Arsenal Station and Energy Rezzing testing - November 11, 12pm - 9pm pst

The test server will be open tomorrow, Friday, November 11, from 12pm to 9pm pst.
There are two new features we would appreciate you checking out:
Arsenal Stations
Arsenal Stations are now located near the start elevators of most levels in the Clockworks. Arsenal Stations allow you to change your gear or loadouts before facing the challenges of a level. To use an Arsenal Station, simply stand on the mat in front of one and open your Arsenal.
[UPDATED] Arsenal Station airlocks have been replaced with One-way Forcefields, allowing players to progress into a level without having to wait for their party. We would like testers to see how these new Forcefields work and discover if there are any scenarios where they break.
Energy Rezzing Effects
Energy rezzing now comes with an explosive energy blast that pushes monsters away from you, damages them and even stuns them! There are four levels of blasts that are automatically performed as the cost of rezzing rises.
[UPDATED] Rez effects have been given new sounds and UI, and should no longer affect teammates. They should also no longer push immobile monsters like turrets.
How to Test
Simply head toward the Arcade and pick any gate to explore. Most levels will have Arsenal Stations (boss stratums will only have one Arsenal Station on the first floor) and all levels will allow you to experiment with the new energy rezzing.
So swap your gear a bunch and uh... die a lot.
Thanks for testing!

So... we'll be able to change equips inside the levels now? :o
I'm still not sure how this will help the times when you die at Vana and a fire square spawns right on top of you causing you to be stuck upon any revive, sealing your fate!
Also I'm worried about how long we will have to wait at the start of each depth while indecisive / ill-prepared teammates take all day swapping gear!
In any case, that's what a test server is for and I will always welcome you guys regularly trying new updates.
nice 1 =]
~Z

Won't swapping gear at every depth make most levels too easy?

You'd rather come across a beast level equipped with nothing but elemental cause you forgot to equip properly?

yes Sorou, gain skills.
I foresee how all party will wait one noob who can't chose what to equip..

"No wait, which one should i bring? Faust or Avenger?"
"Pick ONE already"
5 minutes later
"Faust or Avenger???"
*Right Click - Remove Nub from party"
Nub tells you, "WDF, why did you kick me? You can't kill JK without me."
Kingrt tells Nub, "I am the party leader, your argument is invalid."
-Step on party button, slash slash slash, 60 seconds later, JK is served-
-Kingrt gained 3x Tokens
Nub tells you, "I hope you lose you b*****"
Ignored Nub

I really think the Arsenal switching thingy will make most levels much too easy. I guess that's what testing is for ^_^

So does this only work if you revive yourself using energy, or does it also work if your teammate revives you and you get up that way?

think of it as a precursor towards T4 dungeons. When those come around, the playerbase will be forced to attain and use a wider variety of gear. This will allow you to craft up numerous weapons and armors to best face such super challenges. Sure we'll be able to do so in T1, 2, and 3, where it will make things easier. But i have to think it will be a necessity once we get T4.
Also, as a side bonus, if this is the case, again: it will force players to acquire a larger and more varied arsenal. Good for all. Good for us, as we now have a reason to use something other than Vog and DA. Good for triple O as it will take more Ce and gameplay to attain said arsenal.
at least thats what i see this leading into. In fact, i was disucusisng with pawn just the other day about how this should be a feature for when you delve deeper into the clockworks. He voiced a concern that it'd slog down the speed of leveling, but conceded that if you could only switch to loadouts it'd be no prob. Especially if they gave like a 30 second window to do it, like you have 10 seconds to click go down or go up before it sends u on your way.

Well, consider this scenario:
Beast-themed stratum. (Almost) all-pierching loadaout, then suddently, Aurora Isles: Jelly Farm.
*cries out in terror*
With this thingy on, you can at least get a shadow weapon on before going further >_<
switching gear/loadouts should only be available during that 10second frame you use to click go down or go up imo

Update - The start time has been changed to 1pm.
The testing time...
It's quite evil for Europeans isn't it? At least make it longer, so we can actually try it out as well :S

I Checked the time in internet and it seems i should be able to log into it. and yet it says to me the game is not yet public.

Considering how Lockdown and Shadow Lair testing was ~two periods of 3 hours each a day, this is a very long single session; especially interesting, since this test content isn't as grand as the formers.

