Energy: A Plea From the Players

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Dinotron
Legacy Username

This energy system is very aggravating, and broken to say the least.

A few things to consider:

Each dungeon level you progress: 10 energy
Open an energy gate: 3~ energy
Revive: 2-8~ energy
Craft a 1 star item: 10 energy
Craft a 2 star item: 50 energy

You regenerate 100 energy in a day.
It caps at 100 (free).

God only knows how much it costs to craft a 3 star item, let alone 4 & 5. If 4 & 5 star items exceed 100 energy to create, that means the only way to attain such items would be to buy energy or farm for hours on end (which requires energy) to buy it from another player or NPC.

The "energy for in game money barter system" seems to just be thrown in there to combat people who say "the only way to get energy is to buy it." It costs approximately 4400 crowns (currency) to buy 100 energy. It takes quite a while at my level to get 4400 crowns. Even then, it would be ignorant for me to farm crowns for energy, since I'd have to spend energy to buy energy.

I can blow through my entire energy lot in a single dungeon. That means, in a day of play, I can get about ~2 hours of game time before I run out of energy.

Lets say I do decide to buy some energy.

A typical MMO in this time and age is $15~ a month and grants unlimited access to everything in the game. For $15 I can get approximately 5500 energy through the crystal system.

This limits me to approx: 55 hours of gameplay in a month (13.75 a week) without ANY crafting, reviving, energy or gate opening. If I wanted to craft, revive, and open gates, it'd limit me to roughly 40 hours of gameplay (10 hours a week). On most MMOs, especially during weekends and break, I spend an average of 6-8 hours a day playing. That means if I wished to continue with my current play-style I'd have to spend about $45 a month ONLY doing dungeons, no crafting, etc. If I wanted to craft, it'd cost me around $60 a month.

Possible solutions:

*Lower the cost of Energy so that it competes with other MMOs in the market
*Decrease the time it takes to recharge free Energy
*Remove/lower the Energy cost on crafting, reviving and gates.
*Add an optional subscription fee that removes the need of Energy.

Thanks for reading this, and please give it some thought. You have a wonderful game here and I wish to play if often in the future,

Thanks again,
The Players.

King-Tinkinzar's picture
King-Tinkinzar
The subscription fee would be

The subscription fee would be a good idea, but it should only be valid for doing gates.

Evolution
Legacy Username
From what I've heard, devs

From what I've heard, devs are planning an energy-revision and if needed rebalance in the future. They were giving other topics a higher priority though.

From what I read, you're very new to this game. Let me clear some things up:

  • You buy Crystal Energy in quantities of 100 each. It's noted in the window as 1 (x100). So basically 4400 crowns for 100 energy at the current market-price
  • Alchemy: 50 - 100 - 200 - 300 Energy, going from 2* to 5*
  • Once you progress in the game, your Crown income will go up. Exchanging crowns for Crystal Energy will be a lot easier then

From a personal note, 6-8 hours of computer games a day during the weekend is not very healthy :P I think it's positive that Spiral Knights either forces you to spend money, or simply go out and be healthy while giving the game a rest!

Dinotron
Legacy Username
I thank you for your concern,

I thank you for your concern, but do not worry yourself with my health. Believe me, I am a very healthy individual, haha.

I'm glad to hear that the developers are making note of this situation.

Thanks for pointing the Energy information out to me, as you realized, I am still very new to the game, but I come to it with a large group of people who are experiencing similar troubles. Even though the Energy system lightens up as you progress further into the game, I believe it is important to take our immediate experiences very seriously. If every player, especially new, has this problem of running out of things to do 2 hours into the game, they're going to be turned off.

Even so, the realization about the Energy market being per x100 is a huge relief, and gives me some hope.

Thanks for chiming in.

RileyVace
Legacy Username
Agreed

I haven't really got much to add to this.
I completely agree with Dinotron.

A suggestion to help albeit not by much, would be to eitehr reduce the costs of certain things, like descending. I don't believe it shoudlc ost any energy, but if that's the system then maybe 2-5 energy depending on depoth?

Reviving should maybe be left to carried items only. The energy system is new to an MMO, and reminiscent of Facebook games but it limits my play time. I'd like to play a game for maybe and hour to two hours. Not 30 minutes then wait for tomorrow.
It seems the devs went energy crazy and decided everything should be governed by the energy system.

IMO this is how things could be better:

- Reviving is only possible via an item.
- The reviving item is expensive. You don't want players reviving easily now.
- Reviving all still costs energy
- Crafting should be down to drops and currency. Obtain teh recipe, gather the materials and pay the crafting price.
- Descending costs 5 per level.
- Energy doors can be contributed. Make them 4 energy to open, but each player can contribute 1 energy?

Think about this for a second. Now each level descended is 5 energy. That's a good 20 levels of play per day.
Counting energy doors and such, maybe about 15 at most.
Crafting can be done after you've grinded in the Clockworks for the day. I hate grinding to level my gear and stuff, then not being abkle to craft some more because I'm out of energy.
So grind, use energy to level your heat and earn loot, then craft and boy/sell goods.
Then logf off for the day or chat with guild mates and friends.

I find this much more balanced than it is now. This game has SO much potential, and the lack of cash shop is great.
I have enough funds to buy energy via my card, but it's a haslle when you have IRL commitments to think about. $10 isn't much, but that could buy me grocery shopping for a week.

Evolution
Legacy Username
Riley, what do you mean with

Riley, what do you mean with *balanced*? Right now you've described how this game could work so you could play it free without any annoyances. Where does that leave the devs? The game is made with the intention of making money. Here it's done by energy. If nobody feels the need to purchase energy with real life money, then they wont generate any revenue. This means energy balancing has to be done in a way that you can play a bit, but will always be cut off short a little some way. Making you feel needy for more energy is the key here.

Right now we have 100 energy every day, compared to 10 energy per elevator. If you don't waste it on revives (which is for most levels perfectly possible when you play together with some friends), then you can fill up atleast an hour's worth of game time. It's a little tight I believe. A bit too close to pushing people away, rather than keeping them at it. Doubling your free play-time is not a very good option though I think. An increase of your maximum energy to around 120-150 would be more than sufficient? Also a decrease in revive costs, more specifically how it goes up exponentially, would be a very good tweak I think.

Reitrenner
Legacy Username
The entire energy system

The entire energy system comes off as disgusting and greedy.

It feels like I am being nickeled and dimed for simply enjoying the game.

The only way to do the free thing right is to charge for cosmetic items using an Item Mall.

Riot Games does this and their game is one of the fastest growing free games ever. And the only thing you HAVE to spend money on is cosmetic skins for the champions. Everything else can be bought by simply playing the game.

This game on the other hand completely rips any and all freedom of choice from the player's hands and nickels and dimes the player for every simplistic action.

I don't see this game having a lot of loyal fans in the near future if this system is implemented.

Either make it a five dollar monthly subscription or make everything totally free and add a cosmetic item shop.

Nooblar
Legacy Username
From what i've seen, OOO

From what i've seen, OOO follows a more internalized and compact version that all MMOs follow, In most games, you've got a base 15 bucks, ish, to do everything for the month. The genius of OOO is that rather than pay the inevitable 3rd party website to buy a leveled account, or epic lootz, you can buy extra energy, trade it for crowns, and then have crowns already. The system is self balancing though, in that you are only buying either MASSIVE playtime, to earn your items the old school way, or you're only getting as many crowns as the community is willing to trade for your energy. too many people trading credit card energy for in game crowns, means that energy is very cheap.

