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Some Necessary Changes (My Own Personal Opinion Of Course)

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Sat, 06/24/2017 - 15:48
Arabax's picture
Arabax

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

Sat, 06/24/2017 - 16:14
#1
Horseclaw's picture
Horseclaw
Sparks of Life

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.)

Sat, 06/24/2017 - 17:39
#2
Arabax's picture
Arabax
On the Subject of free Elevators (and other things)

True for the less experienced of players on the lower tiers having only 100 mist energy was sort of a problem, but easily on tiers 2 and 3 a player could earn enough crowns to buy more energy and thereby keep on going, and the process would continue, It does seem a bit repetitive and that's why I am not necessarily against free elevators, I merely meant to address the fact that it did increase the prices in energy.

Also before I forget, I personally, not sure about everyone else, dislike how there is a restriction on equip able items for players based on their Rank (apprectice, elite, vanguard, etc.).

Sat, 06/24/2017 - 18:01
#3
Arabax's picture
Arabax
On Orbs of Alchemy

In response to Horseclaw's post above, I am here to clarify some issues.

It is true that orbs of alchemy can be purchased with energy in groups of 3 for the same price it would be if you needed to craft a item of the specific tier from the old system (5 star item = 800 energy or 3 eternal orbs). The point that Horseclaw may have overlooked though (and this is not a jab at horse, just merely pointing out a flaw), is that with energy it was a convenient system, meaning you bought how much energy you needed, but with orbs you either buy them from the Auction hall which is almost never below the Supply depots price of individual orbs when mathematically sorted or you are forced to buy 3 orbs for the price of the tier you are looking for. Not to mention with the 100 daily mist energy, that energy could also be used for crafting, which was like an added daily discount on crafting. The point being, Orbs of Alchemy didn't actually make crafting simpler it made it more complicated and difficult. Three Rings added an extra step, "Instead of just grinding crowns and buying energy, you now have to grind crowns, to buy energy, to spend on orbs of alchemy."

Sure is it really all that bad? No. But (in my personal opinion) it added a completely unnecessary element to the game, that of which toppled the Energy Market.

And I feel as though I shouldn't have to tell the folks out there, but I will anyway. If in a game (or market) you have a stable economy that players can manage and balance strictly on the thought of both supply and demand, don't mess with it. Economics 101

Neet fact since the overall value of energy went down, so did the value of crowns, and so did value of the entire in game market.
Check the most expensive item(s) now and compare it to 2-3 years ago, and the numbers may astound you.

Sun, 06/25/2017 - 18:30
#4
Coolid's picture
Coolid
agreeeee

I'd totally be fine, and probably play the game more, if they incorporated the old elements of the game ALONG with the rarities.

For the mineral part, I'd also totally be okay with adding it back into the game, but I'm pretty sure they removed it because only valestone and moonstone would be deposited like, ever, because of Battle Sprites, so Three Rings(at the time) had to remove it, because there would only ever be like, freeze strata.

Tue, 06/27/2017 - 10:41
#5
Neekkoth's picture
Neekkoth
Mmmh

I have to strongly disagree about the Orbs.

Old system had you grinding crowns for CE and that was the only way. The new system lets you do just that at the same price and ADDITIONALLY gives you Orb drops.
Every time you get a orb drop your grind gets cut by a third - and provided you know which depth to farm you'll get them pretty frecuently.

I get 2 per playsession pretty much consistently + a bunch of crowns as well - and not once have I been forced to spend money to buy orbs.
(It also feels soo good when they drop)

If orbs were to be removed, then it would mean we HAD TO grind 80k-ish crowns per piece of 5* gear.

I get the removal of ME had CE's price increase but if I had to choose between either waiting a day or emptiying my wallet just to play or actually playing the game as much as i want and spending some money if I was feeling so, then that increase is a small price to pay. Srsly ME can stay dead...

Also adressing the "daily Mist Energy bonus" for crafting: thats 100 a day. An eternal drop is 250-ish and can happen multiple times a day.

About the forge: the only relatable complaints I've heard is the ridiculous ratio for Radiants needed and Radiants obtained.

But even so, and thats probably just me, I just dont heat 5* items if I dont have enough Rads... I dont agonize over not having everything maxed out as soon as possible.
And again: not once have I've been forced to buy any fire crystals for 1-4*gear, so IMO fixing the rad drop + requirements would probably silence most complaints.

