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So I heard the staff aren't keen on alts... + other suggestions

35 replies [Last post]
Thu, 07/28/2011 - 09:25
Detheto
Legacy Username

I know a few of these have suggestions have been previously been stated so a sticky that contains a list of common requests such as PvP, pets, colour changes etc. (and maybe the current stance on them) would clear up a lot of clutter and stop the whining of "That's been suggested a thousand times, search the forums". There's over a hundred pages of suggestions! …hope this hasn't been suggested before...

Alts exist (as far as I know) for 2 reasons, alchemy and looping

To reduce Alchemy alts:
a. Make crafting above 1* require CE, no ME. If you have enough crowns for the rest of the alchemy cost buying 100CE shouldn't be a problem; especially if…
b. Heat on the weapon reduces the amount of energy required to upgrade gear via alchemy.

To defeat looping:
c. Have a law of diminishing return for levels. Once a player has gained x crowns from the level they get y% of usual crowns until z time has passed. This would encourage exploring different levels.
d. Have a level select IF c. is implemented, but only for levels already cleared.

and other suggestions, from simplest to most complex:

Path Markers: Have a line on the ground from the entrance elevator to the exit elevator to reduce back tracking.

Expressions: for player avatars, smiley style, using eyes and mouth only. Another nice way to spend Crowns/CE.

Laser sights: for guns, Metal Gear Solid style. Aiming always seems to be off for me, especially with an analogue stick. I think this is because the game isn't truly top down.

Interact button: Seriously, I don't know if it's meant to be, but reviving people is HARD! Just give have a button if you press it within a marked radius carry out the appropriate action, regardless of the avatar's direction. Keys, pots and shards aren't as hard but could still benefit.

Auto-sell: should not contribute to new gates.

LAG COMPENSATION: If possible ESPECIALLY for shields. The amount of times I've been hit by something even though I've shielded in ample time is tremendously disheartening.

Secondary button: To attack with your secondary weapon. Maybe. But not dual-wielding.

Excess Heat energy: When all equipment is at 10, the excess heat could accumulate and get converted into a Mist Energy Tank at a certain point (After MANY runs).

Encyclopaedia: For monsters. When you kill one it gets added to it. This could be an incentive to explore, similar to Pokemon (Gotta kill 'em all) or Castlevania. Possibly have a panel in a corner (lower-left?) that displays the last monster attacked and weaknesses/resistances. A Prof. Oak style character that can reward players with tokens when they gather a certain amount of data would be ideal.

Gear cull: To reduce the learning curve for newbs, eliminate useless equipment (i.e. ALL 0* gear), though maybe have it as costume gear.

Swords only at T1: Only allow guns when you hit T2 and Bombs at T3. In my experience they're a distraction until the aforementioned tiers and there's a bunch of other reasons too.

Re-design: the beginning of the game to make it clearer for new users how the game works. I doubt that's ever going to happen but please, let ONE developer say they'd be interested in seeing how I'd do that, even for a laugh and I'll draw all like…diagrams and stuff like that…yeah. I must have spent as much time on the wiki as playing the game and that's seriously messed up yo.

Any constructive comments will be appreciated.

Thu, 07/28/2011 - 10:57
#1
Madadder's picture
Madadder
A. this wont help reduce

A. this wont help reduce alts

B. so what about a 5* upgrade? the 4* item needs be at heat level 10 before it can be upgraded

C. so you want me to go through the junk levels instead of the profitable bosses? no thanks

D. no level select

path markers... the point of descending the clockworks is to explore this defies it and makes no sense

laser sights wouldnt be a bad thing

ya reviving people can be a pain o and tag this on too http://forums.spiralknights.com/en/node/15208

they need to overhaul the gate creation system period

the secondary fire seems problematic especially in PvP

discussed to death we dont know what OOO is going to do with the lag issue

no to the heat into ME

we have a bestiary in the wiki page this seems redundant

u need more explanation on the Gear Cull bit

no no no no NONONONONONO...no this restricts freedom and exploration and experimentation of the weapons of SK. they need to learn early if they are to have a chance in T3

maybe they will someday who knows i wouldnt hold my breath for it though

Thu, 07/28/2011 - 11:41
#2
Detheto
Legacy Username
I was expecting you

I was expecting you monkeyman135. You might to want consider using proper spelling and grammar to give *some* credibility to your bashing of other peoples ideas.
Anywho.
a. I think it would. Most people have alts so they can use their ME to craft. Please elaborate.
b. Obviously there's no reduction on Energy cost then.
c. Umm, yeah. Reduces the disadvantage newbs are at and "the point of descending the clockworks is to explore".
d. And why might that be? It almost exists already given lopping and joining/inviting friends and guild members...unless you are new.