On the specifics of energy balancing, don't forget that you still get the 100 mist a day, before the crystal from a credit card payment. This means if you arn't playing for some reason on a day, log on for 3 minutes, and craft something to save on energy costs. And if 100 mist lasts you a couple hours (A run to the core from emberlight takes me about 110-120 energy [read 10-20 crystal energy], and takes a couple hours). After that run i've made enough crowns to buy another 100 crystal energy, to replace the 0-20 it cost me to get down there. Keeping track of the mist, means that with the 5500 package, you get about 280 energy a day to use, which is a very strong baseline to grow a character off of.

However I will agree that the energy gates need to be more worthwhile. Its not at all balanced to spend 3 energy for the rough equivalent of killing 2 wolvers. The 10 energy I spend on a level gets me a couple dozen wolvers worth of heat and crowns, the energy gate is actually less lucrative than a regular room with monster. Merchants behind the gates, however, are very welcome, as long as they have items in line with the merchant at the next clockwork terminal below them, or better. I'd also agree about lowering the cost to go down a gate, but only if it scaled back to 10 by the time you got to the core. Perhaps 5 from haven to the terminal, 6 from the terminal to moorcroft, 7/8 to emberlight and 9/10 to the core? This would mean that newer players would be more able to generate some crowns with their 100 energy, but a good party below emberlight would still make significantly more, even at twice the energy per level. It would also offer new people more time to enjoy the game, even while taking some lumps, before they run out of energy. A player who dies a 4 times trying to solo on their first day might very well leave and never come back, given that that might put them in a very frustrating position.

Dinotron
Legacy Username
@Nooblar

I see what you're trying to say, but just starting off, we have a really tough time making anything near 4000~ crowns to buy more time. I understand it may not be a problem later in the game when you can buy energy at ease.

Dogrock's picture
Dogrock
Actually with the current

Actually with the current collapse of the Energy Market you can obtain 100 Crystal Energy for under 2000 Crowns. For the current state of the game you can earn enough Crowns of your 100 Mist energy every day and purchase an additional 100 Crystal Energy. With some careful planning that 100 Crystal Energy can turn into enough Crowns for even more energy, enabling perpetually free game play. However, to do this you still need patience and to watch the market for its usual surges and dips.

Reitrenner
Legacy Username
The energy system has to go.

The energy system has to go. "OOO" will lose profit in the long run. The cost of developing this game might get paid off, but I don't see any long term viability whatsoever with the current system. People will get burnt out, and stop paying. If you opened up the game to everyone, you would make a longer term gain. And have a fun, satisfying game.

If you keep up this system, the only thing people will remember Spiral Knights for is that one game that made you pay to explore.

I get the impression that 3 Rings, does not care at all if people enjoy the game on its own merits. They are simply padding all of the content, and putting a price tag on every feature of the game in an attempt to make as much money as humanly possible.

chitselb
Legacy Username
@thread

Hey, Reitrenner. I had a nice chat with you on my knight Duskfiend.
Here's my two cents.
The problem here seems to be that gameplay time is limited through Energy. People run out of ME quickly.
Now is when people say "but you can buy CE with the crowns you've earned!", but unfortunately CE is quite expensive in crowns on the market, and once you have purchased CE from a player you are left with no crowns for things like crafting or vendor upgrades.
This leaves the player unable to progress efficiently through grinding, as they cannot go deeper without gear upgrades, which are obtained through crowns, materials, and (lol) Energy. As a side note, the game already forces you into using Crystal Energy through gear upgrades that cost >100 Energy.
Here are some scenarios:
1.) 3R removes Energy completely, monetizing the game in a different way that does not give players who spend money a tangible advantage. (cosmetic cash shop)
Players progress through dungeons unimpeded, returning to towns for gear upgrades and we all go on our adventures, envying/laughing at the guy who bought his knight some cute little hat. However, the content is burnt quickly and people quit, having experienced the bottom levels of gates and gotten phat loot.
2.) 3R continues its current system.
People quit out of boredom with the game that repels its playerbase by limiting gameplay, no money is made. :(
3.) 3R removes Energy requirements from gates, and removes >100 Energy purchases from gear upgrades and crafting. Crystal Energy remains.
People can continue to experience content until they are limited by gear. I believe this is the best way of fixing the current problem because there is still a demand for Crystal Energy from those who want to obtain gear quickly. Those who do not pay are paced naturally, and can still choose to grind crowns for CE if they really wanted the gear. This caters to casuals and core players.

TL;DR: Just read #3. Remove Energy from gates, keep the gear grind, no tangible advantages in cash shop.
This game is truly excellent for its gameplay, and makes the grind more bearable. I am a fan of grinding for stat modifiers in games. It shows commitment to a game and separates newbies from long-time players.

King-Tinkinzar's picture
King-Tinkinzar
Yeah some of your ideas have

Yeah some of your ideas have no logic behind them, correct me if I'm wrong, I don't care...
I will soon input my high knowledge, I will think of the best solution possible, however I may daisy-do away from it... I have mathematical equations flowing through my brain, each one with a different solution which may bring balance.

Nooblar
Legacy Username
Please tell me that your post

Please tell me that your post is a reference to something, or adapted song lyrics.

RileyVace
Legacy Username
@Evolution

I was merely trying to suggest a way to extend our play. I'm not saying scrap the energy system at all, and I want the devs to make money so we cna continue to play this which has fanatastic potential.
I am suggesting purely, that energy is spent less ludicrously. You'd still run out for the day and either be forced to quit or buy more energy, but you'd get much more play.
And charging energy for every little thing except sitting in Haven and chatting does come off as greedy.
Hopefully the devs understand that while it's great to make money, you've got to motivate the players to spend money by keep a blanace of give and take. Atm, they're taking more than they're giving imo.

Hell I know I could just not play this game, but then if that's the attitude, this game will eventually flop.
I don't want that.

ENDCRAB
Legacy Username
Why not just have a small

Why not just have a small subscription fee, or have an item mall that sells items that revive you, and remove energy revival and energy entirely? The energy system alienates free players, and free players make up the bulk of the community in these types of games. Energy is horrendously expensive and rubs gamers the wrong way. I mean, if this was a released game using this system, I would drop it like a sack of potatoes. I don't know a single person who would play this game if it wasn't still in development, because the energy system is not only inhibiting play, it is somewhat offensive.

The energy system should be removed. There are a lot of more efficient business models for online games out there. Subscription fees, for one; I wouldn't pay something like 12 or 18 dollars a month for this like I used to for WoW, because this game is not on the same scale (going back to an earlier point, the community as a whole is important because it draws in more paying customers) but subscription fees aren't actually as good as an item mall for a smaller game like Spiral Knights. There are actually a lot of things you could put in an item mall besides cosmetic items. You could have a slot machine that has rare items and sell tickets for it, like the gachapon in maplestory. You could sell in-game items and recipes for small amounts of real money, instead of in-game currency. You could sell revives, and something that levels up your items faster, and add costume slots for weapons. You could sell tier passes so people don't have to grind for them.

My point is, you could make more money by both selling more advantageous things to paying players and not crapping all over a huge part of what makes any game good, and draws people in, the COMMUNITY. You don't need to advertise much if someone I know starts talking about this great game they know, and I tell two friends, and they tell two friends, but the reverse is also true. Say this game was a released game, I would go ask my friends about it and you know what they would tell me? "That game sucks, you can't even frakkin play it, don't bother" and I wouldn't give you guys a dime, and I'd tell all my friends who asked about it, and they would tell theirs. It's called social networking, and it sells crap.

Dogrock's picture
Dogrock
I'm not sure whey the energy

I'm not sure whey the energy system is suddenly rubbing new players the wrong way, especially when it has been easier than ever to obtain energy though the market system. It is a sort of natural state of things that free-to-play games are waiting for you to spend money. Even so, the average amount most people probably buy is the $9.95 as it tends to be right in that critical zone of people just small enough to be a thoughtless purchase.