I have to agree with you on the revive system, though. It was an interesting mechanic.

As for the sparks; I think having an increasing amount of them needed for every revive per floor, as well as having the option to revive 1 to 4 players at once would be nice. In that case it should revive every player with his max health divided by the amount of players revived.
So if a full party revives everyone gets 1/4 of their max health back.

(That would make reviving someone with ancient plate mail more strategic, as they could go on reviving everyone else for more health than the spark could provide with a full party revive.)

Sat, 07/08/2017 - 17:56
#6
Damdog
It seems like most of your

It seems like most of your issues are systems that promote microtransactions. Unless GH gets hosting in magical christmas land where server time is free, I don't see them supporting anything that's going to reduce microtransactions.

Thu, 07/13/2017 - 13:39
#7
Leckon
On micro-transactions and the ME system...

Getting rid of all these small micro-transactions would do the game such a big favor that I don't even know if the devs realize it. Before you had all these essential pay walls that you either pay to be pretty and easy or buckle down to do a whole !@#$ ton of grinding (especially for getting into the champion levels) every time you the missions moved up a stratum in difficulty, Spiral Knights actually had this thing called a player base that was diverse, not just 60% vanguards that don't feel like doing $#@% and just sit around the AH doing literally nothing, 20% defender elites who are depressed at the journey ahead of them and probably just doing solo arcade runs, 15% knight elites only beginning to start their struggle, 3% of people who are in between; new; or lost, and the last 2% are people who said "!@#$ it, I'll pay!"

If you went on SK before all the crystals and orbs, you could actually get into Haven 8 because all the other havens were full, and if you managed to get into Haven 1 it was probably close to 1 am. Why? Because SK had easily 10x as much active players as it does at the current moment. Why? Because people felt like the game was actually able to be completed and not a near endless grind-fest. Honestly, I don't mind having the orb system, but having the crystal system is like slowly driving a stake into someones chest. I also see the argument against the ME system for stopping how much you could play per day, but is that really a bad thing? Many a people have died from sitting at their computers or couches playing games for so long that their bodies shut down, and this feature limits it to a healthy amount (unless, of course, you pay, but that is beside the point). But even if they let the elevators continue being free, the ME still has the previously mentioned bonus of crafting items for slightly cheaper.

Thu, 07/13/2017 - 18:13
#8
Horseclaw's picture
Horseclaw
I'm not sure if it's a causality.

Sure, players started quitting after the removal of Mist, but consider also that Sega eventually was running the game with just an art team (all the devs quit or something), meaning no new content for a long stretch of time. The current system has issues, but it's not like the previous one didn't. Also, even if ME stopped people from sitting down and playing SK all day, it wouldn't prevent them from playing other games.

Fri, 07/14/2017 - 13:13
#9
Leckon
Are you the lawyer for the bad guy? haha

We might've had no new content for a while, but Sega would've eventually hired new devs, meaning new content, even if it was after a while. They would still be making a hell of a lot more money than they would with the current system, because, after all, they had a bigger, better, and stronger player base. It's a problem when a system has issues, but it's a bigger problem when you replace those issues with issues that are worse. The ME system also didn't stop people from paying, so, like stopping people from paying, playing another game is beside the point. Also, this might surprise you to hear, but most other MMOs in other countries of which people dying from playing too much games is a problem, having a timer that stops you from playing too much is mandatory, although most games simply use a message that says you should take a break. If you've played the game "Warframe" you might have seen the timer. Of course, in the U.S.A., the timers are generally disabled as we don't have the problem as much as people in places like Taiwan do. (Here's an aritcle on it if you're interested: http://www.huffingtonpost.com/entry/why-people-die-playing-video-games_u... )

Also I feel like your the lawyer for the bad guy, saying that someone has got to defend the person being ripped on.

Fri, 07/14/2017 - 19:19
#10
Fangel's picture
Fangel
warning: block of text below

Mist Energy forced someone to pay into the game for you to progress. No matter how you parse it, the game forced the userbase to buy into their game. Now-a-days, the game has taken a better approach - you pay with your dime, or you pay with your time. In the past you couldn't even "pay" with your time - the game turned into an interactive chatroom after an hour or two of play. This causes players to view the game as money grubbing since it's demanding they pay to keep playing, so they stop playing.

