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Make easy + fun events for all

3 replies [Last post]
Mon, 11/02/2015 - 10:57
Fehzor's picture
Fehzor

It strikes me as odd, that all of our events are targeted at high leveled players when the majority of players seem to be tier 2.

Tortodrones, black kats, Apocrea, these aren't things that anyone less than a veteran knight can feasibly do. The only events I can see being done by tier 2 players reliably are the annual events at Halloween, Winterfest and the Anniversary, and those come much less often and offer temporary rewards that newer players shouldn't really care much for, like costumes and things of that nature.

So I've designed two plausible events as examples of what could be made without much effort or coding experience, primarily as an example.

Crafting Frenzy

Event description: The Spiral Order has teamed up with King Krogmo (and his devilites...) to aid all knights with their crafting endeavors! Enjoy boosted drop rates in treasure boxes and more friendly unique variant rates when crafting!

Rate changes for drops in boxes: around 1.25 x odds for all rarities, around 2.5 x odds of getting gear drops
Rate changes for crafting UVs: 3x odds of getting some UV when crafting gear

New daily mission: Hunt for treasure!
Description: The spiral order is providing free elevator passes to a collection of profitable levels in tier 2!

Level rotation: (starts at depth 10, goes to depth 14, playable once per day for ~2 weeks)
Level 1 = Compounds, with spiral order + krogmo's devilites explaining this is as close as they can go due to interference.
Level 2 = Treasure vault rotation = compounds/decon zone/graveyard/treasure vault
Level 3 = Treasure vault rotation = decon zone/arena/graveyard/treasure vault
Level 4 = Treasure vault rotation = clockwork tunnels/arena/graveyard/treasure vault
Level 5 = Treasure vault rotation = treasure vault/arena/arena/graveyard

Slime Invasion

The big new enemy: Explosive Slime
Description: Behaves like a walking explosive block
See "explosive block": http://wiki.spiralknights.com/Exploration#Explosive_Blocks
AI: Same as normal slime cubes
Health: Think bombie, but doesn't explode on purpose.

The event: Slimes have gathered forces with help from devilites and invaded all levels of the clockworks!
On most monster spawns, for all levels: 35% chance of becoming a normal slime cube
On slime spawn: 40% chance of becoming an explosive slime

Rewards: During the event, all slime family monsters give 25% more crowns. Explosive slimes have a miniscule (think margrel) chance of dropping something new and interesting, like say.. a node slime themed swiftstrike buckler that grants ctr med instead of asi high.

Note: This could be done with just about any monster type, and doesn't even need to have a new enemy if coding it is too difficult.

Mon, 11/02/2015 - 17:34
#1
Falminar's picture
Falminar
"Explosive slime"...

So basically tier 1 Blast Cubes without a timer?

Mon, 11/02/2015 - 20:26
#2
Paintool's picture
Paintool
Crafting Frenzy: Maybe I'm

Crafting Frenzy:

Maybe I'm just ready for this game to be rainbow-riffic with a true plethora of unique gear even noobs can afford. Maybe there's a downside, but that would only be coming from triple max UV vangaurds who paid money to be leet. I feel like crafting and generating fun UV's to twist mechanics of armors and weapons should be what this game is really about, not recolor promo spam.

Anything to get players cheap and affordable customization. I don't want it TOO easy, but at least make it reasonable. Why not have Punch offer discounts to rolling UV's during the event too? I mean it's not like we have a choice to select what we want.

Slime Invasion:

I hope I'm not the only one to notice that all the bi-monthly events are shadow themed? I mean what's up with that? Apocrea... Black Kats... Fiends+Shadow Tortodrone (will the real Tortodrone please stand up?)

Where's the love for pure Construct, Gremlin, Beast, and Slimes at? It would be a chance to mix things up and add new elements or reintroduce old ones. Plus since there would be more events, the old event's weapons and gear would become more rare and hard to get, thus increasing their value.

SK needs more events. You don't even need new assets to make one!

Tue, 11/03/2015 - 12:41
#3
Fehzor's picture
Fehzor

@Vanaduke-Destroyer

Yes but without any warning when it comes time for them to explode. You kill them, they go boom, right then and there. This means that you can't kill them at too close of a range and that you have to make sure your team members aren't next to them when they go off. They would also make the game a bit easier though, because they'd damage other monsters as well.

Really any sort of slime that mimics the block types would be appreciated. Imagine a gravity slime that sucks knights and enemies into it when it goes off, or a star-block slime system-

Star block slime: Destroys nearby star-block slimes of all types when killed. Has 1 HP. Usually spawns from monster spawners.
Protected star block slime: Destroys nearby star-block slimes of all types when killed. Can not be damaged through normal means.

So you'd have to focus on that respawning star block slime to kill the concrete ones. This would go into a new area and is beyond the scope of fast+fun events though, as it would be rather hard to work in.. unless they just wanted to make it a stand-alone level with a stand-alone reward? But even then it seems hard to code.

@Paintool

I'm glad you like my post! The big idea is really that whenever they make an event they put 200% of their effort into it and it's awesome.. but also once per year or so. Quantity matters just as much as quality, and helping players accomplish their goals is a good way to keep them playing and loving you.

A punch discount would be great but punch is used so much for economic things that I'm not sure if the devs would want to go through with it or not. Raising the rate of UVs via crafting would really be aimed at newer and unestablished players before older ones that already have UVs or want to roll them. Having older players rage craft for UVs would at least force them to heat and craft up something, rather than just letting them sit there roll the UVs and then say 'now what?' before logging off to do something else. But I'd still love a punch discount, since convincing me to rage craft a new shard bomb would be quite impossible compared to convincing me to roll ctr med onto it for 10 or 15K per pop.

But really UVs are necessary to create a lot of powerful endgame builds and the entry cost to those endgame builds is staggering. The best example of this is bombs, which scale from absolute garbage at zero ctr from UVs to game breaking at ctr very high from UVs... and while I've worked rather hard for my alright variants I'd much rather get more friends than be special.

I'mma type some more because I really like my slime idea-

So the slime event goes across all levels, which means that even levels like firestorm citadel would become a bit fresher for the duration.. and since the slimes would drop extra coins I don't see too many people complaining. This would make the harder levels much harder on average, it would also make the easier levels a lot more profitable on average, especially levels like jelly farm and royal jelly palace where the payout would just flat out be multiplied by 1.25 since just about everything there is a slime.

But imagine heart of ice- 1/3 slime, 1/3 beast, 1/3 fiend. There is literally no type that would hit all of those except for normal, and no dominant status effect that would save you. The payout would be a bit higher due to the presence of slimes, but the challenge would be the real boon for endgame players... and if you don't want challenge, you can always just go farm for crowns on slime levels, which would suddenly be very profitable and quite interesting.

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