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Challenge modes, daily challenges, and challenge trinkets

5 replies [Last post]
Mon, 04/25/2016 - 00:12
Fangel's picture
Fangel

So you're end game, you're bored, and you've gotten pretty good at this game. You've got great gear, good knowledge, and skillful play ability.
You're looking for a challenge.

Here's the idea - we introduce three things that help make the game challenging to those who find it much easier. These three things are: challenge depths, daily challenges, and challenge trinkets.

CHALLENGE DEPTHS
A "challenge depth" would be a depth in which all players are given a debuff. Up to 3 debuffs can be applied, and are applied randomly to each player. In challenge depths, upon completing a level, the crowns and heat earned from the level is multiplied by 10%-30% for crowns, and 15%-45% for heat, depending on how many debuffs are applied.

When a player dies, a debuff is removed from them and their end level bonus is reduced by 10% for crowns and 15% for heat. If a player goes down 3 times in a string of challenge depths, they simply are playing these depths as normal, and aren't getting the boosted rewards. Dying any additional times would not decrease crown or heat drops.

Challenge depths would be accessible to all players with 10k prestige, and the numbers of debuffs and thus crown/heat increases they get would increase once they reach 15k and 25k prestige.

To access a challenge depth, a player with appropriate prestige rank must activate the inactive elevator at a clockworks terminal in the arcade. Challenge depths would randomize between all level sets per depth, and would simply display the question mark on the elevator terminal.

DAILY CHALLENGES
A "daily challenge" would be a special type of challenge available to all players who have reached 5k prestige.

A daily challenge would act like a challenge depth, however it will have a set in stone debuff and level to complete. Daily challenges are unique to each player, and would work in a specific way:

  1. A random loadout is generated from the player's arsenal. Gear must be of the same star level.
  2. Strata is determined by star level.
  3. A random arcade gate and depth lineup is selected in the appropriate strata
  4. One to three random debuffs are applied to the player
  5. A specific goal is given to the player from a list of challenges

Challenge goals can range from something like "deal 10 finishing blows with X weapon" to something extreme like "complete this challenge without taking damage".

Upon completing your daily challenge, you would continue one depth deeper and get an ensured treasure vault. All loot in this area would be increased by 33%, and an arsenal station would be present for you to change your gear if you want to heat something.

After completing 1-3 daily challenges within a single day, then the daily challenges will start taking levels of your appropriate rank (i.e., things you can see on the party finder) and adding them to the daily challenge rotation.

If another player joins a daily challenge player while they are actively in their daily challenge, they will be able to view the player's daily challenge as an objective (think: rank mission objective notification) and can see what player debuffs were applied to the player. They can then attempt to assist to player in their challenge to get the free treasure vault, however they won't get the 33% increase of loot.
Once a daily challenge player has reached the "goal" floor for their daily challenge, their party becomes locked. This is to prevent inviting players for an ensured treasure vault. However, it doesn't stop players from inviting friends to help them on the final floor so they can complete their challenge.

All daily challenges would have the same party restrictions as the levels they go into. Kicking a player, or getting to depth 25 in a Dreams and Nightmares daily challenge would prevent players from joining your party.

All daily challenges would award 30 prestige upon reaching the bonus treasure vault.

CHALLENGE TRINKETS
Challenge trinkets would act like a special kind of trinket that allows the player to apply a debuff to themself to increase crown and heat pickups. The difference here is that the player can select a debuff, however this debuff sets a new maximum value for certain bonuses. For example, a health debuff would decrease your health, but also decrease the efficiency of a health trinket if you pair it with that as well as vitapods you pick up. If you use a -2 sword damage challenge trinket, then even with black kat + barbarous thorn shield you could only get a very high damage bonus with swords.

For each type of debuff you apply to yourself, you get a 7.5% increase of crowns, and a 11.25% increase to heat, however if you are not directly affected by your challenge trinket, then it will not reward you (i.e., a challenge trinket that affects swords will not give you additional crowns and heat if you do not have a sword equipped). This reward is applied at the elevator, so you must complete levels with your trinkets equipped to get their benefit.

In the case of lockdown, challenge trinkets would increase health drops from players, grant players longer mercy frames (1 trinket grants half a second longer, 2 trinkets grants 1.5 seconds longer), and ensure sonic mode is applied. If players complete the entire match with a challenge trinket equipped, they will receive an additional 25% of their leaderboards score per trinket, and their new leaderboard score will be given to them additionally as crowns.

TL;DR - give us randomized arcade levels, missions, and trinkets that debuff the players but reward us with more crowns and heat, and in the case of trinkets, give a better fighting chance since you're sacrificing your trinket slots and debuffing yourself. Have arcade and missions be unlocked at specific prestige levels to ensure that players are ready for it.

Sun, 05/01/2016 - 15:41
#1
Qwez's picture
Qwez

"Daily challenges are unique to each player"
"A random loadout is generated from the player's arsenal. Gear must be of the same star level."
Just watch. I'll get my Furious Flamberge and Fearless Rigadoon against Fire-themed Lumbers.
I would suggest forcing the player to play a set character by loaned equipment or something like that.
Like say a "standard knight" challenge where you are given the Cobalt, Calibur, Blaster, Blast Bomb to complete a mission.
Or, general challenges (applicable to all missions) where certain abilities/equipment are disabled such as UVs, dashing, shieldbashing, trinkets, weapon slots, battle sprites, sonic mode, level 1 equipment, friendly fire turned on, or weapon-type restrictions.
Friendly-Fire turned on sounds like a lot of fun. You'd have to shield your own bombs, make sure you didn't Triglav your buddy (especially since breaking them out of the ice would also hurt them), and Blitz and DR are still OP. You could do derpy things like Wrench Wand charge your buddy to uhh... hit the enemy on the left or help them miraculously dodge an attack. Let's say your friend is using a Volcanic Pepperbox charge on a Lumber, then you use your Wrench Wand to push your teammate just out of range of the Lumber smash. Or, do the ole Flamberge push. The possibilities are endless.