Mist energy turned off a HUGE portion of new players. Almost every friend I introduced to the game back then stopped playing after one or two sessions. Now however? Most of those players have reached vanguard and have a generally positive experience with Spiral Knights. They aren't playing every day since they aren't heavily invested in it, but it's not just "some cash cow" to them anymore. This means they're more likely to tell their friends about the game, which means more players in the game, and more players in the game means more people willing to spend money in the game, etc.

Money used to be mandatory. Now it's an option to speed up your progress.

Energy used to be used for heating. How? You paid for elevators - heating was never free. Now energy can be used to level up your gear through fire crystals. The issue with fire crystals is that they only drop a fair amount on the elite difficulty, and they cost far too much on the supply depot at higher star levels. Lowering supply depot prices and/or standardizing rarity drop rates across difficulties would prove a much better solution (however increasing chances for leveling up gear to be something like 80% 90% 100% would be cool, if it's 100% across the board we'd need better incentives for higher levels of crystal usage).

Energy used to be used for reviving. "But Fangel we could health share!" ... Yes you could, but a rapidly increasing energy cost loomed over your team at all times. Your opinion on difficult content would change drastically under the old system - paying $5 per revive after paying 10 energy to go down several depths wasn't sustainable. The emergency revive + spark system has made content significantly easier, and lowering a revive from thousands of energy to a maximum of 50 per revive was a good change.

As a side note, you can purchase 10 sparks of life for 200 energy in the supply depot when in haven. 20 energy per revive plus many more for free if you play well is fair, however I would prefer for sparks of life to drop more frequently on lower difficulties and/or depths - it may encourage players to seek out easier levels when they can't take on tougher challenges without the help.

Energy used to be used for crafting. In fact, energy is still used for crafting since you can buy orbs of alchemy for the exact same cost as you could before. What about daily "free" crafting? Well with unlimited playtime, you now have to go play the actual game to get your "free" crafting. This encourages players to actually play the game instead of logging in for 5 minutes to craft twice then log off because now they can't play until tomorrow. Eventually you might find yourself in a situation where you have too many orbs of alchemy and no way to use them - for example, my 700+ eternal orbs of alchemy that are all bound to me.

- - - - - - -

So often I see posts talking about how the current system needs to be reverted, however when you compare the two systems, the current one is the only one that would've carried the game past the 5-year mark. In the past you got 100 energy every 22 hours for free that you'd have to use up since it wouldn't carry over. Now you can make 2000 in 5 days before getting to tier 3 (I had an alt of mine pull this off - I didn't even realize I had generated that much until the crown king feed told me I made 200k+).

On top of that, you can generate the old equivalent of ~267 energy by simply finding a single eternal orb of alchemy. At best you could generate ~763 energy a week under mist energy, meaning finding 3 eternal orbs of alchemy in a week's time is already more "energy" in your inventory than the old system.

Certain "workarounds" are looked upon with rose tinted glasses - some more than others. "Free" heating is something a lot of people don't understand was paid for by your energy fee. If you died on that level and didn't get revived, you'd end up paying 10 energy for no heat. It seemed passive but it was a paid service. Health revives are a feature that can be played around with, however they severely penalized teams with a single bad player while being indifferent to teams with fair players. An emergency revive per floor takes out the issue of one player sucking everyone else's health while still granting players upwards of a free extra 30 pips of health per floor. I wouldn't be against a reworking of revive mechanics but reverting isn't the way to do it.

The current system has taken energy out of the game's progress entirely. In what other game would you propose a change that made someone have to pay money that you could buy off them for in game money just so you could progress into the game? You wouldn't because changing a game to be like that seems absurd.

- - - - - - -

The old Spiral Knights was excessively more micro-transactiony - however the microtransactions were limited. You would buy "energy". You would spend "energy", and get in-game progress. Now we have an extra step added - buy energy, spend energy on rarities, use rarities to get in-game progress. Energy is no longer the "thing" you spend real money on - promotional prize boxes are. The sudden increase in options and steps has made the money a separate entity from the game, thus you see "purchase orb" rather than "spend energy", even if the prices are the exact same with literally zero differences besides two clicks added.

