What would it take to actually implement new gear? I've had this discussion before, but if OOO can code a reskin Suda multiple times, call it "new weapon" behind a temporary pay wall never to be released again, how hard is it to code a different damage type and reskin?
Can't think straight because of all these weird business decisions.
I want to prove beyond reasonable doubt that releasing reskinned weapons and armor is not bad, but would actually have more monetary value by releasing said reskins as permanent content. I'm not angry at this promo, I actually really like the content. I just think it's inane and money centric instead of player centric to release the only new content (as gear is concerned) beyond pay walls. Why not have player actually PLAY THE GAME, craft Sudas or Jelly mail, and then have some sort of alchemy or recipe path the branches off into this new gear? You're getting the money now, but are you actually retaining the paying customers?
MEANWHILE SINCE I'VE QUIT SPIRAL KNIGHTS:
http://misterhinotori.deviantart.com/art/Ua015-465202610
I've been doing something productive and started working on my comic story.
IS YOUR BODY READY FOR THE 1 YEAR ANNIVERSARY OF GUNNER UPDATE ANNOUNCEMENT?
HOW BOUT IRON SLUG "BUFF-DATE"?
(writing in caps isn't helping, but what else can I do? I've stopped spending money on Spiral knights because surprise they are holding it off as long as possible to extend the life of this zombie franchise)
Concerning recipes, Paintool raises a good point. The only few times I recall recipes being added for new weapons and gears were for the Flourish lines, the boss rewards that followed, the crystal bomb (along with the rest of the shard bomb tree) and the Coliseum token rewards. The last of them being roughly two years ago. During the timespan of three years, the quantity delivered is below average.