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Changes To Compounds

17 replies [Last post]
Wed, 04/04/2018 - 05:23
Tom-Schadenfreude's picture
Tom-Schadenfreude

Lower level compounds are mostly fine but my issue is with the more advanced ones. Teir 3 compounds are a pain. It's so frustrating to be going strong through the clockworks on elite and then you hit a compound and suddenly you're mobbed with 10 enemies that look easy to fight until you wack them and discover a way too beefy health bar. That coupled with the little bit of input lag Spiral knights seems to have regardless of the network conditions makes the game go from enjoyable to not-so-fun in 2 seconds. It just feels like a weird difficulty spike in an otherwise smoothly scaling game.

Complaints that I've heard numerous times from anyone that grinds in the clockworks is that compounds,

Have too many enemies
Don't give enough loot
Just aren't fun
They feel like a relic from Ye Old Spiral Knights where the game was more pay than play. (It really does feel like it's made to mill through your mist/energy/sparks of life)

And I agree with these statements. My suggested change is to either add more loot boxes to the levels, tone down the number of enemies (Seriously there's only so many tiny slimes I can take), or give them lower health. Less frequent compounds could also work in my opinion.

Discuss in the replies.

Wed, 04/04/2018 - 13:36
#1
Zero-Chill's picture
Zero-Chill
meow

I like compounds, they’re fun and challenging but the problem is why’re not very rewarding, in my opinion, everything should stay the same but the mini monsters now drop as much loot as a regular monster. This would balance the effort-to-reward ratio. More loot boxes are fine too, but I prefer more crowns/heat on levels with that many monsters. Making them weaker would make compounds way less challenging so I don’t support this suggestion.

Wed, 04/04/2018 - 17:25
#2
Zantaclaws's picture
Zantaclaws
I agree it should be changed

Honestly i'd settle for just making the smaller enemies do less. Seriously, for such a tiny little rodent those dust bunnies hit almost as hard as a grown wolver. I think Zero's right too- if they dropped more loot it'd probably even out with other levels and be a bit more enjoyable.

Thu, 04/05/2018 - 13:16
#3
Umbra-Lunatis's picture
Umbra-Lunatis
ez fix to get people to stop complaining about compounds

-make scarabs more squishable
-give glopdrops a bigger hitbox
-make scarabs stop attacking the moment they stop moving
-add tortodrones as compound minibosses
-add more boxes in compound rooms

Thu, 04/05/2018 - 15:14
#4
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

I think we should add a danger room to compounds, as well as make minis drop more crowns.

Also miniature grievers as a new mini.

Fri, 04/06/2018 - 05:15
#5
Flash-Flire's picture
Flash-Flire
"Also miniature greavers"

https://www.youtube.com/watch?v=H07zYvkNYL8

Fri, 04/06/2018 - 15:57
#6
Crazee-Pi-Forum's picture
Crazee-Pi-Forum
Remember, don't shoot food.

The only change I want right now is the ability to know what compound you're going into.

Fri, 04/06/2018 - 16:26
#7
Zero-Chill's picture
Zero-Chill
meow

It's pretty easy, look at the name of the compound, creeping = slime minis, chittering = undead minis, other (can't remember the name) = beast minis.

Fri, 04/06/2018 - 16:39
#8
Falminar's picture
Falminar

The only change I want right now is the ability to know what compound you're going into.

It seems that compounds typically focus on two particular enemy types, one in the outdoors segments and one in the facility segments. The outdoors segment and minis are based on the name of the compound (Creeping Colony means slimes, Chittering Burrows means undead, Ravenous Warrens means beasts), while the facility segments are based on the level icon's coloration (corresponding with other standard level icons).

Fri, 04/06/2018 - 17:11
#9
Lordcalvinheins's picture
Lordcalvinheins
minis should be one shot kills

@falminar

If ye don't mind, I'll screenshot your comment for later use.
thanks.

Also, +1 for this thread

Fri, 04/06/2018 - 17:15
#10
Crazee-Pi-Forum's picture
Crazee-Pi-Forum
Remember, don't shoot food.

I shouldn't have to look at the name to know what kind of compound I'm going into, I should only have to look at the elevator icon.

Fri, 04/06/2018 - 17:32
#11
Zero-Chill's picture
Zero-Chill
meow

Seriously... Dude, it's not that much of a big deal, just cope with it lol

Fri, 04/06/2018 - 17:46
#12
Crazee-Pi-Forum's picture
Crazee-Pi-Forum
Remember, don't shoot food.

You're right, we should remove elevator icons altogether and just have the players depend entirely on using the gate map to read the names. We can't let this game be convenient.

Fri, 04/06/2018 - 18:02
#13
Zero-Chill's picture
Zero-Chill
meow

I know the levels from elevator icons as well but compounds are an exception because they contain 2 types of monsters, not just one. Don't really get why you're this angry xD

Fri, 04/06/2018 - 20:03
#14
Crazee-Pi-Forum's picture
Crazee-Pi-Forum
Remember, don't shoot food.

Almost every level has more than one type of monster. The difference there is that it shows the most prominent monster on the icon, unlike compounds.

Sat, 04/07/2018 - 11:40
#15
Falminar's picture
Falminar

It's worth mentioning that you can't see the outside enemy type in a mission compound (at least without searching it on the wiki or replaying the mission), since the name is overridden.

Maybe the shape of the icon could be changed? For instance, the current one could be used for a beast compound, a slime compound could use a three-point top like a crown, a more misshapen central icon with "thorns" and globs of slime instead of leaves on the sides, and undead could have the top just have a single Grim Totem silhouette at the top replacing the two ears, a central icon like a skull and bones instead of leaves.

Sun, 04/08/2018 - 09:36
#16
Lordcalvinheins's picture
Lordcalvinheins
+1

^^^
what he said please.

Fri, 04/13/2018 - 13:35
#17
Fangel's picture
Fangel
eh

I'd prefer the icon to be multi-colored. The mini on the icon can be how it currently is, with the borders of the icon being the other monster family color.

But I would love for compounds to have much higher box counts and danger rooms in them. Compounds are one of the only levels I feel should be comparable to clockwork tunnels in terms of accessibility since they can show up in all stratum variants and mix up the game a lot. They already have a heavy focus on making bombs viable (which they do wonderfully), however the rewards not being up to snuff is the issue. Danger rooms with unique designs (minis are not in any danger rooms at the moment - let's change that!) and great rewards, etc.

I'd also design event rooms to also spawn inside of compounds. Golden slime casinos, dark harvest rooms, etc, should have compound variants so that players are encouraged to play through these levels. I'd say give them a 100% chance to include these event rooms in them, or have the event rooms have a higher payout in them.

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