Dear Knights of the Spiral World,
As a fellow player of old I've seen many things come and go in Spiral Knights that have created differing rifts between actual gameplay and the players themselves. I'm here to address, discuss, and hopefully push for some of these needed changes. Without further adieu let us begin.
First off I'd like to address the Forge and its purpose.
The Forge was introduced into Spiral Knights roughly (I say roughly, because the exact date slips my mind) around the period of both eternal orbs and sparks of life (of which both I will address separately later). Initially the process of leveling up a weapon with Heat was simply about collecting orbs of heat which dropped from enemies and treasure boxes and upon reaching a certain threshold for each weapon or piece of armor the object would automatically level up, which would improve stats and with 4-5 star weapons unlock the ability to craft the next tier. Now as to why Three Rings decided to go this route is still an intriguing subject to me, initially it was a cool concept, but even though gathering heat to level up items could be a bit grindy it wasn't a bad system compared to the new forge system and the fact that even using crystals doesn't guarantee an item is leveled up unless you use more than the SECOND level of the forge is an even further draw back.
Suggestions for "Viable" Fixes:
1. Remove the forge system and return back to the automatic heat leveling before the forge update.
2. Change the forge to guarantee 100% with the minimal amount of crystals to avoid over excessive grinding and minimize micro-transactions.
Final Notes: Don't misunderstand me, I'm not a person who wants everything for free, I do enjoy working and (occasionally) grinding for my rewards, but when a system forces its players to either put in OVER-EXCESSIVE grinding or pay micro-transactions for guaranteed progression, there is a problem.
Secondly Sparks of Life,
It was another of Three Rings's interesting concepts, and initially I was in support of it. Sparks of life are used to revive a player when their Knight has used their free revive (one is given every depth (they do not stack)). Before the Spark of Life system was initiated, the previous revival system consisted of no free revives, Crystal Energy (CE) Revives when all party members were down, and the Split N Share health system. The Split&Share system worked this way, if a knight was knocked out, then one of his party members (if their health exceeded at least half a bar) could split their remaining health and revive the knight. A Knight with full health could revive his partner and they'd both have half. Forced energy revives were almost always a last minute strategy, because the energy price to revive the party doubled (if my memory serves me right) every time it was used. I personally remember using the energy system to revive a party for 1600 CE....silently broke me, but it was worth it. Many people will disagree with me on this one in particular, but I personally see the Sparks of Life as another form for micro transactions and more so an inhibitor to gameplay. Sure Three Rings gave you a lot of free Sparks, but once those are gone, you are back to either Over-Excessive grinding, buying them from the Auction Hall, or purchasing them with energy (at fairly high prices) usually with real money.
Suggestions for Viable Fixes:
1. Remove Sparks of Life and return to the old split & share health revival system
2. Reintegrate both the old system and the new system together thereby making both energy revivals and sparks of life less needed, but still appreciated,useful, and while not being ultimately necessary
Final Notes: Understandably a lot of old players may or may not like to see the return of the split and share system, because many of us had the bad experience of having to split our health to save that one party member (repeatedly), but I do (personally) believe that having that system does provide a better learning experience for both younger and older players alike on the values of teamwork and pulling ones own weight.
Thirdly Orbs of Alchemy
Now this one is a difficult one to work around. Orbs of Alchemy were introduced as the new staple for crafting legitimately everything, without orbs you can't craft anything. The Orb system replaced the long standing Crystal Energy system of which consisted of players gathering crowns and then spending those crowns to buy Crystal energy from the trade section in the supply depot. Now the problem that I see is a familiar and repeating one, initially the orbs appeared as a more convenient way of crafting and would take away some of the grinding aspect, but as one will or would realize the orbs would require much more grinding. Compared to farming crowns (which is one of the easiest forms of grinding) to trade for energy, after using up the "freely" given orbs of alchemy a player was forced to either Over-Excessivly grind out crowns to buy orbs from the auction hall, buy the orbs with crystal energy (usually for real money), or grind elite depths for a Better "CHANCE" at a orb drop.
Suggestions for Viable Fixes:
1. Remove the Orb System and Return back to the Crystal Energy system.
2. Reintegrate the CE system back into the game with the choice of either using Energy to Craft Items or Orbs of Alchemy, whichever is more convenient to the player at the time.
Final Notes: Regardless of what people might say, the Orbs of Alchemy became almost a premium resource that promoted even more micro-transactions, not to mention it destroyed the Spiral Knights economy that had once been proudly founded upon energy, by making crystal energy pretty much obsolete (with the exception of it being a "Higher End" bidding tool in trade chats)
In addition to the Three Main problems as stated above, I think I might as well put forth some of my more personal opinions of things that aren't necessarily in need of change, but I thought would be interesting to at least discuss.
Firstly, I'd like to see a return of the mineral deposit. For those of you younger players the mineral deposit was a place were players could go and deposit their gathered crystals (Crimsonite, Dark Matter, Luminite, Moonstone, & Valestone) in exchange for differing amounts of crowns. Now as to why Three Rings removed this is still and enigma to me. Unfortunately, I tend to think that it was Three Rings removing another avenue to acquire crowns and thereby putting more pressure on the player to either grind more or buy the premium resource at the time (Energy/Orbs), but it's just a theory.
Secondly, This is more of a opinion than anything based upon actual evidence, but I think in the long run, Three Rings's decision to remove an energy price on elevators hurt them. Don't get me wrong I appreciate it as much as the next guy, but seeing how it affected the CE based economy and how it eventually led to the apathetic updates (aka Lockboxes everywhere) I look back on it and wonder what might have changed had they not done it?
But just another theory.
Lastly, And I don't feel as though I need to put much emphasis on this, but more content updates. I am overjoyed and glad to see that Grey Havens has taken some initiative to pull Spiral Knights out of the muck and mire that it had slid down into and I hope they continue to do more.
Final Notes: This Post is meant to address some of the most needed and necessary (in my opinion) issues surrounding Spiral Knights and although a lot of them might (not guaranteed) require Gray Havens to take a step back, I think it is important to re-address problems before there can be actual improvement. This post is also open to any other problems people may see, and I hope that we can agree on those that are brought forth, or at least come to a compromise.
Remember Knights, "Unless someone cares an awful lot, nothings going to get better...it's not." Dr. Seuss's The Lorax
Sincerely, Arabax
Does nobody know you can buy 10 Sparks for 200 Energy from the Supply Dept. while in Haven? Your post seems to largely neglect that the Supply Dept. has energy trades for various rarities (and in fact I believe the prices for 3 of a given orb are equal to the original energy cost to craft).
(I also will say that I am happy to see most of the systems added with the removal of Mist Energy be reverted, but without free elevators there's not much to do since you'll do a few levels and then just have to wait until the next day, which is rather a bother. Really I think the true solution behind rarities is to just increase their drop rates so that you don't have to be on Elite to have as much as a slim chance of getting any.)