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Bland's suggestions and thoughts

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Thu, 12/04/2014 - 05:08
Blandaxt's picture
Blandaxt

1. Have the all versions of rocket puppies in tier 3 be equipped with the battle pod shield that can take a maximum of 3 hits.

2. Have the knights be able to shoot down missiles from rocket puppies (not sure if it already possible to shoot them down with guns, but I do know we can slash them with swords).

3. Have vaelyn and the technicians lines changed so that they don’t mention that the minerals are transforming the clockworks sense it is no longer a part of the game. Well if it is part of the game, have it shown that the spiral HQ is the one doing the changes and no longer the players.

4. Have non-playable characters spiral knight have their own floating pet, but the original one and not the version the normal players have. The one that is just a floating ball.

5. Have forge stations be placed every level or every other level at boss stratums so that players can continually heat their weapons as they are going down sense there are no arsenal stations in boss stratums.

6. After or during floor 27, players will be awarded at least 10 radiants per floor. I sometimes go on tier 3 runs to be awarded no radiants. There should be at least a small constant rate that the radiants drop so that it doesn't become so much of a grind.

7. A way for party members to find out what the difficulty settings in a party after they have joined in case the members in the party has forgotten.

8. Allow the players in haven to use the dash action just for fun. I don’t think it will lag haven that much sense the dash function is similar to teleportation.

Edit:{

9. Have it so that when a bullet from a gun passes over a small bush, the bullet destroys it instead of having the bullet hit the bush at the end of its flight path or hitting the bush when it's against a wall to destroy it.

10. Have their be a nerve center for monsters that are of the same family and if that one monster of that specific family is attacked and the monster that is attacked notices the player attacking, the whole family of that monster type will notice and attack that attacking player. So basically, instead of every monster having their own program separate alert program when a player is noticed and they decide to attack, have it so that if every monster that is the same family type of the monster that notice the player there attack that player. But this effect will only take place after the player decides to attack the monster that notices the player. This way the player can still decide to run away. This nerve center effect will have a range of 5 star or a bit further then a 5 star bomb. This way players cant play it careful and pick off one monster at a time and will have to brace for the full impact of monsters that are already out in the field.

11. This idea will coincide with my number 10 idea. This idea is for healing monsters no matter what the type to be able to send out a distress signal to any and all monsters in its surrounding when it's health has fallen below 35%. This will basically send all monsters agro towards the player attacking that healer. Healing monsters no matter the type have the ability to heal any and all monsters on the field excluding lost souls, shankle, wheel launchers, and wisp. I feel these monster should be able to communicate with all monsters and be able to call for help when attacked. This ability would be able to override any agro these monsters previously had and have them focus for a brief moment on the player attacking the healer. if these monster that are agroed towards the player attacking the healer attacked by a different player after the call for help, then they will be agroed towards that attacking player. This is just a brief help me, i'm dying function that will affect the surrounding monsters until those monsters get agroed to a different target.

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Thu, 12/04/2014 - 05:34
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

1 it would prevent flinching, thus giving them a chance to fire a rocket. are you sure you want that?
2 the rocket can be shot down, but it must be in the attack AoE when the bullet explodes, so it's very difficult with guns. swords and bombs do it just fine.
3 fair enough, if OOO doesn't have plans to make that mechanic return.
4 sprites are *supposed* to be given to important knights. and we are the main character. adding it to vairous leutenants would do.
5 no, stop grinding bosses.
6 I'm ok with this.
7 f6->mouse over your character, should be there.
8 no problem with that.

Thu, 12/04/2014 - 08:18
#2
Fehzor's picture
Fehzor

I like the shield idea... But on elite difficulty only. Elite mode can afford to be hard. Newer players shouldn't have to deal with crazy stuff like that, but advanced players should almost certainly have to cope.

Other ideas are decent if they apply..... What if gate construction comes back?