OMG I REALLY WISH I COULD KEEP THIS ARSENAL PRETTY PLEASE?

I think the arsenal box would have been a better thing to have placed in the lockdown locker room rather then in the clockworks

No automagical T3 clearance? ._.
Switching weapons is really useful. It takes away the challenge of having to decide on an armament for the entire strata and the resulting weakness... etc. But I can finally swap out my Shivermist for an Ash when I hit the Frozen Slime Arena after visiting the Fire Slime Arena. That is just wonderful. Really encourages a variety of weapons/armors.
Though, it is kinda boring sitting around waiting for other people to finish loading then decide what they want to carry. Also, if I need to switch something out I feel pressured to hurry the ___ up since I'm holding up the entire party to do so. Before, if I loaded first I could go start clearing the first room while they are loading - a complete absence of waiting. That's my only complaint. The mechanic itself worked without incident.
Oh yeah, and the best way to guarantee a Graveyard is to have your only sword be an Acheron... it was a Slime Strata! Ahhh! That still doesn't fix the Fiend Danger Room in Slime Depth, but whatever, it is a step in the right direction :)
Did a 16 energy rez and found that the Stun from revive lasted about 2s on D7 Greavers, whereas a Stun vial lasted 4s. It was barely enough to even move before being surrounded again. Could be longer.
The 32 rez did enough damage to kill a silkwing and the 64 rez did enough damage to kill most of the greavers, so that was pretty cool.
Should add a message that tells new players that energy rez is quite a waste of resources and that your teammates can rez you for free, seems most don't know this.

I think the arsenal box is a humble idea, but it takes away from the "fly-by-the-seat-of-your-pants" motivation when faced with a swarm of your least favourite monsters.
If anything, I think there should be a CE cost levied.

As mentioned, the energy revive option pushes gun puppies around (which is really fun, 'cause I purposefully died a lot in one arena and got most of the gun puppies in one corner). The 10 CE and 20 CE revives (in T3) didn't do much. When I was surrounded by greavers, I got up, got chain-froze, and died again. Maybe make the pushback more at low CEs and sacrifice the damage/stun? Usually I would be looking to get moving again rather than somehow killing the mobs with the revive.
The arsenal box is really awesome. I know that people say it makes the game 'too easy', but personally, I think that for people who only have 2 weapon slots, this would enable them to actually use different weapons. I know that when I was only able to have two weapons, I only used Calibur because I was afraid to be stuck whacking at a wolver with only an elemental weapon. Being able to gear specifically for things like arenas is nice, too. My only concern is that teams are going to spend forever there, but then again, teams can spend forever not doing anything at all, so hopefully when the novelty wears off, it won't be too bad of an issue.
Side note: I ran FSC a couple of times because this is about the only time I'd have adequate gear for it, and I noticed that in the second room of D24--the one with 3 wheels and the totems--I could avoid taking damage from the wheels if I was carrying a statue. I got pushed around by the wheels, but took no actual damage. I only noticed it incidentally and got kicked off the server right after, so I'm not sure if I just got lucky or it's an actual bug. Maybe I'll go into FSC for real and try it. xD
Did anyone try to open the boxes inside the training hall with this "resplosion" thing?

Please open the server earlier in the morning.
You have customers in Europe. They want to participate in the testing too. Please think about this.
I planned to buy at least 10$ worth of energy each month, to take part in the testing, but until you fix this, I won't spend a cent. Not all of us stay up until 11 PM and get up at 6 AM.

rezzing would be very very very epic
i hope there's a revive animation like a super saiyan transformation

The test server will be open tomorrow, Friday, November 11, from 12pm to 9pm PST.

Why are people being so negative about the arsenal stations? Because having weapon slot upgrades totally didn't perform the same purpose already...seriously, if you have one weapon of every damage type + a utility weapon, why switch out for anything ever? This will at least keep me from having to spend 250 CE every 30 days just to have 1 of every damage type for every stratum...

I like these modifications! I had really no complaints about the energy ressing, but I'm kinda sad that I won't be able to make a corner filled with turrets in arenas. The one-way air lock thing is a good solution too.
I'm glad I powered myself to T3 last time. I want to test how many 1000 CE revs it takes to take down Vana. :P
Edit: Whoa, poster above is right! I might go back to 3 slots too. :o Now watch OOO take out the stations 'cause we're not using enough CE anymore, haha.

