The problem is that players can run out of revivals. It's the reasons why players leave or beg when they fall without sparks or EMs.
Before the Battle Sprite update, there was energy revives, but the main thing players used to revive with was the Health Share. After that update, health sharing was gone, and it was replaced with Sparks of Life and the Emergency Revive. I think that the emergency revive would decrease the number of health shares, which means that it wouldn't cause as many problems that the health shares caused.
We need something like health sharing back in this game. Something that doesn't run out as fast as Sparks of Life.
What do you think is the problem with the revival system?
-Pery
I understand what you're saying, but consider this counterpoint:
In the original Spiral Knights, your playing time was restricted by a commodity called energy. Many F2P games of that era had a similar restriction. One of the main criticisms that I read of such games was that they did not reward you for playing well. Each day you could play 10 levels, regardless of whether you played well or poorly.
The critics that I read wanted a system that rewarded you for surviving. For example, maybe you would pay only when you died, like quarters in an old arcade machine. The new Spark of Life system is kind of like this, right? Those critics got what they wanted.
(Some details: In the old system, you could buy energy to extend your play time beyond 10 levels per day. In the new system, you don't have to quit playing when you're out of Sparks of Life; you just have to quit the mission/run.)