The game hasn't suddenly become more money grubbing. In fact, if anything, it's actually become less of a suck on your wallet. Words and phrases and a few extra steps have been added or moved around. I know I haven't spend a dime of my own money on progression in the game since 2013 when these changes all happened, instead using my money to support the game through promotional boxes I enjoyed.

I wasn't planning on making this but I kept adding more, so for you all at home:

TL;DR - The game is less micro-transactiony now since no money is required for progress - only faster progress. We used to pay for heating (elevators), reviving, and crafting, and now all we have to do is invest time in the game. We just have more steps involved and since we don't directly use energy now it feels like more purchases rather than spending a universal resource, which separates money from the game instead of linking them together.
New system good but grindy, old system meh and more money grubbing (but it has a handful of cool ideas which we hold onto when we should let go).

Sat, 07/15/2017 - 14:04
#11
Leckon
Good but grindy?

I would like to know what your definition of mandatory is. It has been said before that a single T2 or T3 run would get you easily enough crowns to buy yourself some energy as energy only costed 3k-5k at most. You've been holding energy as its own currency in the old version while at the same time comparing crowns and energy as one currency in the new version. In the current game system, to get from defender elite to champion without paying a single dime you need roughly 333,200 crowns, which equates to roughly 33,320 haven to core runs on normal, considering that you get about 10k-12k crowns on a single run. This does not account for however lucky you may be if you manage to find orbs, but does account for you finding at least some crystals, and the prospect is still a hell of a lot more daunting than you make it out to be. Now lets look at the old system. You didn't have to worry about crystals, since, I'll use your words here, "Energy used to be used for heating... You paid for elevators" and guess what? The elevators costed 10 energy that regenerated over time for free. Shining crystals now cost 350 energy, which is about 35k crowns, 40k actually since you have to buy in terms of 100. Let me tell you how much you had to pay to get from defender elite to champion without giving up any of anyone's hard earned money: roughly 14,000 crowns. You get this number if your patient, and smart. Being patient and smart in the new system is worthless. You're rewarded by sheer luck, which only shaves off a couple of the amount of runs you have to do. You found 3 eternal orbs? Yaaay! you have to do 8 less runs off of 33,320. If doing a single T3 run gets you 5k crowns and buying energy costs 4k crowns, you only have to do 5 runs to have plenty of cr left over after crafting all of your 5 star gear. You know how long that takes? 10 days minimum. 1 day for each run, and 1 day for each craft. Now, unless you live, breath, eat, and sleep Spiral Knights, I'd like to see you get 333,200 cr in 10 days.

Now, I will address and attempt to counter-argue all of your points, giving respect where it is due.
"Mist energy turned off a HUGE portion of new players." That is true, however looking at the sheer amounts of people playing then and people playing now, which, exactly, do you think turned off a bigger portion of players, mist energy, or crystals and orbs?
"Energy used to be used for heating. How? You paid for elevators - heating was never free." Ah, yes, you paid for elevators. A mere 10 energy. And now? How much energy do you pay? Oh, right, in the higher levels of heating your weapons and armor I believe you pay 350 or 700 energy for a single level.
"Energy used to be used for reviving. "But Fangel we could health share!" ... Yes you could, but a rapidly increasing energy cost loomed over your team at all times." There's a really simple solution to this problem. Don't die. And even if you do die, no one is forcing you to pay 1,400 energy because your teammates died that many times. No one is stopping you from cutting your losses and going back to haven. It's not like you're going to lose all of your crowns that you earned thus far.
"The current system has taken energy out of the game's progress entirely." No, it really didn't. It just gave you a chance at finding stuff if you put it on the hardest difficulty, which is pointless to most people because everything is found behind a box that you get to after a big battle in which a lot of people die. Anyone could see that it's easier to just buy energy and buy what you need most of the time.
"The old Spiral Knights was excessively more micro-transactiony - however the microtransactions were limited. You would buy "energy". You would spend "energy", and get in-game progress." I don't even know how you've been trying to imply that paying is an absolute must in the game. You have never been forced to pay to continue, and we will likely see the game end before you do. Yes, it gets a bit hard at times but would you rather a peaceful chat in haven with friends that you will party with in the clockworks the next day, or a silent monster killing-fest with seemingly mute "friends" that will likely never see the words vanguard over their knights head unless they paid or were a vanguard from before the crystal and orb systems were implemented. There's also a slim chance that a vanguard might be nice and give you his/her 5 star gear, but the chances of that are about as high as finding a vanguard in T1 normal arcade. Less actually. I'd say it's about as high as you finding a game of blast network.