Path Markers: You can still explore if you want to, just this way you could CHOOSE whether to explore or not. You know those moments when the group splits at a fork because everyone has a different hunch as to where the bonuses are? Well it doesn't take any skill to find the bonuses, just time and patience. OOO doesn't make any money from wasting peoples time and annoying them.

Laser Sights: Thanks.

Interact button/revive status: Good point, I support that.

Gate creation: Maybe it does need an overhaul, but modifying a small part of it would be way easier/likelier.

Second attack button: What PvP? Would it be that hard to disable were there a PvP?

Lag Compensation has been discussed to death? Compensation? Not just lag?

Excess Heat -> ME Tank: Any reason not to offer some reward for gaining surplus heat?

Bestiary: I think you missed the point entirely.

Gear Cull: Yeah. Basically I think there's too much gear and that confuses new players.

Not having 5* gear cost 10 crowns a piece from the start restricts freedom/exploration/experimentation. I have NO idea how that restricts exploration.

*Fingers-crossed*

Thu, 07/28/2011 - 11:52
#3
Koffin-Kat's picture
Koffin-Kat
"Excess Heat -> ME Tank: Any

"Excess Heat -> ME Tank: Any reason not to offer some reward for gaining surplus heat?"
Providing people more ME = less CE buyers = less money for OOO = never gonna happen.

"Swords only at T1: Only allow guns when you hit T2 and Bombs at T3. In my experience they're a distraction until the aforementioned tiers and there's a bunch of other reasons too."
Terrible idea.
No, wait. Pretty good idea if you are trying to kill the game play...

Thu, 07/28/2011 - 11:58
#4
tuiopo96
Legacy Username
Im too lazy to read it all. I

Im too lazy to read it all. I was gona read it all but when i saw "a. Make crafting above 1* require CE, no ME. If you have enough crowns for the rest of the alchemy cost buying 100CE shouldn't be a problem; especially if…" i stopped readingthere. NO NO AND NO. Why the hell like monkeyman sayed that wont reduce alts. That idea sux cuz of that reason . [ill give a example] Someone wana craft 3star item. He buys 100 CE and uses 100 ME to craft it 100CE+100ME = 200 ENERGY. If OOO Do this it will gona sux hard =.= .I guess u have ur dream 5* set and u suggest that to OOO. Dont be selfish and let other ppls make their sets with less cost geez >.< .

Edit: 2 ppls was faster than me typing o.O. Just saw that with the guns and bombs. Dude no offence but are you stupid ?!?. Why the hell they will not allow peoples to use guns till they get to T2 and bombs till they get to T3. First of all like you probably know there are heck of a lot switches around T1/2/3. Please explain me how u will turn switch that is far away with a sword ?!?Meh that suggestions kinda sux >.<

Thu, 07/28/2011 - 12:07
#5
Detheto
Legacy Username
Noctule: So even if you had

Noctule: So even if you had to make a 100 runs to earn a Mist Tank would noticeably affect the amount of players buying CE? Guess that's why they created Mist Tanks in the first place >_>
I honestly can't recall playing with ANYONE who used guns or bombs who wasn't 4/5* and wasn't just hitting switches or newb.

tuiopo96: I admire your honesty. But I can't understand what you're saying. And I don't get how it won't reduce alts either. I don't have a dream 5* set. How am I being selfish? And I've realised i've just wasted my time replying to you " Please explain me how u will turn switch that is far away with a sword ?!?"

Thu, 07/28/2011 - 12:17
#6
tuiopo96
Legacy Username
i ment ya know how switches

i ment ya know how switches are behind walls ? How can you hit it with sword wich cant reach it ?!? Well sorry for that selfish offence i tough u have but whatever.I dont know how to reduca alts either. Oh yeah and can ya tell me what loop mean ?

