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The core!

9 replies [Last post]
Fri, 05/29/2015 - 00:38
Blandaxt's picture
Blandaxt

So for me the core mission was disapointment 75% and aw 20% and 5% thinking are you sure there is not more to this then meets the eye?. Sure new graphical structures, and infinitely spawning monsters is not bad, but compare to what i was expecting, it feels like it's either a super weak sample or they as in the people in charge just did not care so much for our expectations. So my question is what did you guys think of the core?

- https://www.youtube.com/watch?v=qNEJB58wXLU

Fri, 05/29/2015 - 01:21
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

the difficulty is high, the aestethics are nothing like cradle while the level design is kinda similar. also the fact you encounter all the monster types is really interesting since now normal weapons can be used in a level. I think it's a good level.
why don't you explain why you feel it was dissapointing? what were you expecting?

Fri, 05/29/2015 - 03:54
#2
Mergu-Md's picture
Mergu-Md

The level design was gorgeous and planning was top-notch. They also gave us a path to find radiants, but not fill our wallets. Really I don't see any problems with it.

Fri, 05/29/2015 - 10:38
#3
Fangel's picture
Fangel
I love it.

Game-design wise, it's great. A challenge for end-game players who want to farm for radiants while also appeasing the long-awaited opening of the core. It's been over 3 years, so to have the core finally open is wonderful.

Fri, 05/29/2015 - 13:11
#4
Blandaxt's picture
Blandaxt
i was..

I was expecting a list of things. I'll get started with #1.

#1. In the core, i was expecting something new we haven't encountered before such as new core only monsters, new core only switch mechanics, new core only ground effect when were walking on the floor, new core only game design such as a nomal game level design mix with an arena level game structure, plus a game design we have not encountered yet like having a huge wave of energy similar to a tidal wave that hits us and the whole field every 2 minutes that we can easily block and take small damage of our shield, but it would us stay on our feet thinking we can be attacked any seconds, and just many more new things.

1a. What they did deliver on new was new graphical structures such as a new structure for keys, for ghost blocks, for bomb blocks, for normal blocks, new sound effects from destroying some of these new structures and took the existing sanctuary game design plus shadow lair monsters copy and paste there And bam gave us the core.

I love the new structures, and sound effects, but that was all they hit when it came to new. This core is not done, or done poorly from my point of view.

2. Besides new, the core Would continue the story about the first squad that was able to reach there.

The core that was released conti ued the story, but in a very small quantity. So i hope more new core missions gets released to conti.ue that story.

3. The core difficulty should be harder or on par with shadow lairs. Difficulty is relative to interpretation, so i won't comment for the community. But from my experience, the difficulty was medium low. I felt that shadow lairs was much harder in comparison. Even the danger missions felt like they had a bit more glimmer sense they each focused on that particular theme lile shock With undead and construct, or poison, fire with gremlin and slimes which made it much harder to beat from my experience.

4. I was expecting new interaction animations. Well this fits back into the list of new things, but so far we have done the same interaction animation for every object we find in the clockworks. The core did not offer anything new towards that aspect. These animations can be a simple punching a button, using a console lile the ready room, but in clockworks. I guess most people would find this a minisculle addition, but i fond a more appealing aspect in the game.

that is all i want to keep writing for now sense most players in the game find wall of text too hard to read.

Fri, 05/29/2015 - 14:03
#5
Fangel's picture
Fangel
Ummm.

I, err...
You expected waaay too much.

Point #1) Why would you assume this? I know it might seem neat, but Three Rings isn't exactly super keen on just throwing things like that at us. We've met lost souls before, so it's good. We've met the swarm before, so it's good. We've met all the monsters and gates before, so it's good. The new part is the shock value and puzzles, which is good. In a game, you don't want to change the rules of the game, unless that is the point of the game.

Point #2) The story is continued. There's only so much story that can go into 5 missions that all lead up to each other, and in an MMO, we have to keep a cliffhanger or at least something to let us continue content updates. According to story, we'll likely be changing our main task from leaving cradle to becoming the guardians of the sleeper.

