I love everything about this game I've been a long time fan of it for a while I love the Story, Air Direction, Animation, Graphics, Music
BUT good frickin' GOD can I not stand the gameplay, I remember when I first got this game I played the shiz outta it but now'a'days I can berally touch the game but I absolutely love the concept of knights in space the way spiral knights does it.
This game
What part of gameplay is so bad?
Is it fixed camera? Or difficulty? What do you mean by "gameplay"?
Do you want different engine while keeping lore and characters?
Yeah you are right I should have been more specific with what I meant by gameplay, Aint got a problem with the top down or difficulty, the fighting feels dull after a few years of play you know? I just think it'd be cool if you could do more or if there was some form of weapon variety we have greatswords, shield guns, LMG's and I love that!
but my nitpicky needy little ass needs just a bit more in the melee and gun department like for handheld shotguns or a musket or blunderbuss hell even a handheld crossbow would the freakin' bomb.
Or maybe add something like a Mace, Whip, or Axe would be great additions to spiral knights.
But I know none of this will ever be in the game because that's probably not how spiral knights rolls.
Or there weren't enough people to say it was a good idea.
And even with all that I still try to play spiral knights because I love this damn game because I have an unhealthy obsession with knights :P
I do know however weapon variety has nothing to do with gameplay I was just suggesting how the dull fighting should be spiced up.
We already have most *if not all* the weapons you mentioned.
Shotguns: spray bullets, slow fire rate
Autogun line
Sniper Rifles/Crossbows: fast shots, long range, slow fire rate, high damage per shot
Magnus line
Axes
The Viking Brandish line reskin
Maces
Kamarin and Triglav
As for the game being boring, maybe try playing lockdown and making new friends. I was so bad at Lockdown at first and was like "ima jus get my plague needle then I'M OUT AND NEVER COMING BACK, NEVER AGAIN" just a few days after, I found myself playing lockdown some time then I started to play it more and more with my new lockdown friends, then I logged on the game to play a bit of pve then lockdown now I hardly do any pve except for farming the black Kat event and doing daily prestige missions and running D&N for rads. Really it turned from something really frustrating *especially cause I have 2 bars* to the reason I'm logging onto this game. I also sold all my gear and weapons at some point and started being a pure bomber and it was pretty fun, even in lockdown I was able to get high damage numbers from time to time. It made a lot of levels much faster to run as well especially D&N *almost thrice as fast than when not bombing*. Now I don't Bomb anymore outside of lockdown. Try battling different monsters that you don't normally encounter. Try doing Dark City or the Starlit levels whenever they're on an arcade gate. Try different playstyles from time to time, it'll surely keep you hooked up with this unique game.
I agree that gameplay can sometimes be dull - but I don't think it's because of lack of weapon variety, but because of lack of enemy variety. There are many areas that are missing many enemy types (brutes, for one... how many times have you seen Lumbers and Alpha Wolvers already?). Having every level not have the same predictable things every time would be nice; switch it up a bit.
While more weapon types would absolutely be nice too, I don't think they should be a priority right now.
"Having every level not have the same predictable things every time would be nice."
It's called arcade in case you're wondering. Thank me later.
Missions are supposed to be the way they are most of the time *especially boss missions*.
It's called arcade in case you're wondering. Thank me later.
Ahem.
There are many areas that are missing many enemy types (brutes, for one... how many times have you seen Lumbers and Alpha Wolvers already?).
I don't see the Arcade having new Brutes that aren't shared between every single level ever.
There are more enemy variety than you realise actually. There are many brutes. Lumbers in the clockwork tunnels, starlit cradle, lichen levels and wolver dens, Alpha Wolvers in wolver dens and clockwork tunnels, Trojans in dark city, Sloombargos in starlit cradle, Giant Lichen Colonies in clockwork tunnels, lichen levels, and starlit cradle. I almost always see at least one or two brutes per level, whatever it is but there are always a few exceptions. Since monster spawns are never the same (except for missions), you'll find some monsters "missing" from time to time. As for the your last line, you encounter many different themed areas during one arcade run. You can run into a wolver den, starlit cradle and clockwork tunnels in one arcade run. I find that this game has enough variety. You just don't know where to look, search for a good gate that has many different levels. A compound or two per run won't hurt as well, despite what most people say about them, they're pretty fun in my opinion (as long as they aren't a D28 shock fiend compound with scarabs)
Lumbers in the clockwork tunnels, starlit cradle, lichen levels and wolver dens, Alpha Wolvers in wolver dens and clockwork tunnels, Trojans in dark city, Sloombargos in starlit cradle, Giant Lichen Colonies in clockwork tunnels, lichen levels, and starlit cradle.
Trojans, Sloombargos and Giant Lichen Colonies are Giants, not Brutes, and therefore do not spawn in designated Brute positions in the majority of levels; Arenas are the only place where Giants have a variable spawn position, in other cases they require specific preset spawn conditions. Lumbers and Alpha Wolvers are the only true Brutes to fill in empty designated slots, and as a result, they show up everywhere.
https://wiki.spiralknights.com/Monster_Classification
I already do regularly make use of all the gates available, including playing through Compounds and the like.