From there the ball really starts rolling, and that is actually a bit of brilliant business they've got set up at the moment. This game has a habit of hooking people so that they can't stand waiting and will readily buy energy. The only people that I've observed not to get hooked are those entrenched deep in the modern FPS fragfests; and that is about tastes in genre, not the game itself lacking quality. That 3500 energy can last you a really long time, especially when you have things like school and work to attend to. That energy can easily be ridden on until you reach the lower depths of the game and acquiring more energy is a much more ho-hum event.

I'm also hearing a lot of people crying foul about unfair advantages. There are no pay walls in this game, none of the content is limited buy an unwillingness to spend money in this game. In this game you can either have free or instant, not both. Too be honest, that is how the world works in most occasions. With the newly employed tier system even those who smash piggybanks over this game still have no inherent advantage because all the best equips are not for sale, you must invest time in exploration to find materials and recipes. Yet again nothing is instant, if it was you'd have the feeling of "been there, done that." The only people right now that can really tear though the game are those that have been playing since mid-November and earlier. You will find that there's a surprising amount of people who did not spend money on this game and are playing along side those that did with no issue.

Also to those who are claiming that you'll only have a problematic community with he current system I would encourage you to play the game a bit before lashing out. There are plenty of "Veteran" players willing to help the newbies and give their game a kickstart. There is a stable community in SK right now, you are welcome to partake so long as you remain constructive and take the time to avoid the knee-jerk.

Outside the game itself, it is honestly that hard to come up with $10 for a game as a one time purchase? Especially when the device you play the game on is generally 50x more expensive or more? Even my 15yr old sister has the money around and knows how to get it into a Paypal account without any sort of bank account or intervention from her parents. This game has been polishing up very well over this Preview Event and the final product will definitely be worth more than $10 for the privilege to play for me. I'm not having a go at everyone who doesn't purchase energy, just those that whine incessantly instead of going to enjoy a great game they have free access to.

(whew long post)

Nooblar
Legacy Username
I like the concept of energy

I like the concept of energy how it is. Recipes allow slightly cheaper items, if you get the energy, either from players or the company.However you can still just get items with crowns, if you rather. Opening the little turrets, turning on mechaknights, and opening doors are all very optional (and honestly a waste of energy, at the reward/price ratio right now). The one thing that really kills the new player is the fact that upper level gates cost 10 energy. Seeing as upper level gates are smaller levels, and much easier if you know anyone to play with, a new player can churn through their energy VERY fast. Lower down, and/or for more experienced players, 10 energy per floor is fine. We just did another run, took 3 hours, which is plenty of free play time, cost about 3 crystal energy, and generated about 5k (200 more energy, current market, but even if it goes back up, that's a decent profit). However yesterday, soloing down to moorcroft ate up about 80 energy, and took under an hour. I'd expect if a newer player tried this, alone, or with a party of other podlings, they would find it very frustrating.

This is why i'd like to push the idea, again, of lowering the gate cost for higher up levels. After a little thought, its not only good business wise, as it lets a new player play for free for long enough to get their bearings pretty well, it also fits in with the fact that revive costs, and crafting costs for recipes, already start cheap near the easier/weaker side,and get more expensive as you go harder/strong/more valuable. On top of that, while say, 5 energy a gate, at haven, would allow twice the levels for a podling (new player) it would still only allow you a small fraction of the rewards emberlight to the core currently does, so you wouldn't be encouraging people to farm those levels (unless they were farming shards and minerals)

Beyond that, the current energy system is well rooted, and one i've seen used very successfully in other games. What it does, long term, is self balance. With a premium shop, players can join the game, and suddenly have better gear than anyone else, and thus no need for anyone but other players with premium shop gear. With the current micropayments + exchange system, a player can join, swipe their card, and turn half their energy into crowns, buy a lot of good gear, and gate for along time with the remaining energy. However in doing so, they allow another player to gate, or craft, with the remaining energy. This means the pay for play user actually NEEDS the free play user to get their gear, and the free play user relies on pay for play user to gate more often, or craft high level equipment. No resentment between user bases, as they are symbiotic. And if not many pay for play users show up, the value of the pay for play users will grow. If a lot of people start buying energy from OOO, the market will tank, and the free play users can spend 30 energy, and then buy back 100, until the market recovers.

Worth mentioning, I've been putting in 2-3 hours of playtime a day, nearly every day, for a month or two now. A few weeks ago i went in with a friend, and got 3500 energy. Since then I've paid the energy costs for crafting a korvahd, a calibur, an arcrazor, a winmillion, a vile striker, a salamander suit, and a salamander mask. I currently have roughly 3000 energy left, because I've been sustaining the total with trades for crowns. I'm also not hurting for crowns, overall, as I've bought the base gear to craft with, as well as recipes for most of the items i paid to have crafted (the winmillion was crafted for me by cyanide, but i covered the energy cost) Free 'serious' play is totally possible, one you get rolling, but only thanks to pay for play users. Free 'casual' play should be even easier.

Edit: Dear poster who typed roughly the same thing as me, at the same time, directly above, Please friend the knight Nooblar, because you are awesome.

Also edit: Someone made the point to me that the firefly gate is cheaper than the normal gates? I've never used the firefly gate, but if this is true it ties in evermore to the idea of easier/higher gates being cheaper

Dogrock's picture
Dogrock
Interesting thing about the

Interesting thing about the energy market I saw today and relating paragraph 3 Nooblar. For the first time I have ever seen for 5 minutes today there were no offers to buy energy in the market, meaning you could instant sell your energy. This was quite an event because for a while the instant sell prices were bottomed out until after the release when a bunch of people logged on. Basically the idea of converting energy to Crowns may not be as feasible as expected right now as there are simply not enough people looking to buy by posting offers on the exchange. Not really going anywhere with this, just pointing out an interesting phenomena for now.

Nooblar, it made me absurdly happy to see someone else with a similar train of thought posting right after me. It's good to know I'm not crazy in my sentiments here.

Reitrenner
Legacy Username
Dusk, scenario #2 wouldn't be

Dusk, scenario #2 wouldn't be a problem if they made the real grind the acquisition of items.

If you made it take longer to level up or obtain items, and removed the energy used to explore, the hook of the game will then be to gain new items.

Also why does it cost energy to open gates you've already explored. This makes it IMPOSSIBLE to progress with the current 100 Mist system.

The fact that you can only play for one hour tops without spending money means this game will not gain a big install base.

And my suggestion will make the game a better long term investment for 3 rings, all that needs to be done is to turn Energy into a cash shop currency, and make a cash shop. You can then do this:

>Make Items take more heat to upgrade.
>Make dungeons a LOT more difficult, borderline.
>Make the aquisition of crowns, and thus, items more difficult
>Increase the amount of crowns it takes to craft high tier items significantly. I'm talking in the 100,000 range for tier 5 items. Maybe even more than that.
>Significantly reduce the drop rate for materials. Making materials rare will also have the added benefit of creating a valid market for these items.

These suggestions will make the game a lot more fun, while keeping players hooked. They will also free up the people that play the game for free, to play with their friends.

Energy, as it stands, limits the playerbase at an alarming level.

I spent all day NOT playing the game, and not wanting to play again, because of the energy system.

When the best way to progress in a game is to AVOID PLAYING AS MUCH AS POSSIBLE.

You're doing something wrong.

Energy is a terrible system. It shouldn't be so pervasive in the entire experience.

For instance:

At no point in Free Runescape does it feel like I am missing much when I'm not paying members benefits. It's a complete experience in and of itself. There isn't this Damascusian sword hanging over your head every time you want to play the game for free. This game feels like the mafia is watching you, and if you don't buy energy, they are going to break your kneecaps with an aluminum bat!

Free players and people that pay, should have equal footing in the game. People that support the game, and the developers should simply look a lot more unique for it.

regardless of whether or not you like Maplestory, the game keeps its playerbase because you don't have to spend a single dime to see everything the game has to offer. The ones that do spend money are streated to having a significantly cooler avatar then those who simply play the game for free.

