of getting the rarer drops for spending more time running through the Clockworks.
It would also justify OOO adding in so many promos if they made it an actual part of the game instead of something that you have to pay for. It could be considered actual content then. They can keep the rarest parts of the promos (like the various Auras) off of the drop tables of these new boxes and make those Supply Depot exclusive.

Mr-Happykiller's picture
Mr-Happykiller
The point is that compounds

The point is that compounds give tons of mats and 5* mate buy for 1200cr