Here are a few things that have bugged me during my on-again-off-again presence here.
I am under no illusions that none of this will ever be addressed.
Compounds
These things are currently almost the platonic ideal of anti-fun.
- Lots of enemies (technically infinite)
- With far more health than they should have for thier size
- Also with tiny hitboxes/phases that render them difficult/impossible to hit
- Which give zero loot when killed
- With an abundnace of terrain hazards to limit mobility
- And no notable reward to speak of
Compounds are places I will begrudgingly go through only if there's something interesting after them, otherwise they will mark the end of the line because no amount of reward is worth the frustration these places cause. And they have no reward anyway.
Any time I find myself in a compound, the level turns into a speedrun. Just bomb through the level as fast as you can to get to that clusterf....udge of a final room, stomp on all the buttons, and nope out through the barrier asap.
To make compounds "worth" doing they need one or (preferably) more of the following to happen:
- Mini enemies have mini amounts of health
- Mini enemies drop some amount of loot
- Mini enemies are easier to hit
- Remove the floor spikes from the final room
- Add an actually notable amount of loot boxes to the area behind the barriers in the final room
Auto Target
So, the hotkey to swap between auto target modes is described as a toggle.
A toggle is something that when activated changes from behaviour A to behaviour B, and remains that way until pressed again where it reverts to behaviour A.
That is how a toggle works, but it is not how the auto target "toggle" works.
Currently the auto target switch works on the principal of "hold to activate", which is awkward enough to use that it is functionally useless (for me anyway). I've had to use the esc menu to flip between target modes when I switch between alchemers and standard guns, which is all the time as I am a gunner.
It would be really quite helpful if the auto target hotkey could be made to use a toggle behaviour as it's name suggests.
Gate Map
It would be really nice if it were possible to bind a hotkey to open this.
Trinket/Weapon Slots
Currently there is an energy cost to access these slots, which is fine.
What is not fine however, is that they are time limited. After 30 days they are gone.
I don't know how other people feel about this, but I would not spend my very limited amount of energy on a temporary thing just out of principal. It feels like I'm being cheated.
What makes this worse though is that trinkets are freely given out as mission rewards.
Moon/Valestone
Is there any actual use for these two materials, besides occaisionally being required for a prestige research "mission"?
Could we not use them as another means to feed sprites?
Prize Wheels
On completion of the final mission stage, all the consumable items should be removed from the prize wheel as they are not possible to use and are effectively a prize of nothing.
Also:
- Hearts should not be in the wheel if your health is 100%
- Consumables should not be in the wheel if all your inventory slots are full
This also applies to the slot machines in the jelly casino. Many times I have received a prize which has disappeared into nothingness because my inventory is full. At least there should be the option to make room for the new item.
Sparks
Could we have these be buyable from vendors in towns, lobbies, and clockwork terminals please.
Difficulty Levels
Currently, everyone plays on elite for the better drop rates. Except the people who struggle who play on normal just to get past things.
Also, it doesn't really help that the only real difference between the levels is how hard the enemies hit. So if you can consitently avoid attacks on normal, elite isn't really any more difficult.
Do you think we could use a previously posted idea and have the different difficulties have boosted drop rates for different things?
Eg:
- Normal - Drops more sparks
- Advanced - Drops more crowns
- Elite - Drops more rarities
(I can't remember who posted this originally.)
Gonna respond to each and every one of these because I can.
On Compounds
Compounds themselves are difficult and they do one thing that no other level in the game manages to do - they manage to make bombs a primary strategy. Sure, wolver dens can be DBB'd to death, but you can bring a calibur and have similar levels of success. In compounds, bombs can become a primary weapon, and this is a good thing.
The bad thing is that compounds don't have enough loot in them to warrant crafting a bomb to run through them. Candlestick keeps have a fine balance of difficulty and loot, but compounds only recently got buffed to have the same amount of loot as a wolver den. Since compounds are heavily randomly generated, I would prefer to see some super difficult and highly rewarding danger rooms available in them as well as have all event rooms be able to spawn in them, not just clockwork tunnels.
On Auto-Target
I would like to see "toggle" and "hold" as separate keybinds in this scenario, as the hold has become much more natural for me with time.
On Gate Map
I agree, I would like to see the haven zoom key (default "=") to open the gate map in the clockworks, complete with a button on the minimap in the same spot.
On Trinket/Weapon Slots
The upkeep for slots is very, very cheap if you play the game actively. To have trinket slots for a full year you need 3,600 energy, which is roughly $10. To get full slots for a full year, it would cost 9,600 energy, which is roughly $27. Spending $27 a year on a game you love for full slots is really not that huge of a "subscription" to pay, especially since you can simply get that amount for free over time.
I do agree that some sort of permanent slots should be available, but they would be fairly costly and probably only purchasable with real money.
On Minerals
I'm of the idea that these should be "wildcard minerals" for sprites, and be combined with other minerals to create sprite food. Other uses for minerals in general would also be nice, such as speeding up gate timers in the arcade.
On Prize Wheels
Prize wheels already do act similar to how you request. If you have full health, you will not receive health on the level end prize wheel. If you have a full pickup belt, you will not receive pickups on the prize wheel. Only the casino wheels do not act like this, and since it is possible to get a kleptolisk as a prize wheel "reward", this is not much different.
On Sparks
Sparks should be able to be purchased from the physical Kora vendor in the clockworks, I agree. Simply standing in subtowns or terminals I disagree with.
On Difficulties
I agree to these changes. In general players who play on normal need more sparks, and those who need rarities are willing to do hard content for them. The in-between giving more crowns would allow both new and old players to farm for crowns at a proper speed.