I honestly believe that Three Rings does not care about its playerbase. At all. They do not care if they enjoy the game. They don't even care if the game is good. They just want people to buy buy buy.....

The saddest thing is, this is a God Damn BETA and BETA TESTERS can not access any part of the game poast the one hour mark until they cough up money. Three Rings obviously does not care about the long term viability of this game. At all.

ENDCRAB
Legacy Username
@d0gr0ck and Nooblar

@d0gr0ck
A large amount of the people who the energy system rubs the wrong way quit soon. It's also unfriendly to new players and again with people buying the energy with crowns probably isn't making them much money. It's not an absolute game-killer for me as I've got a lot of experience with the "you've got to beat it into submission to get the fun out" genre of games, but it's irritating enough that the cause for complaint is there and it's unfriendly towards new players. It's a bad business model, whereas an item mall is friendly towards all players and doesn't attempt to limit players while offering GREATER incentive as it enhances your character rather than just allowing you to play the basic game.

They are driving away paying customers here. I wouldn't be able to get most of my friends to play with me, because of the system, and I have to consciously pay attention to when I log in and out and severely limit my playing-time. I have no intention of ever paying these guys for energy. It provides an interesting balance of play with having to balance your energy, but that does not appeal to most gamers. And no, it has nothing to do with genre. The game in itself should never be limited this way, because every other game of this genre allows you to play as much as you would like.

Also anyone who complains about unfair advantages does not realize that this game is a cooperative game, and is a petulant child. The only time that is even an argument worth starting is when the option is to either play free or purchase gear that is significantly stronger than anything available to free players in a pvp oriented game. Seriously, some people will whine about anything won't they?

@Nooblar
I have never seen this specific system implemented in other free games, could you list a few? You may be referring to things like purchasable and trade able points for an item mall. Also, the market would not tank in a beneficial way, energy would rise to prices considered exorbitant, only the highest level players could afford it and a large percentage of the community would drop out of the game, before prices lowered again. That is how supply and demand works in a game environment. the paying customers also do not need the non-paying customers, as it seems gear is relatively cheap and easy to grind for in comparison to other games of the mmo genre.

Also seriously the only time anyone over 12-13 years old should "resent" a paying customer should, again, be in a pvp oriented game where pay items are unbalanced, in which case they should simply stop playing as the game is not very good and the company running it does not make a pretense of caring about the game itself or the players, and is fixated entirely on profits.

To sum up everything I have said so far, Item malls are friendlier towards players and tend to generate higher profits than the current system. Look at Maplestory, it's not as good as Spiral Knights gameplay wise but it is still wildly successful, would it have gotten that large with this system? No, it would have not sucked nearly as many people in if it restricted them like that. First impressions are really important, which is why you'll often notice in a successful game the starting areas being really well designed even if stretches of later levels are more generic.

Nooblar
Legacy Username
First off, in case you missed

First off, in case you missed my edit, d0gr0ck, toss me a friend invite thing in game, please. I play as Nooblar.

>The saddest thing is, this is a God Damn BETA and BETA TESTERS can not access any part of the game post the one hour mark until they cough up money. Three Rings obviously does not care about the long term viability of this game. At all.

Part of testing the game, would include testing the balance of the micropayments. Games that are a one time purchase, or a basic subscription, would logically be things that are free to all the beta players, all the time. However seeing as the business model here is a little more refined, it needs to be balanced as well. I'm betting that OOO has a desired amount of free play, per day, for people to have, and i'd bet they have 2-3 hours of free time, not counting alchemy, being their goal. Hence why in every post i've made about gate costs, i've brought up the subject of time.

>regardless of whether or not you like Maplestory, the game keeps its playerbase because you don't have to spend a single dime to see everything the game has to offer. The ones that do spend money are streated to having a significantly cooler avatar then those who simply play the game for free.

I don't understand. What does anything have to do with maplestory? If you want to compare other games to this one, you need to assume people havn't played those games, and explain the mechanics involved, not just use the name of a place that has those mechanics. Also, i'll say, again, I've done about 900 energy worth of crafting, and have only spent about 500 of the energy I purchased. I've got 4 star gear across the board, and get in 3 hours of play a day. You can play the entire game for free, you just need to rely on someone else who pays for it to do so, but they are relying on you to get the best out of what they paid real money for as well.

>At no point in Free Runescape does it feel like I am missing much when I'm not paying members benefits.

What are the member benefits?

>>Make Items take more heat to upgrade.
>>Make dungeons a LOT more difficult, borderline.
>>Make the aquisition of crowns, and thus, items more difficult
>>Increase the amount of crowns it takes to craft high tier items significantly. I'm talking in the 100,000 range for tier 5 items. Maybe even more than that.
>>Significantly reduce the drop rate for materials. Making materials rare will also have the added benefit of creating a valid market for these items.

All of these things seem like they would kill the free play user, OR force them into a very long grind to get what they want. They would also allow a pay user to instantly have everything, cornering the freeplay user into unfun gameplay, or living off the scraps of the pay users. This means your options are: pay, lousy grind style play, beg, never see the whole game, or quit. It creates a situation where there is no need for pay and free users to work together, which creates a class system, not a community. Playing forever for free sounds nice in theory, but if the operative word is 'forever' to get anything good, its not going to hook me. As it stands, even at 3 hours of play a day, even if energy was not an issue, i'm no where near having all the good gear i could have, there are still a ton of objectives i've got, even in the beta. If the game was made more grindy, it would cease to be fun. Right now there is a decent balance between "It won't be too hard to get that" and "I feel like I accomplished something"in the effort/reward ratio.

Edit: @endcrab: Puzzle Pirates, the other OOO game that I come from. Its got a strong player base, using a very similar model. Essentially in game exploits get you bronze coins, and credit card purchases get you gold ones. Anything fancy, or high quality, costs both bronze coins (which go to the player run buisness that made the item) and gold coins (which vanish). Bronze coins are then removed from the game when the merchant player purchases new commodities. As it stands, in that game, i've got an empire valued at about $10000 US, if I was to try and purchase everything with the gold currency, purchased with my debit card. I personally, however, have only spent about 50 bucks on the game. This means that my in game exploits have generated enough bronze coins, that other human beings spent 9950 dollars on purchasing bronze coins from me so they could have fun. They get a boat load (its a pirate game, this is a pun) of bronze coins, I get plenty of gold coins, both of us get to to buy things from merchants, and OOO gets $10000. Admittedly, in a system with two currency types, you need to be good, or very shrewd, to generate that kind of a return, but it is more than possible to get to everywhere for free, once you adjust to the system, and get past the first couple weeks of play.

The rest of your post i'll respond to when I wake up, unless someone else posts what I would have. Right now, it is 4:30 am, and I need some sleep, lest I start getting cocky, or making bad puns.

Reitrenner
Legacy Username
The fact that you endlessly

The fact that you endlessly refer to them as OOO sells your opinions short as a fanboy.

The energy system is atrocious. If this is how they are running the game. It. Is. Going. To. Bomb.

I promise you, the moment private servers are launched for this game, (and I'm not saying that to assert that this may happen. It will happen, with, or without energy. It WILL happen, regardless of if they change.) this game will die a creeping death, and it will be a swift sudden pace. The same thing happened to Ragnarok. The same thing happened to Runes of Magic, and it WILL happen to this game.

And it has nothing to do with people not willing to pay. It is the egregious payment methods. The nickel and diming.

Your whole post gives me the vibe that you didn't carefully consider my point at all.