In Parma's words " It's our sacrifice "

Point #3) Core difficulty is about as much as a danger mission. Danger missions mix up monsters and status, and make for hard to beat combinations. This is literally exactly what happens in the core - you mix up every monster family except fiends, and tell us "go for it". No single damage type will save you now, neither will a single armor type. You have to prepare for everything.
If you're playing on any difficulty under elite, and you're running in parties full of veterans, of course it'll be no problem. Same thing happens in shadow lairs. Try running it slotless on elite solo and giving that a spin.

Core difficulty also is in the lack of health anywhere. If you get hit, it's gonna hurt hard. If you don't get hit, enjoy infinitely respawning randomized enemies. Did I mentioon void souls? Yeah, can't stand in the same spot for too long either.

The core is difficult, and it's a requirement in the story. It's not as hard as optional bosses however, which is a good thing. If you're looking for a challenge, you have more to look into.

Point #4) Err, why? Again, the game can't add too many new things at the same time. Swarm + void souls + new puzzles and shock factor = good idea. Adding too much more will make heads explode. Maybe in later core missions we'll get something extra, but for now the core is literally a hardmode clockworks tunnel with survival limited horde mode at the end.

And that ain't a wall of text. There is whitespace between thoughts.

Fri, 05/29/2015 - 15:56
#6
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

you were expecting new mechanics, new enemies, new level design, new everything really. I agree with new enemies, but I think you were overhyped, and the long wait didn't help, I suppose.

I think the difficulty is high, and it gives a good payoff too, so no need to complain there. to me, the difficulty is balanced with the rewards you get.

story expansion, eeeehhhh. I don't think OOO should focus on it too much, since it's not that immersive to begin with.

new animations? why? and, do we really need it?

you might want to get away from this game for a while. seriously, you expect too muxh considering OOO record with the updates.

Fri, 05/29/2015 - 16:46
#7
Fehzor's picture
Fehzor

I thought the difficulty was low at first but after seeing how hard of a time people were having with it I changed my opinion- spot on. Challenging, but when mastered it becomes very farmable. No sparks needed, if you're skilled and have the right gear for you.

As for your expectations, I believe this to just be the beginning.. and I explained why they aren't as earth shattering as possible here. Another thing is that there were actually new mechanics and level design aspects in the missions- specifically the 'button puzzle' on the third level (D27) right before the big fight and the spikes that come up under you after you walk on top of them. Neither of these things (or the radical look) changed the feel of the game, and I think that's welcome. I like how Spiral Knights feels when I play it and too much of a change could easily detract from that.

Wed, 06/03/2015 - 18:57
#8
Blandaxt's picture
Blandaxt
My biggest

My biggest reason for my disapointment is the fact that we waited around 2 to 3 years for the core to open. I know sk has other things to work on, but during that time, we would all think they are currently continuosly working on the core to make is a unique experience from the rest of the game as possible. But the whole experience felt like a typical danger room. The new mechanics sure gave it spice and flavor, but when it came down to it, it was still the same old plain flat bread level structure. No hidden pockets of flavor/hidden suprises, nothing different from the same old same old spam we have been eating sense the begining of the game.

We players have been suggesting/discussing so many interesting mechanics we could create to make the game a true adventure game where the player actually has to search to get the rewards and not just go to the location and collect the treasure. One time the game did deviate from that structure was when we have to solve puzzles to get the treasure like the ones found in the mission where the obstacles could only be destroyed by rockets which we could activate by attacking the launch pad. That mission actually made us search and use our minds to unlock the buried treasure. I'm not saying every level needs to copy that structure, but having these hidden spots where treasure could be hidden and where we have to use our heads to stick through the infinite spawning monsters solve it and get the reward or move on on and not risk it would be a great addition to these core missions.

Anyway, the whole mission just felt like the whole wait was not worth it.

Wed, 06/03/2015 - 14:53
#9
Fangel's picture
Fangel
Err...

Pretty sure most of us figured the core was sacked after the first year or so. The fact that it opened at all is wonderful. The fact that it didn't change the game is good because if you change the game too much it's not SK.

Puzzles in the core are pretty straightforwards, but so are most of the other ones. Little secrets, like the extra loot room in FSC, would be wonderful... But it's not easy to hide those in this world.
If we end up having a boss battle in the core, well, that'll be what all this can lead up to. As for now, the current core opening is both a story and a gameplay branch that they needed to get feedback on. We're going to have more core missions, I can almost assure you. But, again, we have to wait.

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