...but anyway, this is probably a discussion for somewhere else. Let's not derail the thread.
I'll make a separate post about this in Suggestions later anyway.
I've been on and off SK for over 6 years and I still come back because the loot grind is still fun, despite it being one of the elements people complain about the most - but I still agree that it was definitely more interesting when content updates were more substantial. Relative to other free to play MMOs SK has a few advantages but a number of flaws that seem to desperately need addressing, but it's a bit too late for that. There's been thousands of suggestions so I won't go on a huge ramble about specific things I think this game needs to be "fixed" but I fully agree with the general complaint being a lack of variety.
You either have to be dedicated and love what's already here even if you've seen it all literally hundreds of times (to the point that all variety seems to be predictable) or you're like most players who likes what's there is but will get tired once you've done everything a few dozen times. Most other games are attentive enough to their community that they're constantly rolling out changes at least monthly based on player suggestions (or observations of their playstyle). Players having a huge bias towards waiting for clockwork tunnels is an objective flaw with the game, not the player, for example - it goes against a key design element. Grinding literally just a couple missions for specific materials is also a flaw. For me, that's fine, I have the patience to deal with the levels other players hate or farm things in a slower but more fun way, but if the dev team could viably be larger more active (note: COULD be - this is nothing against Grey Havens) then I think there's a great number of things that would change to make arcade exploration (which I still consider the core of SK) to be more streamlined, varied, and (slightly) more rewarding that playing missions on repeat. Whether that be through more true random elements, added map pieces to existing areas, more unique encounters, or slight rebalancing of various kinds, it'd likely help prevent it from getting stale.
Other MMOs would change/add things, since player retention is critical - ideally in non-scummy ways; I could go on about the weakness of SK's event cycles and lootboxes relative to other games as well, but that'd be another wall of text. It's also not something I really expect to change, and just like with other added content, I can't really fault the devs. SK hasn't gotten worse, it's just gotten a bit stagnant with lack of attention (attention that could only be given with an active community and enough money). Regardless, I also like what's already here and have been having a blast over the last week getting back into it even though I (as I already said) agree with the sentiment that there's plenty of things that could be fixed/added.
TL;DR SK could use some changes and/or new content but I'm not expecting it, I've stuck around 'cuz I love what it already is despite its flaws (though I do spend a bit more time than I should dreaming what it could be if more regular updates were affordable to the devs, a big thanks GH for keeping it afloat no matter what they're doing with it)
Spiral Knights itself has a lot of the same thing happening, however the enjoyment you'll find out of SK is often in what you set out to do yourself. One thing I hear time and time again is that people who found the gameplay to be more boring after playing it enough usually stick around primarily for the community and people they've befriended. The great thing about that is that by sticking around, they often create new items, play levels again, and usually discover another aspect of the game they didn't know existed just by talking to people and engaging with them.
As for monster variety, I actually have a list of monster variants I created a while back. Unlike the wiki which classifies monsters based on their difficulty, this list classifies monsters based on their spawn locations. The red outlines showcase spots where an entire damage type is missing from a standard spawn type, often leading to an issue where damage types get messed up due to more monster families.
Looking at Spiral Knight's design philosophy, I cannot see any new weapon classes showing up in the game. Most weapon types can simply be accomplished via our current methods, and so getting creative with mechanics is more rewarding than with appearances. For example, I hear a call for a shotgun or sniper weapon very often. How would we make these different from our current handguns that fill these roles?
For one, I would say a shotgun would act like a blaster variant of the autogun where it shoots 3 bullets, does not root you in place when shooting, and has a 2 shot clip. Charge attack can get creative, but I can imagine an OG callahan charge that throws you backwards while firing an array of 6 bullets with high knockback and damage. This makes a new gun with a new purpose that is not current fulfilled (close range knockback with guns).
For two, I would say a sniper would be a laser weapon. The primary attack would be a seraphynx laser that hits once or twice (pierces enemies), and the charge attack would be a 3-hit autoturret attack. This create an attack that can hit long ranges quickly, but could root you in place while firing. This fills a role in a gun that we don't have with a piercing standard attack with a certain attack type that is not accessible via standard weaponry right now.
Wandering on over to the suggestions forum you can find a lot of great stuff like this. Honestly I believe we need a few more things to do when not in the clockworks. Lockdown and Blast Network are good starts, but I truly believe some new PvP modes (such as a mode without weapons where you compete with others to survive an infinite onslaught of bullets and projectiles) would breath some more life into the game when people have gotten bored with missions farming.
We need to replace all the slags in FSC with almirian crusaders, all the silkwings with shock greavers, and all the trojans with Shadow Guards. Also increase the payout by +1kcr and make vanaduke summon devilite overtimers and ruby greavers constantly.