You casually missed the point where I said that energy won't have any impact in the accumulation of loot, or heat. To compensate for this, a bigger grind must be implemented, and no, it won't kill the casual player. It will only increase the amount of fun he is having. Because he doesn't have to worry about spending all of his energy on something that frankly, might not even be worth his time.

The game in its current state is extremely unfriendly to the casual crowd.

Reitrenner
Legacy Username
The fact that you endlessly

The fact that you endlessly refer to them as OOO sells your opinions short as a fanboy.

The energy system is atrocious. If this is how they are running the game. It. Is. Going. To. Bomb.

I promise you, the moment private servers are launched for this game, (and I'm not saying that to assert that this may happen. It will happen, with, or without energy. It WILL happen, regardless of if they change.) this game will die a creeping death, and it will be a swift sudden pace. The same thing happened to Ragnarok. The same thing happened to Runes of Magic, and it WILL happen to this game.

And it has nothing to do with people not willing to pay. It is the egregious payment methods. The nickel and diming.

Your whole post gives me the vibe that you didn't carefully consider my point at all.

You casually missed the point where I said that energy won't have any impact in the accumulation of loot, or heat. To compensate for this, a bigger grind must be implemented, and no, it won't kill the casual player. It will only increase the amount of fun he is having. Because he doesn't have to worry about spending all of his energy on something that frankly, might not even be worth his time.

The game in its current state is extremely unfriendly to the casual crowd.

Nooblar
Legacy Username
Private servers would have to

Private servers would have to be knockoffs, and against the ToS for the actual game, likely subject to legal action with intellectual properties, or whatever legal umbrella that falls under.

How does more play time, for less reward, increase the enjoyment? Simply playing isn't going to be fun, hence the outrage people had at being cutoff from emberlight. People are interested in earning their way into a harder area, with more options, and then experimenting with the new choices they have. The time it takes to get the first full set of 4 star gear is the limiting factor on how long it is before you can get the depth of the game. After that, you get the breadth factor, from additional set of gear, or whatever PvP ends up being like.

You say that a grind will help the casual player, but what do you define as a casual player? 3 hours a day is pretty reasonable for 'casual', and as i've said many times, I get that much for free, daily. And what about the massively increased cost of item creation? 3 hours near the core generates me 5k. This means that for a 5 star crafted item,i need to play for 60 hours? Per item? That seems like a GIANT grind, especially if the typical cash shop allows you to get that same 5 star item, with an automatic damage bonus versus whatever, for a payment of 500 cash shop currency. You'll have people playing for 90 hours, getting beaten in the PvP by people who played for 3 hours, and spent 20 bucks on shop gear. That will very quickly dissect the player base in "free" and "pay" players.

>Your whole post gives me the vibe that you didn't carefully consider my point at all.
Sorry for the canned response, but people make this suggestion every couple of months on puzzle pirates. I'm used to it, I used to be misguided too. I've seen the light, and i've seen it for long enough i've gotten lackluster in my sermons.

Reitrenner
Legacy Username
You're completely blinded by

You're completely blinded by your fanboyism dude.

I never once mentioned the Cash Shop containing items of statistical value. Only cosmetic value.

The grind will help casual players because they will be able to play the game at their leisure.

You're getting MORE FREEDOM with less reward, you merely have to work harder.

Private servers are going to happen it doesn't matter if Three Rings wants them to or not. It's a reality of the MMO Market.

If World of Warcraft has private servers you can bet your ass this game will too.

cyclohexane
Legacy Username
Okay so Reitrenner from what

Okay so Reitrenner from what I've deciphered from your rant about how THREE RINGS (I won't call them OOO as I don't want to be labeled a fanboy as I'm a lady) is some sort of crazy santanic cult who only exist to suck the lifeblood and wealth out of all those that play their games is that instead of energy being used to explore the depths or craft new items for yourself... you want it to be used to buy slightly fancier gear/avatars?

I dislike this suggestion. As it is EVERYONE has to use energy for something, be it exploration or crafting, by your model only those who PAY for the game have to use energy to look "more unique" while free players can explore as much as they want. This leaves those pay for play players who are carrying the development of the game with only a fancy super colorful sexy hat (complete with HORNS) to show for it. This assumes you are simply talking about cosmetic gear... which from your Maplestory anecdote and your statement : "People that support the game, and the developers should simply look a lot more unique for it" I *think* is what you meant.

If you are trying to make it so you can buy special higher level gear with purchased energy I also dislike this suggestion (and you do too actually). This would create a situation where pay for play players would have an advantage as they have access to gear that makes gating easier and thus make it so free and pay players are no longer on "equal footing in the game" it would also make it so you do have to spend money to "see everything the game has to offer".

Also if THREE RINGS didn't care if the game is good... why put the game, players, and developers through I think FOUR testing phases as well as being open and responsive to player feedback such as on this forum you are posting on right now. I admit the new per gate tier pass thing does mean you use a lot more energy "unlocking" content and I disagree with it (see my one gate pass to rule them all post) but overall I feel energy provides a fair way of encouraging people to play the game for free while also keeping the game viable to free play ( a free play guildie had over 3k crystal via cleverly using his ECON 101 skills on the in game player based market).

Nooblar
Legacy Username
Grind isn't leisure. Grind is

Grind isn't leisure. Grind is unfun forced play at a low level, for a long period of time, to advance. It isn't 'work harder' either, it is 'work more'.

Also, the fact you need to toss about terms like 'fanboy' to make yourself feel that my points are not valid, and thus yours are, is childish, and not really useful for a game design type forums. In general, ad hominem attacks are poor form, and fairly useless, but in a setting like this, they are just outright unwelcome.

That said, a merchant selling gear with no functionality, but nice artwork, for some ammount of energy directly, would be a nice thing to see added to the game. However i don't think it would generate nearly as much revenue for OOO (thats right, OOO) as the current system, so supplemental revenue would be needed elsewhere, if the game was to remove all other current energy requirements. Another option would be to allow knights to start with 200 mist energy when they spawn, and not have it start replenishing until they drop under 100 mist. Farming would be somewhat ineffective, given the time needed, and low return even 200 energy would give you from a knight without any gear. However it would allow a new player plenty of time to get their feet wet before they had to make their first choice between acquiring/spending crystal energy, or taking a break.

ENDCRAB
Legacy Username
Yes, people enjoy the game

Yes, people enjoy the game for itself. That's why it's GOOD. I don't much care about the reward, I care about the fun. Again if you've only ever played puzzle pirates (I'm assuming it's about puzzles and the like, also the system you described is not similar to the one in place here that limits gameplay) the core of an action game is the action, not the group politics and the like. And item malls do not work like the one you described, at least not on successful games.

An item mall offers massive amounts of timed cosmetic items. An item mall offers temporary extraneous things like revives, or teleporters, or access to a rare item machine (Allow me to take a moment to explain this: numerous rare items and special cosmetic items are dispensed when you put in tickets that you pay for, with each item having a certain probability), they could sell things like sparkly effects that follow your character around, and more. Essentially they offer unnecessary items. They could even re-introduce selling item mall points, but usually that's mostly covered because the rare items are sold. The mark of a stupid game producer and a dead game is a boundary like the one you described, where they sell hugely powerful weapons to people. That is also totally unnecessary and kills the community, halting the flow of new money (new paying players) through the game.

And dude, 5 star is the highest tier at the moment, right? 60 hours isn't a huge grind in any mmo I've played, and believe me, I've played a bunch. Myself and one other blew through to the first tier gate in an hour on day one. Games like this are supposed to be large time investments. The gameplay is what draws people in. I couldn't care less about getting to tier 5, I want to adventure and collect loot, and if I get cooler loot along the way, cool. It's an action game. Simply playing is fun. People who forget what a game is can rage all they want about being temporarily cut off from the Extenze to their e-peen, the entire guild I'm in and everyone I've talked to outside of the forums just want to play.

