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Endgame Content suggestion - "Raid"-like Missions

6 Réponses [Dernière contribution]
dim, 06/01/2014 - 15:06
Portrait de Iyashi
Iyashi

So this has probably been bugging a lot of people for a long time. I know it's been bugging me.

Spiral Knights seems to lack proper endgame content. Once you finish the story, theres nothing left to do. Shadow Lairs were good in theory but not in practice - They are a great challenge but the cost to get in means no one wants to play them unless they have a reason to.

So here's where I come in with my suggestion.

Every MMO does it, why don't we?

RAIDS.

It should go without explaining but I'll explain it anyway - Raids are content that allow a huge mob of people to go into a insanely difficult mission or quest and take on things that wouldn't hesitate to eat them for lunch. They take great coordination, Lots of thinking, and most importaintly, a large group of highly skilled players. These type of content are highly popular for endgame players of any MMO, and I think it's about time we brought the ultimate test to Spiral Knights. Give these knights something to fight for again!

Originally, I thought Raids wouldn't be possible in SK due to lag factor or whatever reasons, But you know what? if Lockdown can be played with 12 people racing around at once, why can't some endgame content? Fighting Mobs compared to players, is a lot slower. Player vs Player lag, won't be a factor in a Raid situation because the mobs are already calibrated to take a player's delay into consideration.

I also think, it is importaint to NOT charge to play these missions. If Spiral Knights releases Raid content, let people PLAY it, not Pay for it. Thats what people want, a good time, not a money sink.

-Summary-

Ideal player ratio per "Raid" - 8-12 Players.

Large, expansive map - lots of bells and cogs. Current SK Levels would be too small and narrow paths to house 12 players. Make sure the map doesnt make the players feel cramped.

Mobs that are tricky - Don't make it just 'beat on the bad guy', Make us fail, and have to rethink our stradegy to take these guys down. Half the fun is learning how to do it.

MiniBosses - Give us a challenge at the end of rooms or levels. Something out of the norm that will really make the players think.

One hell of a ender - On our final destination, give us the boss to end all bosses. Something no small group of players could ever acomplish on their own. Make us coordinate, think out a stradegy, and take SEVERAL tries to learn how it's done. Don't be affraid to mix it up, Don't make it routine like Roarmulous, make us have to think on our feet not follow patterns.

Importaint - DONT CHARGE US. No one wants to Pay to Play. We want to have content we can enjoy, and get our motors running. We've been lazy at the auction house too long.

Rewards - Give us materials or items you CANT GET by any other means! Some maybe even rare drops to keep us going back, Other routine prizes. Make the reward worth earning. If it's materials, you'll still get your money sink from people crafting their finished items. Everyone is happy.

So theres my suggestion, and heres your challenge, SK Developers. Lets get some endgame content we can all enjoy.

I hope you consider this suggestion.

dim, 06/01/2014 - 18:03
#1
Portrait de Yeyasonic
Yeyasonic
+1

+1

dim, 06/01/2014 - 19:49
#2
Portrait de Welux
Welux

i like the idea, but i dunno if the game would be able to handle it without everyone in the party getting 10-15 fps.

lun, 06/02/2014 - 00:49
#3
Portrait de Mtax-Forum
Mtax-Forum
+1

This will be not introduced, but u has my support anyway.

lun, 06/02/2014 - 01:52
#4
Portrait de Thunder-The-Bright
Thunder-The-Bright
gods ain't gonna help you, son.

problem is, again, that the monsters put no threat whatsoever, so the only way to get this running is doing something akin to grinchlin assault, so not open-ended arenas and such, that would kill the 8-12 party size.

lun, 06/02/2014 - 03:30
#5
Portrait de Fehzor
Fehzor

I don't know how well this would work. You know that one kid that's like arguing with his parents and trying to talk to his parents in the middle of a run? Like, imagine 2-4 of him on every run. "brbafk" all over the place. And then having to collect all of the loot, for every single players... sounds like a mess.

It might be doable somehow and if it were it might be alright for upwards of 8 players that all know each other. 4 feels like too many to me much of the time, 3 is the best number.

lun, 06/02/2014 - 05:08
#6
Portrait de Gunnerific
Gunnerific
well..

PVP can support 12 or so people cause theirs nothing else to render, no mobs, no particles, no sprites but when you do add those it really really lags it up. So maybe a 4-6 player cap?

secondly SK run on random generated 'peices' of lvls or just set peices like the boss rooms.
making something not routine would require combinations of both. larger peices with large vareity, migth take some time to design.

and about the unique mats thing i was actually thinking more than that, tokens! for some weapons/recipes/trinks or what ever SK feels like throwing in there (if they do get around it).

other then that +1

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