Sat, 07/15/2017 - 19:59
#12
Nitronicx
My emotional road of relpying to comment above

First of all, I'd like to correct you, that 333,200 / 10,000 = 33.32. I don't know what costs you took into account when making this number, but I'll accept it. I'm not going to respond to the "old days" economics, since I don't remember almost any of it, only the fact, that energy was about 5k at the time. Now with those things out of the way, I'll dive into your post, reacting on some of your lines.

...a single T2 or T3 run would get you easily enough crowns to buy yourself some energy as energy only costed 3k-5k at most.
I don't see a reason why would somebody do that, unless you don't want to stop playing with your friends. Actually, I remember doing something like this once. I farmed first two levels of Roarmulus Twins for energy in the Mist Well, then I bought energy for the crowns to refill the Mist Well and continued farming with little, but seemingly infinite gain. The next day Guild Officers removed the Mist Well.

This does not account for however lucky you may be if you manage to find orbs...
In such amount of full arcade runs, it would be more common to find an orb than not. Also, Eternal Orbs for some reason drop in whole Tier 3. If you find an orb in Tier 3, you can be almost sure it is Eternal Orb. But yes, it's simplier to not count with it, for several reasons, actually (I mean this seriously).

Shining crystals now cost 350 energy...
Fire Crystals are overpriced, yes. Nobody will tell you to go buy crystals, it's way more efficient to grind for them. Even Fangel pointed that out.

Let me tell you how much you had to pay to get from defender elite to champion without giving up any of anyone's hard earned money: roughly 14,000 crowns.
I highly doubt this number is correct. I'll go with 5k for 100 energy. You had to buy 2,800 energy for 4 items. That's about 140k crowns. (Actually I hit your numbers.)

You get this number if your patient, and smart. Being patient and smart in the new system is worthless.
Being smart in new system requires visiting levels that are most likely to give you what you need. If you need Eternal Orbs, you won't be farming Snarbolax all the day. Being patient requires you to farm the same missions over again and again. This is actually the same as always.

Now, unless you live, breath, eat, and sleep Spiral Knights, I'd like to see you get 333,200 cr in 10 days.
Now this is not as impossible task as you think. There are people with highly optimised loadouts for the Firestorm Citadel, which on Elite yields around 8k crowns/run. These people usually complete whole Citadel in about half an hour. This cost evenly divided between 10 days requires you to earn 33,320 crowns/day. This means, they have to do this mission about 4 times a day, what takes them about 2 hours. Not that bad, huh? But yes, not everyone is capable of something like that, definitely not your typical Defender Elite. But with some more time invested per day, earning 300k in 10 days should be still possible.

There's a really simple solution to this problem. Don't die.
That's easier said than done. I guess that means you've got no problems with putting missions on Elite for those extra possible drops. Yes, but really. There's little difference between the difficulties. When I tried killing Vanaduke without revives, I ended up about the same both on Normal and Elite. I guess I was just underestimating easier difficulty.

It just gave you a chance at finding stuff if you put it on the hardest difficulty, which is pointless to most people because everything is found behind a box that you get to after a big battle in which a lot of people die.
I guess you're talking about boss stratas. There are always some boxes before the boss. And if there's trouble with big fights, we've got Arcade, too. There you don't have to go through very difficult fights to get to boxes. But most people will keep playing boss missions, because they yield the most, yes.