The puzzle pirates system sounds like it works just fine though, go ahead and rage at people who think a company shouldn't make money. Our point is that the business model here and the game itself do not mesh well at all, hence us using the most well-known and successful action mmo, Maplestory, as an example here*. The guild I'm in are mostly quite familiar with the genre, as would be most people drawn to this game.

*If 60 hours is a huge grind at highest level to you, Maplestory before Big Bang a month or so ago would have blown your mind, and it was still second only to WoW in terms of popularity, and it made and still makes huge money on an item mall system that started off being purely cosmetic items. That's good action gameplay and a strong community at work.

The energy system is inefficient. They could be making more money, and we could be playing more. Win Win.

Reitrenner
Legacy Username
They simply aren't reading my

They simply aren't reading my posts man. They think I want a situation like Runes of Magic, where the game is dominated by "paying customers".

I want a game where everyone is on the same level.

Someone right now, can buy 400 dollars worth of energy and gate for the rest of the month, and FAR out-power every character currently playing the game.

That is horse crap.

Especially in a game with PVP. And yes, this game does have PVP. It's ridiculous to have such a system that rewards how much you spend.

That game should survive on its own merits, if it can't survive without the energy system it simply isn't an objectively good game.

It. Will. Bomb. Hard.

I mean sure, people will come in, buy some energy, and play, but once they realize they have to keep buying to keep playing they will simply move on to a game that requires more investment fro less money, or play the game on a private server.

And cyclohexane I never said Three Rings was an evil company, but they do show an ALARMING disregard for the long term health of their game.

ENDCRAB
Legacy Username
I don't even care about PvP

I don't even care about PvP or people out-powering others, I just want to play Legend of Zelda: Four Swords Online with the rest of the guys. If I can play as much as I want, that's good, that's what I want. If a system that will let me play as much as I want will also make the company more money, then what is up with this crap.

cyclohexane
Legacy Username
Er.... I did read your post,

Er.... I did read your post, man. I dont know what that thing is, nor do I want a game dominated by "paying customers" (which since I live off ramen I am certainly not one of).

I also want a game where everyone is on the same level, but I also want a game where the money the developers are making from whatever business model they choose helps sustain the game in its entirety.
Ive not played Maple Story, but from what I understand from friends that do and browsing their webpage... their cash shop has the most pointless crap I could ever want and I really could not see people spending money to "Pimp their Knight" with cosmetic items... like these holiday hats for example, kinda cool... but would I purchase one with my real life money? No. However, I could see (and have advocated in other threads) for the usage of energy to unlock more things then just extra item/weapon slots such as an extra vial slot or a temporary mechaknight pet. As long as they are useful items, I could see people buying them. I think the reason I dislike the idea of reverting to a solely cash shop system for generating revenue is I'm really not sure if that revenue could support the game. I know it works for Maple Story but they are completely different games with completely different player bases. As it is a player can plop down $400 and be able to gate until the cows come home, but that same player may be reluctant to drop that $400 bucks if the only added bonus to their game play is a "Fashionably Black Uniform" for ninety days.

Reitrenner
Legacy Username
And people all play the game

And people all play the game for different reasons. But let us be honest here. The real meat and potatoes of any game's community is the competitive aspect.

They are usually the first ones to hit the level cap, and the last ones to quit playing.

If the game is only competitive when you spend a ton of money so you can craft superior five star gear, you're not going to maintain an interested high level player base. People will quit in droves come launch.

Reitrenner
Legacy Username
Well you'd be terribly

Well you'd be terribly mistaken.

Players that buy PERMANENT cosmetic upgrades are the ones that stick around longer, they are the ones that get their friends to play the game.

You're a fanboy to the highest degree if you think this energy deal is in the best interest of the players. It's only in the best interest of the developers.

They get to pad their content with DOLLARS instead of a grind. That kind of profit mongering would make Bobby Kotick blush.

As it currently stands, the system 3 Rings has in place has no long term viability what-so-ever.

If you can't see that, you're either in one or two camps.

1: You're unfamiliar with the quirks of the MMO marketplace.
2: You're hopelessly oblivious to just how raw of a deal the energy system is.

cyclohexane
Legacy Username
I think I've found another

I think I've found another point of contention. You seem to be under the impression that you need to spend a lot of money to craft superior five star gear. The guildie I was referring to before has spent ZERO on this game and has to my knowledge been able to craft "superior" gear just fine. The way the game currently is you can make enough in crowns in the high level areas relatively quickly to buy back the energy you used via the player market as well as have energy left over to craft/do another gate. A large part of the high level game play at this point in time imo, is the ability to utilize the player based crown to energy/energy to crown market to your advantage.

Evolution
Legacy Username
Reitrenner. You're running

Reitrenner. You're running some kind of a campaign, and you seem to give it new direction every once in a while.

Look at what you wrote here, "I want a game where everyone is on the same level." A game with everybody on the same level. Okay, that puts everybody with the same options during the entire game. What will this game be then? Oh right, one where you pay a monthly subscription. Would that be any different from purchasing some energy every month? Well it depends on how you play. If you spend your energy wisely, then no. Subscription will be worth just as much as the current way of purchasing energy. If you toss your CE around foolishly though, then you'll get less value for your money. You have the freedom to do both, it's up to you. On top of that, an energy system allows some players to play completely free. They can't play as long, but they can play, and have the same options as others during the entire game.

Another point you brought up, "Especially in a game with PVP. And yes, this game does have PVP. It's ridiculous to have such a system that rewards how much you spend." I must say, you're becoming a lot harder to take seriously by every post you make here. (No offence intended here) For one thing, spending a lot of money to this game will only get you certain items faster. They won't get you better items. Keep that in mind! Crystal Energy is not equal to becoming "better" than other players. All items are accessible to every player. Everybody can become just as good as another, by whatever means they choose. On a second note, if you had taken a closer look at the PvP system, then you would have spotted a "Tier" system. People may choose to play in different classes of equipment. This means that if player A spends a lot of money to get high-end equipment quickly, then player B won't be bothered by A since he'll simply choose a tier appropriate for his own equipment.

On a side-note: You add too much "doomsday clock" effect into your posts. You're unhappy with how the game runs, we get it. Act a little mature please and take part in a normal discussion, rather than bringing up your same old punchline over and over again. Also, don't think too selfish about solutions. From what I've read, you just want this game to be free for how you wish to play it. I don't understand quite well either how you can call this a very fun game with lots of potential, while you refuse to spend a little money for it. It sounds either very naive, or hypocrite.

cyclohexane
Legacy Username
Well you'd be terribly

Well you'd be terribly mistaken.
UMADBRO!?

Players that buy PERMANENT cosmetic upgrades are the ones that stick around longer, they are the ones that get their friends to play the game.

So...you're saying people who have spent money to buy themselves a permanent set of pretty pink wings are the ones that get their friends to play the game to be able to show off those pretty pink wings? Shouldn't they be trying to get their friends to play.. because the game itself is decent? What I mean is I think that correlation is due to the fact that people who enjoy a game enough to spend money are undoubtedly the one's passionate enough about the game that they want to share such a great thing with their friends, not necessarily show off their new fancy moustashe. If I have loads of fun playing through the levels and fighting the monsters I feel like I am just as likely to get my friends to play than if I have the ability to wear that sexy moustashe with pride.

You're a fanboy to the highest degree if you think this energy deal is in the best interest of the players. It's only in the best interest of the developers.

It amuses me that since you think I don't agree with you (which if you read all of my posts 100% you'd see I actually have agreed and already advocated parts of your points in the past) my opinion is invalid and I am a fanboy (again I'm a lady). Parts of the energy deal is in the best interest of the players, parts of it are in favor of the devs. Same with every functional business model ever. If this energy deal was completely screwing the players... why haven't all of us quit before you joined... yesterday?

