Add some more functionality to arcade.

2 replies [Last post]
Goldentaile

I think we can all agree that obtaining anything in this game requires a lot of hard work. If you want to get anything expensive you need to get really lucky(which I have multiple times) or spends hours and hours grinding vana or doing your local boss mission. I feel like people should be enjoying the arcade more to grind and such. Doing boss missions does get boring after a while...

Solutions

1. Sometimes arcade is annoying and wont give us what we want. So let us spend 24 energy to CHOOSE which level we want to play. You cannot choose on random levels, however. In a party 2 or more, the level chosen comes to a vote, and the price is divided among the players. If no one votes it'll pick the level the elevator is already on. If everyone picks a different level, it's random. Once everyone presses the descend button, the gate map will appear telling everyone to vote. If no one votes, or the majority picks the default button. Then it'll choose the level that was on the gate.

Reason: This would really get players back into the arcade. They can avoid levels they'd hate to play and focus on levels with the most loot. This will be a great energy sink. Lots of players will get in a full party so they can spend 6 energy to play that arena they really wanted to play. Or to avoid that annoying shock compound. This will also get players playing together more often on levels that are not just vana.

2. Let us spend 50 energy to skip to Basil.

Reason: Another reason people don't play arcade much is because the first couple of depths have terrible loot, and it doesn't get good until later on. Some people are also just looking for recipes. Lazy people will spend 50 energy tons of times over to grind for recipes or to skip the earlier depths. This seems like you're losing money, and you are. But if you're just after orbs and rarities then you'll be willing to spend this amount of money especially if it's a good gate. This could potentially turn some gates into better grinding spots then your local boss mission.

3. Add dreams and nightmares levels after reaching the core if atleast one of the players has completed the mission. Have the boxes contain rarities unlike the actual mission.

Reason: Players need more depths in arcade so they can be more efficient at grinding radiant fire crystals. It'll also make sense for this to be in the game as it fits with the lore.

4. Add more depths to tier 2

Reason: I think we can all agree that elite orbs are the most painful grind in this game. Depths 14-17 are the only reliable depths to grind them. Atleast with advanced orbs, you can easily purchase them with energy. Personally I think we should make depths 18-20 also part of tier 2 and have the gremlins outpost start at depth 21, and tier 3 basil at depth 26. With the core at depth 34.

What do you think about these ideas?

Redknight-Elite
Thats a Good idea

You got my upvote, hopefully they read this, theres lots of good suggestions in the forums and they're either being ignored or they have no time for them, and lots of them are simple things to add into the game.

Fangel's picture
Fangel
err

The first suggestion I would recommend using minerals for. I believe using minerals that match the next level's theme (monster type or status type) would cycle to the next level in the queue. You could drop more in the cycle to the next item, etc. If the next level does not have a theme (clockwork terminal, ??? depth) then minerals would not be accepted into the gate deposit.

The second suggestion I'm going to say no to though - "Basil runs" are an integral part of the game. Skipping the first half of the arcade to get to "profitable depths" can be done by selecting certain missions if you want to. The first half is a warmup and a "get friends to join" sort of deal.

The third idea I would be super into. I've been advocating for something similar for quite some time - you can read up on my original thoughts on the matter here.

The fourth idea is a bit iffy. Each tier adds one floor to each stratum (3 per stratum in tier 1, 4 per stratum in tier 2, 5 per stratum in tier 3). Adjusting this can lead to additional pacing issues in SK, and that's where it already suffers the most.