Thu, 12/04/2014 - 09:12
#3
Blandaxt's picture
Blandaxt
Okay

1. I agree with thunder that it would prevent flinching, but only for the first 3 hits. And i also agree with fehzor that it should be in elite difficulty only or in advance have it only block one hit.

2. Then have it that the rocket shot from the puppies be very similar to the Howlitzer heads that come flying at you after they are killed so that we can shoot them down with the guns easier.

3. Yeah, if the mechanic is not going to return, then the character npc lines need to fit the current world around them.

4. Agree with giving it to only lieutenants.

5. We should not have to wait till we get to haven to upgrade our gear. Having a forge station would promote leveling our gear and less grinding. And currently bosses provide with the most income, so financially their is no reason to grind any other levels.

6. Yep, we need at least a small constant flow of radiants. Having to heat 5 of more 5 star gear and each of them needing around 45 to 60 radiants just to heat the gear at 75% chance, we need a constant rate of at least 20 radiants per full core run.

7. I tried your idea thunder, it did not display the difficulty for my character. No window came up like it did on my friend list that shows what the difficulty the run they are playing in.

8. i think it would be a little fun to be able to do that.

9. I feel those bushes become very annoying to destroy as a gunner. There should be an easier way for us to destroy them without having to adjust the distance between us and the bush and measure that to the distance the bullet flies from our guns. And if you were to bring an alchemer line gun, you would not be able to destroy those bushes unless they were near a wall.

Thu, 12/04/2014 - 12:11
#4
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

I remember being able to see the difficulty somewhere in that f6 menu. gotta try it out.
also I think it was proven that the arcade can give the same income as FSC. and there isn't only finance in this game you know.

Thu, 12/04/2014 - 12:35
#5
Holy-Nightmare's picture
Holy-Nightmare
......................................................

1. Rocket pups need to be able to be taken down as quickly as possible

2. Tortogun charges ruin Rocket pup rockets and I think vials can too

3. They can keep the line so long as there is some update which includes minerals doing so (opening the core with 1 million minerals)

4. I think only a handful of NPCs have them, it would be nice to see some with themed sprites (to match their job)

5. Being able to change weapons reduces the challenge of weapons, this also doesn't fit lorewise, as the story goes you are the 5th knight to ever go to (through) these places (first 4 are the alpha squad). Having a forge there means that you weren't the first. If you notice in the OCH some of the rooms are reused, you go in and clear out the enemies and then you later come back to that floor to find that the knights have installed an arsenal station and forge.

6. OOO needs you to play, the longer you play the more likely you are to buy something from them or support the energy market, if Rads were guaranteed then you would spend less time playing. This is the grind feature of this game now, much better than the Mist system though.

7. Ask a guildmate or friend what the difficulty of you mission or run is. (If you don't have any friends then I'll be your friend)

8. Would be fun and would make Tag more interesting

9. This would help farming but precision is the point of a gun, if you want to cut grass get a sword.

Thu, 12/04/2014 - 13:01
#6
Fangel's picture
Fangel
Eh.
  1. Rocket puppies are fine as is. When Grinchlin Assault shows up again, try fighting the last fight in there and tell me you want rocket puppies to have an extra shield.

    They're dangerous when placed correctly.

  2. Shooting down the missiles would be a welcome change though. If you want to give them health like a howltzer head do that.
  3. I'd recommend changing the lines to mention minerals changing gates, as they never stopped, we just don't have gates in the arcade anymore. Mention that we need to keep exploring, not keep constructing gates.
  4. Important characters can have various sprites. Perhaps the spiral wardens do as well.
  5. No to forging/arsenal stations within boss strata. All even strata is good for your wallet as long as you're not flooded with compounds. Boss areas have the end reward being tokens, not heat. If you want to heat go into the arcade.
  6. Don't have ensured rarities be bound to a random floor. This will encourage farming of that level. Instead, at the end of the arcade, have there be prize boxes at the core, and lock parties that are at the core. These prize boxes will not be present in the empty core after Firestorm Citadel's mission.

