TLDR: PVE arena similar to krogmo Queue/Time limited missions/Monthly rotating events(1 week each)/Change seraphynx/Small slime cubes are 2 OP pls nerf./Bacon
Hello, with GH taking over Spiral knights, and actually releasing content(Golden slime casino is a start), i have some ideas i thought for myself for some ideas i think would be a good addition to the game.(Its my opinions and preferences, feel free to criticize.)
Battle arena/Hardcore arena.
We have devilites running a business around PVP, how about Mewkats run one around PVE?
the mechanism will most likely be the same, NPC(mewkat/other), Be randomly partied with other players, like in PVP, and go on their arena of choice ( choice being made before the queue or randomly selected after the Queue)
-Rewards being delivered(For tier1/2/3 players): 1-3-5 (insert name here similar to krogmo) coin(s).
+1/+2/+3 coin(s) for every round the party stays alive (maybe a counter on the top of the screen would be nice), being able to use sparks of life to revive, but, if they want to come back to life, they need to do it while at least one of the other party members is still alive, as having all 4 party members dead simultaneously will result on the arena finishing and the rewards being distributed.
-The arenas can be cut offs from the current arenas, or newly made ones(that would be fun), aswell as mixed(beast+slime+gremlin+etc...) but following the arena's element (ex:ice). (Also, if we could get arenas similars to the last arena from ''dreams and nightmares'' that would be sweet)
The prizes:i cant really put a price tag and actual prizes withouth much thought, but since its a PVE kind of gamemode (Like krogmo), we could have PVE related rewards, For example: Being the ''Grand Solstice Ring'' the only trinket in the game with mixed resistances, and a small but nice health bonus considering it has other bonuses, i wouldnt mind farming at least 100 tokens to get these trinkets (poison + fire/Shock+Curse/...)
Any new weapons being developed could use the same crafting system as the krogmo system(coins>material>built-in machine/npc with the recipes already learned>yey new weapons)
Some costumes and accessories would be nice <3.
-Maybe a ladder for GvE that is reset weekly, having some sort of weekly reward being on the top 3/10, to give an incentive to keep this mode alive, also a separate ladder that wont reset, (in order to show whos baws) to show how much you and your guild has worked for being in the top.
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Timed missions.
We have floors that need us to get a key or unlock a door to get another key to finish an arena to get a knight to get some other key to go through those blocks to get to the otherside to go to that other place and arrive there to get there while not being on the other place and get some bacon and...
What i mean is having some other kind of challenge besides kill>ScavengerHunt(Keys for example)>Elevator, how about we do some timed missions where the time limit is something like 10 minutes, to complete one of those arenas that are common on the core levels where its a cluster of mobs and if you get through them all you open one of 5 gates, then after finishing that, get 3 keys to open 3 doors(obviously math is strong on this one) and get those keys by either doing some Grinchlin Assault parkour(not really) and/or defeating a miniboss, it doesnt even need to be as a group, more experienced players can split up and complete each objective by themselves.
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Monthly rotating Yearly events.
(katastrophy/apocrean/march of the tortodrones[ik its suppost to be on march but no one really cares about that ;(]/any possible future events) avoiding the festival specific events for the exact time(winterfest and pumkin king) For about a week after the start of each month(enouph time to farm imo)
Nuff said.
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Some fixes that wont greatly change the game but i think would be nice:
Seraphynx>Violent heart attack(Ultimate bonus: Targets destroyed While enchanted Create an explosion)
Well im not sure if it was always like this, but the targets that are enchanted, and then destroyed, do indeed create an explosion, that deals no damage to them after they die(Shocker) and no damage to the surrounding mobs, so i suggest 1 of 2 changes, make it so that the explosion actually deals damage, OR, make it so the explosion actually destroys the target, as in, leaves nothing behind, so it has an advantage against undead and gremlin, that in certain circunstances are either revived with a totem, or brought back to life with one of the medic gremlins(dont know the specific name).
In The jelly king mission ( The sovereign slime 5-2), the small cube slimes, that are pretty easy to find through out the mission, most of the time block Brandish charge attacks on colision, making the charge attack cancel after it hits them/it, and it seems pretty illogical to make these slimes to that on purpose, i presume its a glitch/bug/Technical-Failure(hehe), so if possible, pls to fix it so it doesn't bother anyone on the future.(Although its not a big deal but still...)
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And that's it, if you support my ideas pls comment so my post gets more then 2 views, and if there's anything you disagree with you can either put some constructive criticism on the comments aswell or go solo Dark fire vanaduke with proto gear.
I am particularly fond of the competitive/Coliseum PvE arena idea.
For the timed missions, perhaps more of an emphasis on a full party having to split up in order to more efficiently complete objectives necessary to meet the time limit could be fun, maybe with different levels with different branching paths that could spice up the gameplay in such a way that there isn't a single most efficient path- ergo, it doesn't become mindless. Perhaps there could be different difficulties, I dunno. On the other hand, implementing such a thing probably wouldn't be that easy.