...would you rather a peaceful chat in haven with friends that you will party with in the clockworks the next day, or a silent monster killing-fest with seemingly mute "friends"...
The best thing I can say here is that it is different. The previous system was more of this "chatty" aspect, simply because it forced you to stop (unless you wanted to pay). But you wanted to play the game, and the only thing left was looking around and starting some friendly conversation. I remember those hours with <10 Mist Energy, where I was talking with some people with my "decent" English. Yes, there was something about it. But silent monster killing-fest was there too. Noone could guarantee you, that people you'll play with will talk with you. (Just one quick flashback: I remember doing once Vanaduke. We were quite unexperienced party and Vanaduke showed it to us really well. I finally had enough energy to craft another 5* item, but that day, I was so determinated to success that I spent all of that energy for revives. We eventually managed to get to the final phase, and then we were screwed, because I had (shadow) Virulent Catalyzer. :D ) Then the new system came, busted the doors open and yelled: "Hey, we're giving you freedom, you can play as much as you want!" I felt the Mist Energy removal, for me, it was motivation to come back everyday and use the most of what game gave me for free, because I was limited and haven't got enough. Then, I was free, but without motivation as well. Also, I finally finished the 5* Hall of Heroes grind, because I got mailed all new mission rewards, which were just enough to complete it. Luckily, I had some 5* items already heated up. :) But you are really free. You can do whatever you want, whether it's chatting or slashing monsters in the Clockworks. You don't have to look for the most efficient route, and if yes, you're looking for different efficiency than before (payout for time invested as opposed to payout per depth, where you went for every crown possible). Grinding events like Kataclysmic Confrontation, Shroud of the Apocrea, Winterfest, Caketastrophe etc. have potential to drag many players in the game. You can also easily experiment with anything you want, because if you screw up, no problem, you can restart the mission/expedition and try it again/differently. Now that I do some data mining in Tier 1 (even on Normal), I can see how it was difficult during previous system. Also, there still are chatty people. I did end up few times chatting at the final depth of our expedition with some random person I just met, and those are one of my most enjoyable experiences. So, you can't really point with your finger and say: "This system was clearly better than the other." They are different and both have some pros and cons. Though I liked that team-based aspect of old revive system.

...that will likely never see the words vanguard over their knights...
As I explained earlier, it isn't that much of a difference. The bigest is doubled Energy price. And you can't really deal with that.

And finding a game of Blast Network isn't as difficult as meeting a Vanguard in Tier 1 Arcade, although I was never looking for something like that. Maybe, in the end, both aren't that rare.

Lastly, about SK community. You have no proof that people are leaving because the new system is clearly worse than the old. People are coming, play the game, but eventually get tired of it and leave. Some of them return one day, but some doesn't. This way game can't have constantly raising number of players. Games gain most of people's attention on launch, in my opinion. From that point, they may be growing, but eventually start dying out. SK is out here for 6 years and the last surge of attention seemed to be with the Battle Sprite update. I think there was also announcement on Steam, global announcement in Steam news window, that could drag new people in. Now the only ways new people can find this game are in MMORPG free-to-play lists or hear about it from friends. Forgive me this little bit of darkness, but end is inevitable. The community is bound to slowly die out and game to one day shut down its servers. You can see this everywhere, not only on games. So don't be too angry that there are less people. Even better, completely forget about it and enjoy the game for what it is. Maybe forget mostly about my speech of end.

http://steamcharts.com/app/99900#All - I've seen this link once on the forums. From this I've made my opinion about reducing SK population.

- Sincerly, the one, who was mentally driven to several extremes by this thread,
Vanguard Nitronicx

Sat, 07/15/2017 - 22:46
#13
Leckon
My math

First of all, I'd like to apologize not only for driving you to extremes but for my incorrect math. I did it in my head after staying up for 26 hours straight. Allow me to correct my math. Please disregard the previous number I gave. The way I calculated the number was simple and I not only don't know how I got it wrong but why I didn't explain it. My thought process was the following:

Amount of crowns=Amount of crystal energy needed * Crowns to energy conversion rate

Amount of crowns=(cost of shining crystals * how many times you need to buy them * how many pieces of equipment you need heated + the cost of eternal orbs * How many times you need to buy them) * Crowns to energy conversion rate

Amount of crowns=(350*5*5+800*4)*(10,000/100)

Amount of crowns=11,950*100

Amount of crowns=1,195,000

(double checking conversion was correct:
100/11,950=10,000/x
100x=119,500,000
x=1,195,000)

And as for the old number:

Amount of crowns=Amount of crystal energy needed * Crowns to energy conversion rate

Amount of crowns=(Amount of extra energy needed for crafting * Amount of times need to craft) * Crowns to energy conversion rate

Amount of crowns=(700*5)*(5,000/100)

Amount of crowns=3,500*50

Amount of crowns=175,000

(double checking conversion was correct:
100/3,500=5,000/x
100x=17,500,000
x=175,000)

Also, that graph does in fact prove the point that more people liked the old system better than the new. The removal of mist energy and addition of orbs and crystals started with the July 30, 2013 update. According to that graph, the amount of players peaked in July of 2013 at 4,057. Immediately after the update, slightly less than half of the players stopped playing as often, and by October of 2013 it leveled out to a slow decrease. I won't say anything further so as to not drive you to more extremes.