    This encourages the arcade while providing a better chance to get these items. Additionally you could have a merchant or someone at the core who simply gives you radiant fire crystals, but you'll have to have completed several floors to get them to actually sell you anything, like Basil at the clockwork terminals.

  7. It would be nice to have something to tell you what difficulty you're on. Maybe the color of the text that is the depth could change - green for normal, white for advanced, red for elite?
  8. No real reason we need dodging in haven, but no real reason against it. Just keep the cooldown so we don't fly everywhere.
  9. This would be nice, but it's not really needed. Perhaps charged bullets could break grass under them, as to encourage bringing a sword anyways because it would be faster.

Some good, others unneeded in this list of ideas. Nothing too big, so they could all probably be implemented, other than the forge station.

Thu, 12/04/2014 - 13:31
#7
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel # 7

SK used to have a "danger meter" on the HUD (it was attached to the map) that changed colors regarding your gear and the current level, just bring this back and have it change colors based on difficulty

Thu, 12/04/2014 - 15:59
#8
Blandaxt's picture
Blandaxt
well..

1.

@Holy-Nightmare: i feel the pups should have an increase difficulty compared to tier 2. So giving them this shield would let them survive 3 hits on elite difficulty before they get damage by the weapon attacks. If you think this is too hard, we could try lowering their health to the original health when a player is going solo when their is a full party.

@Fangel: yes you are right that rocket puppies are very dangerous. I have been killed by them many times in fsc. Yet, when i get close to them with my rocket hammer or almost any melee weapon (besides the cutter line) i can make them flinch at the end of any of my combos and kill them very easily. By having this shield, they might survive at close range long enough to fire one attack before i kill them.

2.

@Holy-Nightmare: true that vials can stop the missals fired from rocket pup, but i wanted a quick way for players to counter those missals without having to resort to what they pick up on the way. I don't think having a way for bullets to collide with the missals would be over powered.

@Fangel: glad you agree. It could make them a little less challenging.

3.

@Holy-Nightmare: as long as the minerals are affecting the gates, then i am fine with them keeping the line. But the fact that they tell us the players to explore and collect these minerals should be cut off from the line sense we as the players can no longer affect the gate creation process.

@Fangel: yep totally agree with you.

4.

@Holy-Nightmare: yep, especially the ones at the lab. They should have a little buddy to give them more flavor as being someone who specialize in what they do.

@Fangel: yes, the wardens or other npc''s like agent Kora (i think she is a recon sense she brings us Intel all the time).

5.

@Holy-Nightmare: no, not an arsenal station. Just a forge so that we can heat our weapons and not have to leave the stratum and rejoin to do so. I just don't see the point of stopping us the players from leveling our gear at boss stratum's.

@Fangel: i really don't see the point of stopping us from heating our weapons at boss stratum's. I only see more grinding.

@Thunder-The-Bright: If you do a full run in arcade from 19 to core on a gate that has vanaduke towards the end compare to a gate that does not have vanaduke, you make around 5k more. I understand this game is not all about grinding for money, but that is what most players spend their time doing over and over and over again. And what player out their would not want to make more money in grinding for those crowns compare to making less money. I know the game tries to not make the game all about the grinding with the side story and missions, but once those limited amount of missions are done, that's is what we are left to do.

6.

@Holy-Nightmare: a lot better then the mist system cause i use to fork up 5$ a month so that i could get those elevator passes so that i can keep playing. But now i can play all day all night long without stopping {(0_o), i know, i'm addicted). But spending an hour or more going to tier 3's core just to find radiants and geting not even one when they are suppose to be dropping around floor 27 is such a disappointment that it does not only support more grinding, it support's the fact that i could be playing for almost a whole week straight and get less then 10 or no radiants. So giving me at least a small steady rate would actually promote more grinding sense i would be able to calculate how many radiants i can get for playing a week for that many hours i played. I would not feel like i am wasting my time and very much like the crowns system, i will keep grinding to get more.I know i can just go to the supply depo and fork up 700 energy for them radiants, but putting a crazy amount of grinding for crowns does promote 2 things. One either i get so tired of this grinding system that i start forking up real cash into the game or 2 i quit the game and find a less grindy game.