They get to pad their content with DOLLARS instead of a grind. That kind of profit mongering would make Bobby Kotick blush.
Er.... as it currently stands they pad it with both. You need to grind to get all your gate passes and according to you (not that I agree) you need dollars to buy the energy to do that

As it currently stands, the system 3 Rings has in place has no long term viability what-so-ever.
Fourth Beta still going strong. I'd really like to see the player numbers. I feel like that would help both our arguments.

If you can't see that, you're either in one or two camps.

1: You're unfamiliar with the quirks of the MMO marketplace.- Anything I don't know I can google
2: You're hopelessly oblivious to just how raw of a deal the energy system is.- I. Already. Said. I . Don't. Agree. With. All. Of. It.

I Feel I fit into the third camp- I just feel like the energy system has worked well so far, there are a few things that need to be tweaked but I do not feel the cash shop only option is the one best suited for this type of game.

Pauling's picture
Pauling
Inflated costs make beta testing harder

Two points:

1. Energy rebalancing has been promised, but I'd really like to see it come sooner, not later. The ethics of paid betas are tricky, but at present, I am simply not willing to spend any more real money on this game without some assurance that the costs of playing for a month will not be exorbitant when it launches. Sure, I expect it to be changed- but I don't know how, and don't want to get more invested in the game until those changes materialize.

2. If I do pay to support the game, I had better get something more than a picture of a fancy hat in return. If a "cosmetic" shop was the sole way to support the game, then as a customer, I would frankly feel insulted.... thanks for not doing that, devs! Crafting costs for items are currently too high, but at the core, they're a fair and very reasonable idea. I wouldn't pay for cosmetic upgrades, but unlocking content lets me feel that I'm getting something of real and honest value. (The sole exception: most bombs are better as support weapons, and so they need crafting costs PLUS a recurring weapon slot. That's a sucky proposition no matter how you slice it, and due to range limits, I suspect that the stats on non shard-type bomb use are discouraging)

The ideal re-balancing would encourage maximal use of different weapons, armor, and trinkets. Currently, the costs are so high as to make 4* crafting a "single shot" proposition. I understand the desire to make 5* items "special", but that has to balance against the design goal of making them special-ized... the result is armor that is designed to be mixed and matched, with prices that are designed to discourage you from crafting a variety of choices.

King-Tinkinzar's picture
King-Tinkinzar
Greed is the source of your

Greed is the source of your arguments.

cyclohexane
Legacy Username
To be fair, you are skimming

To be fair, you are skimming my responses more than I am skimming your posts(you can tell I read them because I keep trying to poke holes in their innards/making subtle jabs at their content). Its kinda lame if you honestly want people to back your arguments as to why an item mall is a good idea. Also just because some of us hail from puzzle pirates doesn't mean live in a bubbleworld where no other MMO or business model exists.

Item Malls work in games where the player base loves shelling out their pay checks on shiny hats and sexy moustashes. Spiral Knights doesn't (hopefully) attract those kinds of people. I explained to you why I disagree with you. Read my posts before you pretend I didn't read yours.

ENDCRAB
Legacy Username
You aren't poking holes in

You aren't poking holes in jack rabbit, though, and you're just attacking the obvious flaws in Reit's competitive play bias, like it would be just as easy to poke holes in my cooperative play bias. It's not a specific small subgroup that pays for item mall goods, which includes much more than the mere cosmetics, it's a huge percentage of the demographic, and they shell out huge bucks. Of course an action game will draw in people who would pay to see their avatar dressed nicely. And the summation of our posts on why the system isn't viable is that it drives players away, which should not be done EVER, and that the game economy in a closed alpha is a fragile thing at best and would be utterly destroyed in the player rush after release. You are unfamiliar with the genre, as well. People play the game for the game, not economic balancing. It provides a small bit of interest but should never be a major point in an action game. It's a strategy, yes, and it works somewhat for now, yes, but it isn't nearly as efficient. Besides, this would save you money, you wouldn't be one of "those people" paying Three Rings more than this energy system will. You aren't any better than them just because you wouldn't spend money on cosmetic items, so tone down the elitism.

Teffy
Legacy Username
A (slightly) different view on the subject

So, if you want cosmetic rewards for supporting the development team, why not suggest what I did and bring up the idea of being able to buy cosmetic items for your knight with Crystal Energy? While this won't "require" people to pay to support the game, it keeps everyone on an even footing by allowing all players to spend CE to obtain cosmetic items for their character - rather than having to pay for the item with cash, they simply use the CE that they've purchased, whether with crowns or by actually supporting the developers, to buy cosmetic items that wear off after one week or thirty days or 90 or whatever?

This keeps an "even player base" by allowing ALL players to obtain these special items, and allows for a sink for CE outside of gate/alchemy costs, without forcing players that don't want/need to pay to use some CE without getting crowns or craftable items back. This way there's a choice of "Do I want to grind more or do I want something unique and special" and allows for a CE-sink (as well as a crown-sink outside of the CE tax, less money coming into the free market as fewer players are obtaining crowns with CE used for grinding, earning more crowns than they spent, only to buy more CE and perpetuate the cycle), while those that want to support the devs financially have the option of buying the CE and rather than selling it on the market and/or diving with it want to buy something snazzy with it.

Both sides win, it functions as an (albiet minor) CE-and-crown-sink, and everybody wins?

On a related note, I do agree with closer to the core -> higher energy cost. I even think it can be justified with something like "it takes more Energy to protect yourself against the harshness of the Core as you go deeper".

ENDCRAB
Legacy Username
No, that's still a losing

No, that's still a losing scenario. It keeps the chief negative effect of barring people from playing the game. I'm not arguing because I would necessarily pay for cosmetic items or even any of the more useful items like rare-item tickets, I'm arguing against the energy system because I just want to play the damn game, and being barred from that is not an incentive to give Three Rings any money. I would actually be more compelled to not give them money because they think that such a system is reasonable and viable. The crowns for CE system would still be unstable and likely to collapse on release, and people still wouldn't be able to play the game, or actually more people wouldn't be able to when the game released. Which would drive players away. Lose for everyone.

The "even footing" is really a minor issue in a game where the main focus is cooperative PvE.

Dogrock's picture
Dogrock
Reitrenner

Please guys, I've already had a good round with Reitrenner. Don't bother arguing with him, he is quite incabable of posing an augment without sliding in an underhanded comment. His use of profanity on the forums is quite uncalled for and lesser words have been edited out by the Dev Team for their overly hostile nature. Reitrenner, I will repeat what I said before: If you are willing to descend to such hostilities and refuse to engage the community in a constructive manner please leave. Nothing of value will be lost.

ENDCRAB is trying to provide something constructive here, don't bury him in the bile generated from someone else. I though we older folks here already had the practiced patience and know how when it comes to dealing with someone slinging personal blows in this forum?

To be totally honest, the idea of a costume shop to "play dressup" has been suggested before on these forums. It was back when there was much less content in game and the Crown payout rate was much too high. It was based off of the idea of the game needing a Crown sink. As with a major content update, it fell by the wayside in many players minds as they were busy spending their saved up Crowns in the new Recipes. A place to buy cool looking gear would likely take off, look how popular the Santa Hats are in the Holiday Cheer.

Also, before too many old ideas get needlessly reiterated the energy system has been debated to pieces already. Have a look in some of these links:
http://forums.spiralknights.com/node/217
http://forums.spiralknights.com/node/382
http://forums.spiralknights.com/node/472
http://forums.spiralknights.com/node/468

The biggest thing to realize is that the Devs have stated that the energy system is not final. Right now the focus seems to be Content -> Gameplay -> Energy in the order of game tweaks arriving. At this point it is one of the only aspects of the game that has yet to change since I started playing in October. To those who don't know, this is the third Preview Event for Spiral Knights and there is no guarantee that it is the last. In fact I have never seen any Dev make an official comment as to the production time line of this game.

