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The Energy Removal Manifesto

4 replies [Last post]
Thu, 06/01/2017 - 07:42
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

A spectre is haunting Spiral Knights. The spectre of energy removal. All the powers on the forums have entered into a holy alliance to exorcise this spectre: Fangel and Krakob, Bopp and the Game Masters, Fanboys and Developers alike.

Where is the party in opposition that has not been decried as unrealistic by its opponents in "power"? Where is the opposition that has not hurled back the branding reproach of energy removal, against the more advanced opposition parties, as well as against its reactionary adversaries?

Two things result from this fact:

I. Energy removal is already acknowledged by all Forum powers to be itself a
power.
II. It is high time that energy removalists should openly, in the face of the whole world, publish their views, their aims, their tendencies, and meet this nursery tale of the Spectre of Energy Removal with a manifesto of the party itself.

To this end, Energy Removalists of various guilds have assembled on the suggestions forum and sketched the following manifesto, to be published in the English language, because that's all that's left.

----------------

Energy and the over-grinding it produces hurt the game.

If you want people to stick around, you'll need to remove these things and instead focus on selling cosmetics.. like you already do, but on a grander scale. No cash shop, no "greed" (as that is how people see it), more players.

Fight me.

EDIT: This is what I'm proposing, because most will just think it's unrealistic, as I said above.

1.) Energy stays, as it is built into the game.
2.) Flash sales offered to keep energy valuable.
3.) NO gear, orbs, or rarities, or unbinding, sold for energy. These all either take crowns, or are not offered.
4.) Lessened grinding, especially for radiant fire crystals and 4* orbs.

This is the direction the game will head in inevitably, even if it comes in a future game that isn't Spiral Knights.

Thu, 06/01/2017 - 08:59
#1
Streetdragon
...

...I really thought that you were drunk after reading the first part.

Doesn't mean that you're wrong tho.
I've seen so many f2p games which have their own "premium currency" but not all of them did manage to execute it on the right way, which is really sad since some of them are really fun to play but paywalls ruins everything as usual.

What I'm trying to say is: Right now, it feels more of a "needed" payment way rather than just being optional (in terms of rarities).
And this ain't fun for anybody.

This and, you know, player which are manipulating the market on purpose, so the rich can be even more rich.
Small question: Why is the energy market even a thing?
Why can't it have a static price instead?

(I know that it sounds kinda selfish but it still bothers me, even today.)

Thu, 06/01/2017 - 08:58
#2
Poothis's picture
Poothis
You're on

Fight me.

Lets take this outside. 1v1, final destination, no items, fox only.

But in all seriousness, it's an interesting proposal. I just don't know how well it would work until it's implemented, but eh. It would need testing... So bring back testing servers?

Thu, 06/01/2017 - 17:06
#3
Fangel's picture
Fangel
hmm

The issue lies not with energy, but with expectations. If you expect to go fast through the game you'll be upset when you can't. Mission walls and fire crystal farming wouldn't be huge complaints if players were simply told to play the arcade several times between missions. When you're told to go explore it's a lot easier to learn what you can do rather than expecting to be able to pass every mission as it's thrown at you.

The game is built around crafting up an arsenal of gear to take on every situation and exploring the world. The issue is that people focus on the first point without realizing the second point is what makes the first one reasonable. When you explore, you get resources. When you get resources, you can make new stuff. When you make new stuff, you can explore further, etc.

I feel new avenues of exploration (and forced exploration by the game) is the route to take, not removing the cash shop. The cash shop values for actual game progress are small enough that it's not unfair anyways, as you can spend a little under $15 totally to bypass the 4* and 5* hall of heroes and if you're that far into the game, then you've likely spent enough time playing to part with $15 with the game that you enjoy.

(I will say that rewarding exploration more would be good, IE granting rarities for achievements or accomplishments like completing a clockwork tier would be good for everyone.)

Fri, 06/02/2017 - 04:42
#4
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

The problem with the current model is that it assumes players buy energy to augment their grinding, which is of course false for most players, and that players come to view it very negatively when they inevitably do encounter problems with the grind. It's the difference between "this game is too grindy" and "this game is pay to win". It's also that paying 15 dollars to bypass the 4* and 5* hall of heroes doesn't seem fair to most players. Why should you get to skip ahead when others don't? Just because you payed 15 dollars?

Without the cash shop, the grind wouldn't even matter from a profit standpoint, making things like the obscene radiant grind completely unnecessary. They could remove the forge entirely if they wanted to. Do you think the game would be better without it?

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