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Regarding mineral colors

2 replies [Last post]
Fri, 05/06/2016 - 23:26
Neekkoth's picture
Neekkoth

Well, I'm not really sure this thread is aimed to be a full-fledged suggestion, but rather a somewhat uncoordinated, random ramble about OCD and virtual, colored crystals.
I know maybe I shouldn't try too hard to bring in logic to some things but anyways...

First of all: I'm "new" to SK. I've been playing this game for about a year and a half, with mayor pauses because of university, etc...
I never experienced the old gate-construction-mechanics, so my insights on that are fairly limited, but I gathered that there were different receipts or combinations for different themed strata, resulting in the arcade's ice-age after the introduction of Battle Sprites.
Those different mineral combinations relied on the association of a color with a specific status or damage type. Now we only have leftovers from that system - and this is were my OCD starts to kick in.
I'll start talking about things I'm sure you all know but it helps me to sort things out in my head.

We currently associate:

  • Dark Matter with Maskeraith and shadow-dmg - Pretty straight forward.
  • Luminite with Seraphynx and what I assume to be piercing-dmg - Fiends are weak to piercing, there is the Dazzling Light Ray and the whole divine vs evil situation; you catch my cold.
  • Crimsonite with Drakon and ... fire-status? Wait, wait, wait. No! The other two have mayor damage types!

I know Crimsonite used to power fire-themed strata and the Drakon causes fire, but hear me out:

"A fabled mineral of a fiery, red color said to contain the passion, anger and strength of the life surrounding it."

  • Crimson is the color of normal-dmg as opposed to the orange and maroon fire-symbol
  • the Deadly Shard Bomb - exploding Crimsonite chunks - deals pure normal-dmg
  • the Drakon is advertised as the dps-pet and usually pure normal-dmg weapons are stronger as their variants in terms of raw power, if we let out mob-weaknesses.

Maybe fire was the best way to make the Drakon the dps-pet it is supposed to be and we shouldn't necessarily link a damage-type to a status condition, although there seem to be a certain affinty patterns like shadow and poison or curse, but there's also the Plague Needle, Dread Venom Striker, Venom Veiler, etc. With that said, we hopefully can establish a separation between dmg-type and status condition.
(I'd really like to see some fire-shadow weapons... hell make Fang of Vog do split Shadow-Normal-dmg, with slight chance of causing strong fire, give it a cutter combo and I'll throw monies at you GH!)

Back on track: we now are missing a mineral for elemental-dmg and are left with Moonstone and Valestone which are either considered to be linked with freeze and poison or freeze and shock respectively.

Valestone:
A fabled mineral of a vibrant green color said to contain the essence of all natural life.
The hues of green are similar enough for it to represent elemental-dmg and the tool-tip description seems fitting.

Moonstone seems now out of place if we consider the other minerals represent dmg-types and not status conditions, so I don't really know where to place it.

While this assumes we get a 4th BS I don't really want to stay in the "make more pets to give MS and VS some use" suggestion but I'd rather like to see gate-powering re-implemented, perhaps with a new combination system based on minerals solely linked to dmg-types and status-themed strata be determined by some other factors, or some other twist.
Similarly feeding battle sprites different combinations of minerals could affect evolution paths or maybe Moonstone could to some extent replace energy and be used to alter the velocity of the clockworks' real time cycles.

I've currently lost my train of thought and would like to hear your opinions and ideas before continuing. Sorry if this is a huge brainfart but I had to get this out of my system. P.S: I'm very tired and I'll revise the post should there be anything unclear.

TL;DR: Minerals should represent only the four damage types and not a combination of them and seemingly arbitrary chosen status conditions. Moonstone is a wildcard for any suggestion that could come up later in this thread or should be scrapped entirely.

Sat, 05/07/2016 - 01:12
#1
Midnight-Violet's picture
Midnight-Violet
...

1. "I'd rather like to see gate-powering re-implemented, perhaps with a new combination system based on minerals solely linked to dmg-types and status-themed strata be determined by some other factors, or some other twist."

>Personally, I'm alright with the system being entirely random. I'd much rather just have some system to just dump the crystals and get an x amount of crowns like they did with the old mineral depository. No real need to bring back the old system and have constructs/gremlins (likely freeze) EVERYWHERE.

2. "Similarly feeding battle sprites different combinations of minerals could affect evolution paths"

>Sounds interesting enough to me, however, they would definitely need to make pets much easier to acquire (as in a significant price lower) for all players to utilize this fully.

3. "Moonstone could to some extent replace energy and be used to alter the velocity of the clockworks' real time cycles."

>If it's say replace the costs to get into danger/treasure box rooms and/or power up turrets/mecha knights (only), I'm all for it. As for the second one, no real comment on that one for the time being.

Sat, 05/07/2016 - 10:59
#2
Neekkoth's picture
Neekkoth
Yes, I see where you're

Yes, I see where you're coming from with the arcade being stuck with only freeze or gremlins.
A BS for each mineral should keep this from happening but we don't know how it will play out ultimately, so I think we could focus on individual parties descending into the clockworks instead:

While it's true that the gates generate a series of depths randomly, your way down is not necessarily random as you can determine your path by waiting for the next depth to rotate in your favor and that's something I really really like (and never noticed until recently), that adds to the feel of exploration.
The option to "forge" your way down to an extent adds depth to the gameplay, but the act of simply standing there until it's done is not really fun.

If we shift Moonstone's use and focus on powering energy gates, mecha knights and such, it could also power some "local gates" to manipulate the destination of the next elevator within the options already generated by the main gate. It could be a simple rotation to the next position per fixed amount of Moonstone or energy.
That said we need to alter the interactions with energy/Moonstone powered elements to make them feel worth activating.
I don't know if it's already a thing but boxes behind power gates could use some serious buff in their loot-tables.

Right now I don't even bother in lower depths and even in tier-3 I never got anything worth making 50 units of energy unusable for anything but for more energy gates.
Activated mecha-knights should be able to follow you to the next depths until they are destroyed and should be healable with Moonstone or energy.

Right now it doesn't feel justified to have to grind 10k+ crowns to have any energy. Moonstone should therefore be an alternative for us to gather smaller (<50) amounts of energy for use in the clockworks. And if the activation is fun or feels necessary (change a compund to something nicer), I would be more willing spend those small amounts of energy if there was no Moonstone available.

I think the idea with the BS evolution is rather hard to implement and would need a complete overhaul of the system. Dropping it for now.

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