If you have the time, please do give them a well thought-out suggestion with the in-game feature or via email, they do read those and many ideas have made their way into the game. Don't expect instant responses either, the Dev team is small and already do an amazing amount of work for their size.

Evolution
Legacy Username
The more filled up this

The more filled up this thread gets, the more it smells like trolling. Reitrenner, are you simply trying to start pointless discussions? Your arguments are filled with holes, yet you deny or neglect any of that. Even more, they are mostly repetitive. You bring forth only 1 solution, which is to make this game as good as free. That's quite absurd. Games that provide cosmetics, as far as I know, offer other in-game bonuses as well such as an increase in experience or what not. This goes against what you "believe" in? All players being equal? You say this game is going to explode, so you propose a better solution. Frankly, I think with your solution this game will blow up. How can any game generate profit from cosmetic purchases only? Think real.

Pupu
Legacy Username
Nope

The energy system is not bad. If the market prices keep in a similar range, I don't see any problem with the game.
I have been playing for free for about two months now, with no problems. I guess it could use some tweaks, like giving newbies a 75% discount on elevators or something.
I will probably buy some energy when I get the chance to, since I'll get 25% extra when the game launches, and would like to spend some money on this game for the devs at least once.

I see a lot of whining about the system, from people who registered less than a week ago.
Not that the feedback is bad, since it tells us what the new players think, but maybe you guys should play a little more before talking about how the game works, and calling people fanboys, etc.

It's understandable that you guys want to play a lot since you just got the game. But later, given the current content of the game, playing for more than a few hours a day seems like too much. Also, in time I guess pvp will become a big thing, and that is energy free.

Dinotron
Legacy Username
This topic has kind of

This topic has kind of derailed, and now that I've put quite some time into the game, I'd like to share my experience so far.

My first few days were, in short, terrible.

Day 1: That's it?
I did 7 dungeon levels, and ran out of energy.

Day 2: Things are looking better!
I continued my 7 dungeon level routine, crafted a piece of 2-Star gear and ran out of energy.

Day 3: Well, that was fun.. while it lasted.
This time, after another 7 dungeon level run, I had enough crowns to buy 100 energy (~4000 crowns), so I crafted another piece of 2-Star equipment and this left me at about 70 Energy. At this point, I had enough to do another dungeon, so I did and ran out of energy.

Day 4: Back to step 1...
This is where I kind of got stuck again. I did my 7 dungeon run and had to log out with 30 energy and couldn't craft anything.

Day 5: Fun!!!
Today I did T2 with my guild. Wow, it was great! I made around 20k crowns and had enough to keep going and going. This is much better than I expected, and I decided to buy $10 worth of Energy (3500). I thought it would be a good investment for the future, and so I could progress quickly and test some of the further tier stuff.

Okay then, I am very happy with how things are working out at the moment, BUT the first 4 days or so were very dull and aggravating. I had... nothing to do after an hour of play, and everyone in the guild was a bit bummed out (many of them posting in this thread). Now, what I'd suggest is, like Pupu said, implement a lower energy cost for levels to new players (or tier 1 in general).

Though, that would only be a temporary fix, and let me tell you why: At this point of the game, energy cost for crowns is dirt cheap. No one really minds selling it since they'll be refunded (plus +25%) at launch. After speaking with one of the OOO developers through e-mail, he pointed out that "[Energy] is ridiculously cheap though, and I imagine that once the game launches for real the price for energy will be higher." Now, initially, the price for Energy at release may be fairly low since there will be a large abundance from beta players who purchased Energy during beta, but once that buffer is used up, the prices will naturally spike to a ridiculous amount. By lowering the cost of energy on elevators, the newer players will be able to play more, yes, but the price of Energy in crowns will rise since crowns will be more steadily available to new players. Unless of course they lowered the amount of crowns gained in Tier 1 per elevator level with 100 Energy to match the amount you receive now in Tier 1 per elevator with 100 Energy.

These are all quick calculations though, so please bear with me.

Now I know a lot of you are just saying "There's no problem with the energy system at my level!", but you have to think about all the new incoming players that will be arriving with open beta / release who don't have the energy from Beta. They'll be stuck those first few days and possibly quit out of boredom. We all don't want that, this game is great fun and I support the developers in every way! Also, please keep the thread proactive and stray away from insulting one another. We're all working together to help make this game ever better.

Thanks for all your input guys, and keep it coming. The developers DO read these threads and the more people to support something, the more likely a change.

That said, thank you developers for listening to our input and being active with the community, it's very respectable.

-Dinotron

Reitrenner
Legacy Username
People here honestly believe

People here honestly believe I am trolling. Whatever guys.

Once the power players and big spenders hit this game it's going to create a massive gulf in the playerbase.

You don't see it because you're not thinking far ahead.

If someone decides to spend 200 dollars worth of energy farming crowns in tier 3, he can single handedly destroy the energy market, making it impossible for new players to progress.

If you don't think this is a problem you're delusional.

Someone can spend all day in core, farm thousands upon thousands of crowns, mats, and recipes, and depending on how much real money he decides to spend on "Three Rings Fun Bucks" he can pretty much farm as long as he sees fit. Once CHINA farmers and IGE get wind of this game. Prepare yourselves. You're going to see 100 energy being sold for a couple hundred thousand crowns.

The energy system will kill this game. If you do not see the writing on the wall, you're completely ignorant of how these games function.

Dwyn's picture
Dwyn
Spending limits and Enticement CE

I'm not jumping in on the argument, but thought those of you actually reading might like to know that there ARE limits on how much you can spend a month (I think it starts at 100$ and your spending limit can slowly increase from there: http://wiki.spiralknights.com/Official:Billing )...OOO does that for partial protection of both the consumer and themselves.

I'm neutral over the energy. I like the limit since it's a nice way to limit my own playing time (though I admit, I've bought CE so that I can use about 200 energy a day), but understand the restrictions not being fun for all...

What might be a worthwhile endeavor is to provide new players with a one time chunk of Crystal Energy as part of the tutorial, explaining the market, billing, and the difference between them. Other games often give you a taster of the real money currency, that in hopes when you finish through it, you'll want more of it. It wouldn't have to be much--say 200 or 300 CE under the current gate/crafting costs would give new players enough extra to really get into the game. (Another game I enjoyed did a week of noobie gifts, usually pay currency and free items or passes, each time letting you know that it ended after a week of gameplay). Though, I could see a good chunk of new complaints arising from this sort of enticement.

Dinotron
Legacy Username
"to provide new players with

"to provide new players with a one time chunk of Crystal Energy as part of the tutorial"

The first red flag that pops up into my mind is people making mule accounts, transferring over the extra Energy, and repeating the process. Though, this could easily be negated by making it so it's part of the rechargable, non tradable, energy. Even then, people would make new accounts after they run out on their main, farm a few dungeons and trade themselves the crowns/loot/etc they make in game. Hell, you could probably do that right now if you traded through a friend.

Evolution
Legacy Username
I agree that for the newest

I agree that for the newest players the energy base to start off from is a bit low. A temporary increase until they hit some milestone could be a good idea. Giving them CE isn't a very plausible idea though, since people'd create new accounts just to farm free CE? Other games that do this probably don't allow this to be traded, else I don't see how this is not flawed.

Something I did have in mind. Strip the tutorial levels from Energy? And perhaps a "new players dungeon" that can only accessed by new players for no energy cost, and that earns about as much as normal gates? Something only accessible until a certain milestone is reached of course.

Edit: to Dinotron, people could make farm-accounts indeed, but they'd have to go through the tutorials every time though. I can imagine that becoming quite annoying quickly if your only purpose is to farm a little from that beginner's bonus.