@Fangel: I like the merchant idea, it would greatly help out us grinding players who can't always fork up real cash for the game.

7.

@Holy-Nightmare: lol, i think the system needs to work for itself and the players won't have to go out of their way to get a hundred friends and see if one of them is online around the time your playing to ask them what difficulty settings i'm playing in. But that is basically what i am doing right now and i shouldn't have to do that (and the reason i have over a hundred friends is not because i sent a thousand friend request to 1 thousand players, it's cause i have been playing over 2 to 3 years now).

#2: @Holy-Nightmare: I like the danger meter idea. It's simple and it works.

@Fangel: Not a bad idea.

8.

@Holy-Nightmare: totally agree.

@Fangel: yep, i just hope this will not affect people with laggy connections.

9.

@Holy-Nightmare: lol, if i want to play with an all gunner set, i shouldn't have to spend more time breaking bushes them someone with a sword, It's just a weird downside to not equipping a sword. But i do like swords.

@Fangel: It would be so much faster. I spent too long with my iron slug breaking bushes when i could have been blowing off wolvers heads and splatting their brains over the grassy meadow plains. Life is so unfair T_T....

Thu, 12/04/2014 - 16:17
#9
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

ook, the f6 menu does display the difficulty, if you are in a guild. if you're not, well, sucks to be you.

Thu, 12/04/2014 - 16:57
#10
Fangel's picture
Fangel
How do I put it...

Grinding the arcade and grinding boss strata are two completely different things. Arcade changes, boss strata don't.
The crown payout is great, but you shouldn't rely on Firestorm Citadel to heat all your weapons up. This is why we have arsenal stations at every depth in the arcade.
Last time this was suggested, I said that forging station would work but only if the stations were only in the arcade versions of boss depths. In the arcade lore, we've already reached the core. In missions, we haven't, so it wouldn't make sense to have forging stations in the mission variants. This also gives more life to the arcade.

And with the merchant, I'm thinking they have a limited supply, but you don't pay anything. It's like a rewards merchant. You pick up your free radiants, or perhaps any fire crystal (or maybe even single orbs), but you can only choose one, and then he will cease to talk to have items as bonuses. Maybe have different star level "shop tokens" that you can buy from Basil at different depths. One token could give you the lower strata's items, two tokens for higher strata's items. You need 3 times the tokens for fire crystals to get orbs. Crystals would be sold in packs of 9, orbs would be alone.
The tokens would be a free item at Basil, granted you joined early on to get Basil's recipe list. He would have 2 if you started at the very beginning (at a subtown).

Thu, 12/04/2014 - 18:41
#11
Blandaxt's picture
Blandaxt
HAha

@Thunder-The-Bright: yeah i am not into guilds at the moment and so it does suck for me. :P

@Fangel: Agree to put these forging stations only in the arcade.

Agree with the merchant idea but would also like to add to have another basil recipe seller at the core that provide only 5 star weapon/armor/shield recipes for sale. I mean, even after the core opens up, i doubt we will have an elevator that will lead us straight to the beginning of core.

Tue, 12/09/2014 - 08:52
#12
Ra-Horakty's picture
Ra-Horakty
The problem with bush

The problem with bush shooting is that in some levels (Aurora Isles) an entire room will be practically covered with them. And, since the monsters spawn as soon as you walk into said rooms, you can't clear out the bushes beforehand, and they keep interfering with your shots.

On a completely unrelated note: It would be hilarious if there was an enemy that mimicked a bush, but when you approach it, it will leap out and attack you. You could also make it stun, just to increase the troll factor.