Actually, I think this will encourage a lot of people to use more CE in the long term.
Think about it like this. Currently, Spiral Knights equipment is dominated by the Vog Cub + Divine Avenger set. Most people aim toward that build like it's some kind of holy land and overuse it excessively due to its high stats and lack of any notable weaknesses. However, this setup is ultimately faulty because this build comes with no particular strengths. Although technically powerful, it lacks the potential to really go all out against specific enemies.
By encouraging people to adapt their gear toward specific dangers present on every level, people will begin to amass large collections of gear in order to have a loadout for every situation. In circumstances where the team is good at coordinating, people will be able to restructure their gear to fit specific roles needed for the party.
In other words, Arsenal Stations encourage bigger and more versatile collections of gear, which in turn leads to more crafting, which in turn leads to way more CE spending than just on Weapon Slot Upgrades. It will encourage people to design multiple loadouts for every situation, rather than fall back on that reliable one that doesn't provide for much specialization.

The testing time is while I, and probably other European customers sleep.
Soo.. http://oi41.tinypic.com/11uu7u1.jpg
I feel incoming vog sets with max ele, max shadow, max piercing, etc....
I don't see ppl changing the holy land of vog+DA

One way Energy Curtains.
Only ran T1 but they all seemed to work properly.
(also, thank you for running with the suggestion to kill the party buttons!) :)
Arsenal Stations.
Also worked as designed.
The one annoyance I found was that when you are finished, you have to close both your inventory and "knight" windows.
If there was a way that those could be linked to close together, that would be one less needed "click".
Revs.
Took it up to the 1K revive. Turrets and gunpuppies did not move when rev was used.
Everything else seemed to work okay with area of effect, damage and knock back.
Did not encounter any bugs during the run.
Suggested changes for Test Server.
Please eliminate the requirements to "gain level" experience and base it solely on gear so that deeper tiers / content can also be tested.
I would have continued testing down to JK today, but not at the cost of having to do most of another T-1 run. :P
Is Boost at T-0 hub just on test server or in game? If only here - please do not copy over.
New players have enough to figure out without thinking they need to buy something from Boost the first time they go into the clockworks.
Jacobey

Jacobey, if you have HUD windows open, hitting Esc will close them all. (Likewise if you're at a shop hitting Esc will close the shop). Also, Tab toggles the Arsenal and Character ("knight") windows, (and the Loadout window if you have some configured). So those are both ways you can single click to get back to the action.

I like the new timer, but I don't think having the 'Return to Haven' button and the 'Revive' button at different places is a good idea. Newbies will see the giant, black block in the middle of their screen and not notice the smaller one on the left side. Heck, it took me two revives to notice the other button! Granted, I wasn't looking for it since I was trying out the revive blast, but for a newbie, they may not know that not reviving is an option.
I have discovered a few rather small, yet potentially annoying bugs with the one-way gates that, while not game-breaking bugs, are still quite a problem as far as I'm concerned.
1. stepping any amount of space into the total area that is part of the gate renders any movement back away from the gate impossible- even if you haven't passed or even touched the force field yet.
2. if one can manage to get to a corner nearby while inside the gate area, you can use that corner to force yourself backwards and back into the area. however, in most cases, this only works when the player has not completely passed through the gate.
2-Sub. From what I can conceive, this could potentially be exploited in parties by rushing one corner of the gate, effectively "smashing" one or more players through, although I could be wrong, given that I haven't had much chances to play around with player collision physics.
I don't know if this is helpful or not, or whether someone else has already reported it, but I would like to state my discoveries anyways. if I find anything else, I'll let you know.
also, I do like the new energy blast system, it's rather nice

I had a chance to try everything out and I really like the energy blast. I died a whole lot (on purpose) just to try it out haha and 1000 is cool but pretty costy. I also liked being able to change out a few things mid dive :D!

