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An idea about fire crystals and materials and clockworks

3 replies [Last post]
Thu, 10/26/2017 - 06:52
Zincamania-Forum

Everyone would like an easier way to heat up their gear. People hold back on crafting more 5* weapons simply because they can't heat them to full power, let alone that people have enough radiants to fully heat their shields. The reason for this discrepancy I do not know... is it that the devs want to sell crystals on the store, or do they want players to play through the hardest levels before they can complete their arsenal? Whatever the reason, getting radiant crystals basically only after d27 is too discouraging for the majority of players. Although now that I think about it, it probably doesn't have anything to do with the difficulty of the levels, considering danger missions don't drop radiants and in order to get to other d27 you usually have to spend most of your time getting through boring/easy lead up levels with bad rewards. (DaN first levels/cutscenes or d19-d26 clockworks)

A commonly suggested idea is to have lower tier fire crystals be able to combine into higher tier ones. I feel like a lot of players want this because they are tempted by the idea of being able to spend their 10k+ shining crystals and easily heat up the rest of their gear they had to keep at lvl 1 or 5 for years.

What if we could craft our shining crystals to radiants at a rate of 5 shinings for 3 radiants, but with the additional requirement of a ton of specific materials on a rotation of sorts. Lore wise it could be called the Chaos Forge, where you throw in a bunch of materials + 5 shining crystals and in return get the 3 radiants. The material rotation could be tied to the clockworks rotation, so every week you can find the materials you need inside the clockworks. If we want it to be harder, another option could be 3 shinings for 1 radiant crystal, along with the bunch of materials.

Eventually people will burn through all their stored up shining crystals and materials, and they'll once again need to venture into the clockworks for more materials, shining crystals and radiant crystals at deeper levels. This could help to give a new purpose to crafting materials and create a new market for them, as well as encourage people to seek out all levels in the clockworks rather than just the ones with the highest crown payout. Also whenever new armor/weapons are released like with the sleep update, people will be low on materials from forging and will have to go adventuring to be able to craft the new stuff. The sleep update did this by adding the Zee Cores to list of materials, and it was a lot of fun to go hunting for them, except with this, players would have to go adventuring even for old armor sets that they didn't craft yet, not just the new ones.

Thu, 10/26/2017 - 07:31
#1
Legobuild's picture
Legobuild
I think in this area, you'll

I think in this area, you'll find two kinds of players. You have the grinders and the spenders.

GH has given players the option to simply buy these necessary items through the supply depot. This is what people who are happy with simply buying energy to get gear they want or level things up. While yes they do cost a pretty penny, and it adds up for how many you truly need to fully heat up your gear, if things were more instantaneous and it took less time to grind for the same number of crystals of course the price of these in the supply depot would need to decrease. This would equate to people having their final gear faster. Generally in these games the fun is all about collecting things and building up to where you want to be. So for the players who go through the grinding effort of leveling up gear, they have a different amount of respect for how truly demanding it is to get the gear all the way heated up.

Not saying a chance would be a bad thing, but I could see it impacting the SK economy in different ways depending on how it was laid out. Simply making something drop more or more common and there for costing less, would mean less energy to level up gear and people not needing as much, ie. spending less for those pay to play players. Meaning GH wouldn't make as much money. All a balancing act.

Thu, 10/26/2017 - 08:20
#2
Zincamania-Forum
It is indeed a balancing act,

It is indeed a balancing act, but if the balance is tipped so heavily towards one side, it can also discourage people from going for heated gear all together. In which case GH won't make as much money either because there is only a tiny playerbase left playing the game.

>Simply making something drop more or more common and there for costing less, would mean less energy to level up gear and people not needing as much, ie. spending less for those pay to play players. Meaning GH wouldn't make as much money. All a balancing act.

My point is that if collecting crystals is unreasonably hard, most player's reaction will be: "this is too hard, I'm just going to get 1 set of gear and a weapon for each damage type, and try to heat my weapons at least". Whereas if collecting the crystals was 2x easier, their reaction might be: "this is doable, I am going to craft multiple sets of armor and weapons". They might end up spending more time on the game in the 2nd scenario.

I just think that tying easier heating to farming clockworks for materials will be a nice incentive to keep playing, and if the material sink is large enough, the focus of pay to players might shift from "buying energy to buy crystals on depot" to "buying energy to convert to crowns to buy materials on AH". In the end they'd still be spending money to avoid grinding for the items required to heat, they'd just be spending it in another place.

The next step then could be to also adapt the clockworks slightly to this change. Encouraging people to craft multiple armorsets (which they can now heat at a reasonable pace) by making minor and moderate status more common. This rewards players for crafting status specific armor because they allow immunity to minor/moderate status. Then in order to farm clockworks for materials to sell to pay to players on AH, you'll be better off with a specific loadout for each level, rather than Chaos armor for all of them. This further encourages people to craft more armor sets, which in turn increases the amount of collecting they need to do to get that. Also remember that when heating drains us of our materials, crafting will be more of a challenge as well and this might encourage pay to players to buy a piece of equipment on the supply depot instead.

In the end, my ideas are just speculation, but so is the argument that "GH might make less money if they make it easier". It can go both ways and is indeed a balancing act. But given the current state of the game, I think being open-minded about solutions is the better attitude.

Fri, 11/03/2017 - 14:41
#3
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

So... As one of the people buying rads and farming them I think it's safe to say they're over priced. I would have spent more on them, much more, if they were cheaper. Instead I quit buying them because it's just such a waste...I then proceed to become frustrated when I must heat second and third copies of weapons I wish to use, as well as when my party members haven't heated their gear and are failing.

If there is any way we can compromise on this I'm all ears. Like maybe Grey Havens could name their price and we as a community could pay up to have rads drop more often or cost less or both or at the very least make more and better farming areas?

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