Dear Grey Havens Team,
As an active member of the Spiral Knights community, I am incredibly excited to see the recent client modernizations, Java engine upgrades, and renewed care being given to the game. To help support the longevity and overall health of the game, I would like to submit three constructive suggestions regarding the Energy economy, PvP map rotation, and the urgent need to revitalize competitive Lockdown.
1. Revitalizing Lockdown: Economy, Reward Structuring & Accessibility
The competitive PvP community took a massive hit with the introduction of Super Brawl and the Coliseum Crucible level-editor features. Standard competitive Lockdown has become a dying sport, largely because the current incentive structure (such as the base 2 Krogmo Coin reward) does not respect the time or effort required to play. Furthermore, the massive gap in Unique Variant (UV) gear discourages new players from entering the queue.
To bring life back into Lockdown, I propose the following updates:
• Temporary PvP Booster Renting: Allow players to spend Krogmo Coins to purchase temporary, match-based or monthly unique variants (e.g., Max Attack Speed Increase, Max Defense, or Charge Time Reduction) that only function inside Lockdown matches. This immediately eliminates the "I don't have competitive gear" excuse for newer players and levels the playing field.
• High-Value Veteran Sinks: For veteran players who already possess optimized gear, increase the Krogmo Coin payouts and introduce high-tier, pre-rolled UV gear or powerful, tradable PvP rewards into Sullivan’s vendor inventory. This gives competitive players a legitimate, reliable metric to earn wealth (Crowns/Energy) purely through high-level PvP gameplay.
• Alt-Account & Anti-Bot Exploitation Controls: To ensure an influx of rewards isn't immediately ruined by players queuing with alt-accounts to cheat the system, implement a strict activity tracking metric. The game should actively detect zero-input/idle behavior, implement a dedicated in-game reporting category for "PvP Win-Trading/Botting," and lock matchmaking queues behind strict hardware or network checks to prevent single-player self-queuing.
2. PvP Improvements: Map Selection & Popularity Voting
Currently, the random drafting system for PvP matches frequently places players into universally disliked or unoptimized maps (e.g., Backyard Brawl, Quantity Over Quality), which can be highly demotivating.
To improve player retention in PvP, I propose implementing a simple, interactive map selection system:
• The 3-Map Choice: Before a match begins, randomly generate 3 map options for players to vote on. To ensure variety and support the community, structure the selection so that it pulls one original Spiral Knights map and two community/player-created maps. This layout ensures maps from the same creator do not appear multiple times in a row.
• Popularity Counter & Dynamic Rotation: Implement a system that tracks how often specific maps are selected or ignored by players. If a map’s popularity drops below a certain threshold, it should automatically be cycled out or reduced in the general draft list.
3. Restoring Energy Economy Health (Supply Depot Adjustments)
The Energy market has been on a steep, continuous downward trend, recently sitting at an unhealthy ~3,100cr per 100 CE. A healthy baseline for a stable economy is closer to the 6,000cr per 100 CE range. The root cause is a massive surplus of Energy due to a lack of meaningful, frequent "sinks". To give players a consistent reason to buy and spend Energy, I recommend the following updates to the Supply Depot:
• Frequent Prize Box Reruns: Rather than making Supply Depot accessory/prize box listings rare occurrences, schedule them on a consistent, predictable weekly or monthly rotation using older, archived prize boxes. This provides a constant cycle of demand for CE.
• Gold/Crown Sink Consumables: Introduce temporary, highly desirable consumables into the Supply Depot that can be purchased for high amounts of Crowns or Crystal Energy.
• Progressive Material Conversion: Allow players to spend a flat fee of Energy to "transmute" lower-tier crafting materials or unwanted bound items into randomized higher-tier equivalents. This would immediately deplete the market's excess Energy surplus.
Thank you for your time, hard work, and continued dedication to modernizing Cradle. I hope these suggestions are helpful to the team!
Best regards,
Full-Whos
What makes you say CE prices being low is unhealthy? I'm curious.