"A specific goal is given to the player from a list of challenges"
This sounds pretty boring. I've had these in S4 League where you have to get X kills with Y weapon or do X things in Y gamemode. The stat tracking would be a bunch of work that I wouldn't care for.

"Challenge trinkets would act like a special kind of trinket that allows the player to apply a debuff to themself to increase crown and heat pickups."
I don't really care for the crowns and heat bonus, I'd be interested if the reward was rarity bonus.
If you've got some Attack Speed Decrease: Very High or some Movement Sped Decrease: High, I'd be quite interested regardless of the reward.

Overall opinion: meh
"You're looking for a challenge..." that is worthwhile in my meager allocation of time to play Spiral Knights.
Crowns aren't really important to me and heat is only important so long as I have enough rarities (which I don't).
I'd have to seriously grind like I did for the first two years I played to do anything. Due to removing mist energy (and the changes to support it), the casual playing I do now has felt significantly less rewarding. I just realized how little I enjoy the game now.

Mon, 05/02/2016 - 05:02
#2
Neueragon's picture
Neueragon

challenge depths:
you make it sound like you get multiple emergency revives, or did I just misunderstand you?
if not and the level is hard enough to cost you a spark or two, it isnt worth the effort.
also, the cr multiplier should be higher, maybe add a rarity multiplier too. and available levels should be somewhat limited, nobody wants do do a decon zone even if it pays twice as much.

daily challenge: 1. is a big NO. lets say you were someone who has fifty elemental weapons and one (really good) piercing weapon. now you start the level, but RNG gives you only ele weapons, while you end up in a wolver level. this would be just frustrating.
instead, do what qwez said and give players (one of a few) predetermined loadouts. not only would that make things much fairer, but you could also end up with items you do not own and you get to try them out for free.

challenge trinkets: similar opinion to qwez. playing around with negative bonuses in general could be fun. you could also add some sort of a flipside, getting a "noob trinket" that gives multiple bonuses but for example halves drops.

Mon, 05/02/2016 - 23:21
#3
Fangel's picture
Fangel
Ah

Yeah a loaned loadout could work too. Gives a much wider range of possibilities and potentially opens up gear combos you never thought of. As long as it can bypass slot limitations that'd probably work better.

As for daily challenges being a meaniebutt to you in terms of RNG, well, just avoid the daily challenge that day if it's gonna be like that. You can go run the daily challenge with a friend and aide them in their challenge. With predetermined loadouts you'd avoid that or get a faceful more of that, with it randomly selecting your gear it's really more your own fault for now having a large variety of gear to choose from.

Player debuffs might be neat on their own, however some sort of reward should be applied. If we apply stat debuffs perhaps we should get a status or defense buff to go along with it if we don't have a client sided drop rate increase.

Tue, 05/03/2016 - 03:58
#4
Jenovasforumchar's picture
Jenovasforumchar
+1

I really like your ideas, but here is ont Thing that Needs to be rethought:

If you get any mix of your existing weapons and the stratum determines by the star Level, then you might end up with (in extrem case):

-Firebreak Buckler
-Protosword
-5* Stun mist bomb
-Frostbreaker Amor
-Cyclops cap

Since there was rolled a 5 star mist bomb, you are now entering a Tier 3 Gremlins depth: Happy fighting.

A first Fixing thought would be to make it like LD and allow only only prepared loadouts. But on this way you could simply leave one loadout switched on which would nerf the Initial idea. If you give Players a X number of loadouts that has to min be activated, then These loadouts would look very similar or simply use the same weapon with a different loadout.

Another though:
there could be a difficulty selection. You choose your stratum and according to this, you get 3 weapon Slots (more in the next phrase) and other items filled. To prevent starting over and over again till your favorite weapon pops up, you have only ONE try each day. If you don't like your roll, then bear it or try again tomorrow.

Why 3 Weapon Slots?
You get rolled one random weapon of each Kind: bomb, sword and gun sincethere are situations in whose a specific Combo is extraordinary useless. The star Level is determined by the stratum that you choosed:
1: 0 star
2: 1 star
3: 2 star
4: 3 star
5: 4 star
6: 5 star

We can add a condition that you require to have at least x 'different' items for the stratum that you want to enter. And for all possible rolled items - so see it as a Hall of Heros wall v3.0: You Need 3 different shields, 3 different swords, 3 different guns etc etc. But it will not Count as different if you have like 3 Blitz needles (even if they have different UVs)

From this rule excepted are 0 star runs because they have less than 3 items in certain categories.

Tue, 05/03/2016 - 12:48
#5
Fangel's picture
Fangel
oh

The RNG for determining your loadout isn't "this star level or less", it's "this star level entirely". If you do not have a good mix of gear that is the same star level, then you're pretty much stuck with only proto in stratum 1. That's not very rewarding in the first place so it's not too big of a deal if you try to play the system.

I do, however, like the previous idea of selecting a loadout from all weapons available at your star level. Maybe I can try out an orbit gun without paying the premium, or perhaps someone else will find a newfound love for biohazard, and hell, someone without the OCH DLC can see if they love the hammer!

As when it comes to rolling stuff, you can attempt the challenge as many times per day as you like in order to move onto the next "challenge". If the challenge is too difficult then you can just not do it and wait for the next day. I will say that if you don't have appropriate gear for multiple challenges it could just stop giving you them for the day (assuming we aren't doing loaned loadouts), thus encouraging making various gear for different areas.

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