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Heat

6 replies [Last post]
Thu, 06/23/2011 - 21:36
TankHunter67
Legacy Username

As it currently stands, once you get your gear to level 10, and upgrading is a long ways off, heat becomes essentially a useless pickup. So a couple suggestions to make this high drop resource more useful in general.

Heat to Mist Energy Conversion

The idea behind this is that the player can set a percentage of the heat they get over the course of a run to be converted into mist energy at the end of a floor. This slows down item leveling, but its meant to prolong a players (especially new players who will have trouble affording crystal energy in the future when prices are higher) ability to play. The amount of mist energy you get should basically be enough to help refund the cost of the elevator ride down, but reviving would easily eat into this limited amount of energy.

CE will still be highly important, especially for T2 and beyond runs where player death is a more likely scenario. In addition to its other functions.

The Heat Tank: Player Made Item Leveling Tanks

The thought behind this one is that the player can purchase an item from a vendor that they take with them into the dungeon that charges off of the heat they pick up (this item takes a portion of heat and stores it as it is picked up, not dealt to at the end of a level) that they can sell to other players, or hold onto to power level a new piece of gear they got. When it is fully charged.

Since this item is intended for crafting use, or for bringing new gear up to speed quickly, and not to supplement mist tanks it bypasses the previous idea of heat to mist energy conversion: it is a usable item that when you activate, prompts you to select the item to apply the heat to. Even if this item is not bound to you.

Thus in the crafting world these mist tanks can save you time, by either power leveling the item up to where it can be made, or having another player bring you a non-bound leveled item as a requirement for the crafting.

Change the Non-Danger Room Energy Gates to Heat Gates

The thought behind this idea is that, for all intents and purposes, energy gates that do not lead to danger rooms are basically gullible idiot traps. They rarely give out the value that they would be worth. Instead of energy, you spend a portion of your heat to unlock these gates. Danger Room Gates would remain as energy cost gates because for all intents and purposes, the rewards they give, both as drops from the monsters and the end chests, are worth as much or more then the energy spent to unlock the gate.

Thu, 06/23/2011 - 22:43
#1
Madadder's picture
Madadder
if anything the heat to mist

no and if anything the heat to mist conversion rate must be less than 10 per level or it will be abused.

imo this reduces time in the clockworks to level an item which increases laziness no thanks

the point of the energy gates is to entice players to waste their CE this undermines it

Fri, 06/24/2011 - 00:54
#2
sirlaggalot
Legacy Username
agreed, monkeyman

just don't go into those 'gullible idiot traps' if you know that. OOO set those things up for monetary reasons, and to some people with the spare 3 ME, they feel that this is worth it. There's already not enough heat to level items that matter (by this i mean 3* and above) as is. This will slow a lot of people's progress in the hopes that they can do extra runs to make up for it only to have to spend the crowns they earned in those runs to buy the tank to do it all over again.

Also there's already a lot of complexity in SK's economy without adding a 3rd currency in terms of your ability to trade heat tanks.

That's such a roundabout way of playing the game. Most people want to reach endgame faster, not prolong it since there is at the moment very little reason to stick around once you've used your ME and have no CE. You might as well just trade CE.

Fri, 06/24/2011 - 04:10
#3
TankHunter67
Legacy Username
This is why you dont give numbers

@monkeyman135

1) I never specified an amount, only the possibility. Three Rings would specify the amount relative to the various stages of collected heat, at all levels of conversion. In attempting to abuse the system, you make leveling take a lot longer, for those with maxed out gear, while it means you can do more runs, those runs give you the resources to speed up your ability to upgrade your gear. While runs on deeper stratums, your revive costs negate this heavily.

2) It reduces time in the clockworks, for a price, a price set by the player, but its an optional price. Its really dependent upon the question: "How soon do I want this item?" It opens up more options for crafting, and those who offer crafting services to others. It also brings in more variance in the gear in the auction house.

3) Unfortunately, those who do a lot of runs even with PUGs will learn that its a waste of energy, and never open them. I can counter the number of times on my hand today that people have opened even one of those gates (3, to be precise, all they got was heat) and they rapidly stop doing it. Sure they will open up danger rooms but that is because everyone knows that danger rooms can be lucrative and reward back more then their cost.

@sirelaggalot

1) I don't go into those gullible idiot traps. Same with 99% of the players I have seen (bar the first day of play guys who stop after the first gate when they notice it really gave them nothing) thus far. This is why the 3rd idea was to make these gates which are frankly... not operating like three rings would intend, at least useful beyond the first day newbie on his first trip into a real clockwork.

Now personally as I have found that if you upgrade individual portions and level them one by one, leveling goes by very fast. In a T1 run I have seen my Angelic Raiment get 2.5 levels per arena, took me 3 runs of dark lion (missed one of the arenas on accident) to get the thing to level 10. Leveling is a breeze done one by one. Only with mass upgrading do you feel like there is so little heat that nothing could be done. But for those at this stage, (as this is only really important for 3*>4* and 4*>5* gear) you are already making enough money that the heat to mist energy conversion would not be an issue to turn off.

2) In my mind, these tanks are basically just like the materials you find, the only real difference is, is that people had to work to make them. They are well and truly option, especially since the first idea could be shut off so that the heat is instead put into leveling the weapon yourself. Heat Tanks are merely an available option, one that can enhance the crafting group of players and bring more 4* and 5* gear into the auction house for sale.

3) Look at it like this: Heat to Mist conversion boosts the newbie getting into the game, by helping to enable him to make money to afford his first sets of real gear that will let him make a lot of money. Heat Tanks enables those who are stuck in limbo (lacking other resources to advance) to have something they can make some money off of to help get them out of limbo, or for those with the recipes to enhance their crafting service by enabling easier creation and trading of higher level gear that would normally take a long time to make.

Fri, 06/24/2011 - 07:07
#4
Bigfootm's picture
Bigfootm
Yeah, surprisingly I'm going

Yeah, surprisingly I'm going with this being that all my 5* stuff is now about level 10... tired of dying so people can have my heat...

Fri, 06/24/2011 - 07:12
#5
novareid
Legacy Username
I think all three are good

I think all three are good suggestions, but there are some issues.

  1. For someone with complete gear, they can play indefinitely since they would be able to convert 100% of their heat into mist. The heat-to-mist conversion would have to give an extremely nominal amount of mist in order for this not to happen.
  2. The heat tank is a novel idea but this would just be a loophole to the "bind on equip" update.
  3. Another way to solve this problem is to just make these energy gates cost 1 energy instead of 3, or increase the booty you get from opening these gates.
Fri, 06/24/2011 - 07:32
#6
Bigfootm's picture
Bigfootm
Bad thing is though with

Bad thing is though with getting 100% mist from heat means never ending dungeons... of course this is if you rarely heal... so thats a loss of money for OOO there...

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