Tue, 12/09/2014 - 09:57
#13
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

or have it do what gun charges do
the bullet breaks the bush, but isnt interrupted and passes over it while breaking it

Tue, 12/09/2014 - 10:41
#14
Holy-Nightmare's picture
Holy-Nightmare
Rocket Pups are up there with

Rocket Pups are up there with the most powerful monsters in SK. Perhaps shielded ones could exist as T4 monsters but IDK. Rather than a shield that takes 3 hits (autogun bypasses this easy) why not copy the ability Multiscale? http://bulbapedia.bulbagarden.net/wiki/Multiscale_(Ability)
This would provide added resist to an initial hit while not making it too hard.

There should be a daily prestige (guaranteed to show) for "geological survey".

I don't spend all my time grinding FSC for rads and CR, that just seems stupid to me... I just wanna have fun, whether that means trying out the new Callahan and Needle gun in HOI (totally OP now) or soloing a T3 fiend arena.

It still doesn't fit Lorewise to have a forge in boss lairs. I'm pretty sure the Alpha squad didn't carry around dozens of Forge Anvils to place in every lair. We are supposed to be the second expedition to make it through boss lairs because they are too dangerous for average SK knights that is why there is always one at the beginning but never further (because the knights installing the Arsenal/Forge stations never made it any further).

The best guns for cutting grass are Tortoguns (swordlike gun) and the Obsidian carbine charge (good for rows)

Tue, 12/09/2014 - 13:27
#15
Blandaxt's picture
Blandaxt
kay..

@Oohnorak: agreed to make normal bullets just break the bushes instead of having to charge for every bush.

@Holy-Nightmare: I give up. You are right that lore wise it doesn't make sense, but it sucks having to wait till the end of the run to be able to level your weapons. So instead how about a portable anvil that you can buy at the supply depo or general supply at the baazar. It's an anvil that breaks like the silver key or shadow key after one use. The cost of this anvil is up to the devs but i hope it's not too costly making it not worth it to heat the weapons. I think lore wise, having a portable anvil that you can use on one weapon to heat it up in the middle of a run would not disturb the lore (would also be great to show an animation that shows the knight banging a hammer on his weapon to show that his/she's leveling their weapon to other knights int the party).

Tue, 12/09/2014 - 19:19
#16
Holy-Nightmare's picture
Holy-Nightmare
@ Blandaxt

Why not just have a Portable Forge Ticket?, much like trinket or weapon slots this would allow players to forge at anytime in the game. This wouldn't be too game breaking since you would only be able to forge with it and not change items like a full arsenal station. Naturally though you would be "renting" the anvil from SK HQ so you would only get to keep it a month.

Wed, 12/10/2014 - 11:21
#17
Blandaxt's picture
Blandaxt
Hmm...

@Holy-Nightmare: so your thinking...elevator passes? lol, i'm kidding. a forge ticket is a good idea and player's would have to spend time like the trinkets to save up crowns to transfer the crowns to energy and buy the item and your right not game breaking. But i think an anvil might look cooler in my opinion and having an animation showing the player's doing an action while forging would be cool too in my opinion (like repairing your weapons). But i totally agree in the overall point to have the players be able to level their gear in boss stratum's and the item allowing this to happen would be rented for a month. But sense this only includes boss stratum's, the cost hopefully should be less then buying a trinket slot.

Thu, 12/11/2014 - 20:46
#18
Supnaplamqw's picture
Supnaplamqw
O.K

1.What about multiple revolving shields that can soak up to a percentage of the damage.Shields that can be 'evaded' by hits if timing is right?

2. They do

3.I believe this function might be restored in the rumored 'Arcade Redux' if it happens.Otherwise,remove it.

4.Solo elite only

5.The heat is kinda pointless on solo,if you have a friend you could leave and come back.But FSC is already a grindfest.

6.I agree w/ the arcade only idea

7.i thought we have this.I sure miss the old HUD though.