Thanks so much for making the one-way gate, you guys are too awesome! I can only imagine how annoying that was to program.
I love how the 1k CE rez "makes it rain." Very amusing metaphor. The damage boost is pretty sweet too, not that I'll ever get to use it on the live servers, its just a nice feature for a different audience.
The Howlitzer projectiles are a nice touch. Maybe all shadow projectiles can be triangles? I noticed the Kats still shoot circles.
One note about stun, some creatures, particularly Zombies, do immediate attacks when coming out of stun. Enemies like Howlitzers and Gun Puppies will shoot all at once instead of a spread too. If the stun timer expires when they are in mid-animation, the animation should finish in slow motion instead of completing immediately.
When dead, there is a message with a timer at the top of the screen that says "You have been defeated, but will rise again in a moment..." That makes me think that I'll autorez for free in 3 minutes, not be booted to Haven when the timer expires. Might add a message about your party being able to rez you without using energy too, I run across so many greenies that don't know this.
When doing a Decon Zone, I had the idea that crossing a one-way gate could trigger the iron gate that leads into the level. The party buttons at the beginning of some levels like Decon Zones, Graveyards (maybe?) and Treasure Vaults could be removed if that were the case. Speaking of which, Treasure Vaults could use an Arsenal Station. That is one of those places where I get stuck with only an elemental sword... bad planning at its best.
Slightly off-topic, but, what is with the network lag? After about 5pm my time (3pm server time) the connection strength drops to 2 bars, down from 3-4 bars. And about three times per minute it'll go red for a moment, resulting in my client freezing or jerking about for a split second, frequently resulting in taking damage or walking onto spikes. This happens on both the production and test servers. Is that because of increased server traffic starting around that time? Or is it because of increased network congestion in my neighborhood (people getting home from work, etc.)? Throughout the day, my speeds, packet loss and ping rates to various servers across the US is stable. I currently have a 10 Mbps down, 1.5 Mbps up cable connection with a static IP. The thing that I can't understand is that it did not used to be like this. Prior to the Halloween update there would be days, maybe once a week, where the connection was noticeably poor. Since the update the connection has gone bad every single evening. (And I tried with and without the performance tweaks, garbage collection is a separate issue, this is concerning network strength lag spikes. The tweaks don't seem to affect that.)

So, a couple of things:
I really enjoy the test server, it's great to get to try out being a gunner without actually having to own guns on my main... it's almost made me regret selling my Firo Driver!
It would be nice, however, to be able to test in T3 without spending hours in T1... and boy do I miss my own equipment :)
No real complaints there, though, I understand why it is what it is!
Onward to testing:
The Arsenal: I agree with the placement as a reminder in terminals and towns. But at the start of every level? Seems extreme, especially since each strata has a theme that you can usually arm up for without changing every level, and in fact I rather enjoy the challenge of mixed strata arming. I doubt it will make me neglect my weapon slots --especially since I buy them cheap on the AH-- my favorite 6 weapon mix-n-match (DA, DVS/Acheron, Polaris, Shivermist/AoA) has something for everyone, and can be used even if they aren't perfect for the job! Also, while I own Vog, I spend most of my time in my comfy Volcanic Demo set, and use trinkets to cover ASI/ DMG... aside from cold stratas where 1/2 is changed for Skolver/ Snarbolax and the trinkets become CTR/ ASI.
@Kingrt: that scenario will be a certain cause of new frustration.
The Entry Gates: Not a bad plan, momma like! My solo tests didn't reveal anything, but I think a party might reveal a few things if I get another crack at them.
The Energy Rez Stun-o-Nome: Even on my first disastrous run through the Shadow Lairs, the guys funding our foray did not rez up to 1k ce, they stopped at around 320. It's really quite amusing to run around on the test server killing danger rooms and arenas by using the 1k ce rez, but the effect is not enough to warrant my use of an amount that could make you a 4* item, and the lower level rez effects are minimal.
I craft a LOT, so dying is last on my list of things to do... I prefer to keep my heat and my ce by either living through, or letting my party pick me up and visa versa... I also pick up nubs and help them on my T1/T2 gate progression runs, and one of the first things I tell them is not to waste ce by rezing unless the entire party wipes.
Guess that would be the user's choice, but seems a little off base to toss something like this into the game... it simply seems like another nifty diversion that doesn't fix the well known & persistent issues of the vast majority of the playerbase. Just sayin'.
Can I just have a 5* Stun-o-nome bomb instead?
This sounds like it might help on those "I could totally revive, but there's a squadron of mobs using me as a picnic cloth" situations. Nifty. :o