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lighten up the energy use/ Make the equipment stronger

3 replies [Last post]
Sun, 07/10/2011 - 05:47
rgpmd
Legacy Username

I purchased the starter pack but I wont be buying anything more until you give a little more to the players. I used gobs of CE crafting 3 star equipment thinking it would make a large difference and let me play without dying all the time. But because of the way you've throttled the damage done based on the tier that your in, I still die frequently even in tier one. Part of the enjoyment in an RPG is feeling like their is some kind of progression in your character. Investing a bunch of time and money (actual money) into a character and finding out it's still weak destroys whatever enjoyment new players briefly felt in your games general design.
The way the game plays right now, you can only play for a short time. And you can only do that if you are willing to run from enemies all day long. If you like to play like a tank, you're going to get less than ten minutes of play before you burn through the 100 energy provided for free. This has to be fixed or I and I suspect many of the 1,000,000 players you managed to get with the F2P model will never come back. Here are a few ideas:

1) You could add a new type of energy that can only be used to open gates and revive, and give players significantly more of that. Then keep the CE the same and require it to craft items.

2) You could open the weapon damage up a little more. Stop throttling it on lower levels. If I hit a tier 1 enemy with a sword designed to be used in the second tier, they should just die. In every RPG I've ever played when I level my character to level 50 I don't get killed by the little slimes found at the beginning of the game.

3) Make healing items drop more frequently. Put the healing heart regeneration squares at the end of each stage, or every other stage at least.

4) Give us more health bars, make armor that is leveled up have more health bars, in a more generous fashion. I've been playing for 20 hours and I have a character that has almost the same number of health bars that I started with despite having three star armor, helm and shield.

5) Decrease the cost of CE.

6) Give more energy per day, or decrease the cost of opening gates and reviving. Having the cost of reviving raise exponentially with each death is a little much don't you think.

7) How about giving a weekly aliquot of energy? You raise the limit to 700 mist energy and give it out at a set time of the week instead of slowly regenerating.

8) Or keep the 100 mist limit, and make it regenerate in about 6 hours.

I think the base game is an enjoyable experience and the earliest level. I gave the game a try to get the TF hat. I liked it enough to buy the starter pack, thinking it was a similar amount of money to what I would spend on a game I liked in the store. But the longer I played the more it felt like a game just designed to nickle and dime me for cash. I'm willing to pay, but you have to offer something in return. I recognize that there is a balance in keeping a game challenging enough to keep it interesting and making it too hard. The way you have it right now feels broken.

Sun, 07/10/2011 - 07:10
#1
Quasirandom's picture
Quasirandom
You're basically asking Three

You're basically asking Three Rings to reduce the price of the game and not make much money on it. There are times when cutting prices per sale will increase sales, and thus be profitable, but I don't think this is one of them. 400 energy per day is an awful lot to give away for free.

Regarding the difficulty, I think you need to read this thread:

http://forums.spiralknights.com/en/node/12793

Seriously, go read it. You're not supposed to get hit in this game. Sometimes I'll go through an entire level without getting hit.

If you're dying in tier 1, then you're doing something severely wrong. If you just picked up the game half an hour ago, that's understandable, but still dying in tier 1 after 20 hours in tier 1, and not just in danger rooms? You're missing something if you're still dying that way.

Three star gear does not get throttled back in tier 2, either. Three star gear at the full strength in tier 1 would be too unbalancing, as it's something like double the strength of tier 1 gear.

You could think of it as a simple progression from zero stars to five, except that 0-3 star gear is severely throttled back in tier 3, and 0-1 star gear is severely throttled back in tier 2, and damage is somewhat reduced in tier 2 and greatly reduced in tier 1.

Sun, 07/10/2011 - 08:14
#2
Nodocchi's picture
Nodocchi
Once you get 5* equipment

Once you get 5* equipment you're a GOD in tier 1.

Sun, 07/10/2011 - 11:14
#3
Tuuc
Legacy Username
Response

"1) You could add a new type of energy that can only be used to open gates and revive, and give players significantly more of that. Then keep the CE the same and require it to craft items."

Meh. People would be making massive amounts of money by playing the game more, making it hard for casual gamers.

"2) You could open the weapon damage up a little more. Stop throttling it on lower levels. If I hit a tier 1 enemy with a sword designed to be used in the second tier, they should just die. In every RPG I've ever played when I level my character to level 50 I don't get killed by the little slimes found at the beginning of the game."

The early Tiers with overleveled equips are easy enough already. This doesn't even matter.

"3) Make healing items drop more frequently. Put the healing heart regeneration squares at the end of each stage, or every other stage at least."

In the beginning, sure, 'cause in the beginning of an expedition it's too easy to get killed in comparison to the rest of the adventure. However, overall? No. As was posted, don't get hit.

"4) Give us more health bars, make armor that is leveled up have more health bars, in a more generous fashion. I've been playing for 20 hours and I have a character that has almost the same number of health bars that I started with despite having three star armor, helm and shield."

They'll increase, and you take less damage with better armor anyway.

"5) Decrease the cost of CE."

Supply and demand.

"6) Give more energy per day, or decrease the cost of opening gates and reviving. Having the cost of reviving raise exponentially with each death is a little much don't you think."

See 1).

"7) How about giving a weekly aliquot of energy? You raise the limit to 700 mist energy and give it out at a set time of the week instead of slowly regenerating."

Wow. Wow. Just wow. What use would CE be, given you could craft everything with your Mist and just 100 CE?

"8) Or keep the 100 mist limit, and make it regenerate in about 6 hours."

Encourages playing every six hours for maximum profit. Not good.

"Seriously, go read it. You're not supposed to get hit in this game. Sometimes I'll go through an entire level without getting hit."

I successfully solo Tier 3 quite consistently, and at my best I can go through an entire Stratum without a hit. Just gotta be careful and take your time.

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