Oh, and before you ask, yes, this is actually how I speak.

Sun, 07/16/2017 - 04:59
#14
Nitronicx
Why reply must be always a wall here?

I still can't clearly see the point why are you putting Fire Crystals in that equation, other than proving that they are overpriced. They are never worth your money in the Supply Depot. When 50 Shining Fire Crystals cost 350 Energy and you can get the same amount of Crystals with about 2 Tier 3 Arcade runs (which on previous system cost 180 Energy), it's clearly an isssue. And you can get additional 10k-15k crowns with those 2 runs (very rough estimates). I also heard, that Forge exists because previously, you were limited with your Mist Energy (time) and with its removal, other mechanic slowing your progress was needed. Still, you can achieve end-game in Spiral Knights easier and faster than in most other MMORPGs.

Making a reasonable cost for 5* Hall of Heroes reflecting every factor is quite difficult, as it needs to account varying amounts of grinding/time players have for the game.

Now you say that about that graph, there seems to be something about it. Many people came. I ignore the initial drop, with new people, some may not like the game and leave very soon. But after 4 months the number was back at where it was before. One thing to note though, population decrease at the same rate after that spike as with the system before, if not less.

Also, I probably shouldn't say you should ignore the decrease of the players, because you shouldn't ignore the problem when you see it. These forums are here to discuss such problems, however this one is not simple and can't be solved for good, it will keep coming back. I was never thinking about this problem, because I've never felt there is too few players.

To reply to more unrelated things, I didn't wonder if you speak like that. Most of texts on these forums are for me simply "good" and occasionally someone not as experienced pops up with "not as good" text. There it ends for me. If you are comparing your style to mine, I simply happened to develop the one I use. Of course, there are some holes in my English and I believe it is far from perfect. I'm not from English speaking country and I don't speak with English speaking people, only chat on the internet (mostly in SK). And don't worry about those "emotional extremes." Extremes is actually exaggerated. You don't have to be sorry, because most of those "extremes" were actually good. I was pissed off a bit at the beginning, but that quickly disappeared, as I didn't want to be mean in my reply. As I continued I also felt quite nostalgic and in the end I felt... I don't know acutally how to name it, satisfied, maybe? It definitely felt great. Don't limit yourself because of me. I'll get through it.

Tue, 07/18/2017 - 01:51
#15
Fangel's picture
Fangel
eek

Something that I am going to point out, since it is 1:30am and I am in need of getting to sleep soon, is after skimming these posts I did not see a counterpart to the most important part of my post: in the Mist era, in order to progress, SOMEONE had to pay money.

You claim "oh, I can just buy energy with crowns", but that energy only exists because someone somewhere had bought energy with real money. This was the entire point of my post, the fact that the game nickle and dime'd players at every turn, requiring real money very often in order to keep the economy afloat. You could pay $6 a month for infinite clockworks adventuring, and the game would still require someone to spend money on energy so you could have slot upgrades, gear upgrades, danger rooms, etc.

It was literally impossible to obtain 3* gear in the past without someone making a purchase. The swap over was huge, as it allowed you to not only play for an infinite amount of time, but also progress in the game without anyone spending a dime.

If you think the heavy spenders are limited now, imagine what would happen after 6 years with only a few people purchasing energy. The gamecyber server from the Three Rings era had energy prices going up to 25k for 100 energy, if I remember correctly. This is one reason why the asian Spiral Knights server crashed and burned far before the Grey Havens acquisition.

And sure, in the past 10 energy to heat may not seem like much. I agree that fire crystal costs are much higher than they ought to be, and should be scaled back, preferably to a "levels completed" scenario. I believe fire crystals should be affordable since it would create a much higher demand for them, however the current elite-difficulty drop rates are ok... Not great, but not unbearable like the radiant drought.

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