8.OK

9.Yes

Fri, 12/12/2014 - 23:57
#19
Blandaxt's picture
Blandaxt
hmm..

@Supnaplamqw: hmm..

1. so are you thinking about like 2 rectangular shaped non-regenerating shields that can take a number of damage before breaking? And when i am talking about the battlepods shields, i am not talking about the one that uses a timer and breaks for a small period of time then gets back up and can nullify all damage while it is up. I am talking about the shields that are constantly rotating the battlepods body and can take a number of hits before breaking and regenerates after a small number of times. The battlepods that uses the shields that can take a number of hits, i usually take them out very easily with one or 2 blitz charges.

http://wiki.spiralknights.com/File:Monster-Battlepod.png

These kinds of shields, but non regenerating. i like your idea though, seems very similar to mine but improved.

2. oh nice, but i think not all guns for example the alchemer line?

3. agreed.

4. hmm, not sure. i feel this suggestion is more of an aesthetic suggestion for the npc's and not really has to do with a difficulty setting.

5. hmm, hopefully portable ones can be made. :P

6. sure, i don't like running missions, kills my brain grinding the same room over and over again.

7. hehe, i wish we had this. i kind of forgotten the old hud sense this new one came up, but your right i do miss it. felt less there in your face i think.

8. :)

9. :)

Sat, 12/13/2014 - 11:22
#20
Tech-Star's picture
Tech-Star
Just the ones I want

7 and 9.
All I want.
1. If well, Danger rooms in Teir 3. Maybe. Don't know.

Mon, 12/15/2014 - 07:27
#21
Supnaplamqw's picture
Supnaplamqw
@ Blandaxt

Kind of like that,last time I fought those I thought I could shoot through openings made.

Tue, 12/16/2014 - 00:09
#22
Blandaxt's picture
Blandaxt
yep..

@Supnaplamqw: yep these shields are very well balanced and give these pups a good boost. Now if only those polyps would get an equal boost?

Tue, 12/16/2014 - 02:21
#23
Xxpapaya's picture
Xxpapaya
The papaya doesn't like so much text

@Holy-Nightmare
Huzzah, another Pokemon fan <3

@OP
1.
What happens in those levels in which there are nothing BUT gun puppies? Do we all perish underneath their rocket-y might? I can see this happening in Elite, in which players are confident (and have good ping). But, as @Fehzor mentioned above, this might be a bit hard to handle for *ahem* less skillful players (or ones with horrible ping).

2.
Yes, this, full stop. It also helps balance out the previous idea of puppy shields.

3.
Storyline overhauls need to be addressed soon, honestly. +1

4.
Operation Deprive-Storyline Characters: Initiated
+1

5.
+1, full stop.

6.
Yes.

7.
Eyup, I hate those moments XD

8.
Yus.

Tue, 12/16/2014 - 19:26
#24
Blandaxt's picture
Blandaxt
lol,

@Xxpapaya: sorry for the amount of text, wish there was a way i can just put whatever idea i had into some kind of virtual video so that the reading doesn't kill you guys.

1. I think this function would work well for elite mode rather then advance or normal so that the puppies can be challenging in ability rather then health or attack power.

2. This would greatly reduce the rocket puppies difficulty so that more less experienced players can fight back these beast.

3. agreed.

4. would add more appeal to the game.

5. Would really like to have this in any idea or form in the game, cause waiting until arsenal stations to heat is really slow paced.

6. Would help the grind and less rage quit.

7. Agreed, we need a straight way instead of the round about way.

8. Would be fun.

@everyone:

My new ideas number 10 and 11 is about a way for monster to communicate for help to each other or for a way for them to unite when attacking players. This new idea of sharing agro and calling for help would let the monsters respond to player actions in a decisive way and the developers would not have to create a whole new A.I for this to happen. It will just be a function that will happen at a certain time when met with the proper conditions.

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