EDIT: I readed all and actually you have some good ideas . I was blinded from the poor ideas on the top. Whatever i love the idea with the Enciclopedia :P

Thu, 07/28/2011 - 12:29
#7
Detheto
Legacy Username
Tuiopo96: Oh cool, I haven't

Tuiopo96: Oh cool, I haven't wasted my time. No offence, but it's pretty obvious...that's what jars are for! It's not a coincidence they appear wherever switches are near by. Looping is a method used to farm levels for Crowns and another reason people create alts.
Thanks. Not a fan of the "blinded" part though. The encyclopaedia would basically be a Pokedex, so not terribly original, but still, it'd be a nice incentive to explore.

Thu, 07/28/2011 - 12:39
#8
tuiopo96
Legacy Username
I said the "blinded" thingie

I said the "blinded" thingie cuz i forgot how its the word on english xD

Thu, 07/28/2011 - 13:03
#9
Madadder's picture
Madadder
dont go grammar nazi on

dont go grammar nazi on me.... its at least legible

A: let me rewrite that i don't like it because i offset as much as i can using ME. i dont see why u are trying to punish people for it.

B: then how about 4*? the 3* item needs a heat level of 5.

C: im all for fixing looping but this is punishment to those that dont care for exploration of the clockworks and simply want to fight the bosses repeatedly

D. actually this isnt elaborated enough. i saw it as simply choosing your level which is no now i'm confused as to wth u r talking about

path markers were drawn by whom? this continuity fail imo

gate creation has been one of the major fail points of SK aside from the more notable problems like lag and energy. auto sell, boosting, preventing a single themed gates, i dont think OOO thought gate creation through every well

the new Colosseum update seems to be PVP. anyway, we need to see how that goes, but in normal dungeon crawling i see this as a sort of shortcut/ cheat which i still dont like

yes several threads from players concerning lag compensation have been posted

reward is one thing taking business from OOO is another. im all for using excess heat for something but not if it undercuts OOO.

why not just add a wanted board that lists certain monsters for a reward? could be a daily quest thing

isnt the point of having those 0 star things so that newbs can at least have something?

having a player new to T3 with a blast bomb to see how it plays is one way to turn them way from bombs in general... i meant the exploration of the various weapon paths.

Thu, 07/28/2011 - 13:05
#10
Koffin-Kat's picture
Koffin-Kat
@ Detheo

"Guess that's why they created Mist Tanks in the first place >_> "
They created Mist Tanks so this game can be played for free (and to attract players, of course. Only very few people would play this game if it was clearly Pay to play).

"I honestly can't recall playing with ANYONE who used guns or bombs who wasn't 4/5* and wasn't just hitting switches or newb."
Not sure how do you mean the end of this sentence.
But if they didn't use guns, they probably need to learn to play more effectively. Guns are very helpful against some monsters, not to mention gun puppies, switches and explosive boxes that sometimes need to be cleared (yes, it IS possible without a gun, but still).
I have my Cryo Alchemer since I was 2*

Thu, 07/28/2011 - 13:32
#11
Detheto
Legacy Username
Monkeyman: Wasn't going

Monkeyman:
Wasn't going grammar nazi, just a suggestion.

a. Fair point, it is quite a brute solution, couldn't you offset it by doing more dungeons?

b. Then you only get the bonus after you reach Heat level 5...duh.

c. So are you pro farming or pro exploring?

d. Once you've beaten a level you can jump straight back to it later. Simple.

I don't know? Does it really matter if it's a useful idea? Heck, maybe the whoever built the clockworks drew them so they didn't get lost, or maybe previous Spiral Knights did.

That's doesn't address any points.

HOW would a button for a second weapon be cheating?

Lag compensation links please?

HOW is it taking business away from OOO?

Because that requires constant maintenance and doesn't offer anything if the monster isn't on the list.

They have the proto series, then they get 1* pieces (or 2* if they've looked up weapon suggestions online).

By the time they hit T3 they can probably afford to check out several different bombs.

Noctuelle:
Yes. I know. My point was it's something that gives the player ME for free and doesn't cause any of the issues you suggested could happen with my suggestion.

Well the few Gun Puppies that REQUIRE (not benefit from) the use of guns could be ignored (as would happen in an (unlikely) all sword group) or removed from the level. Didn't think of explosive boxes and don't know that they are that necessary at T1.
You've had you Cryo Alchemer since 2* you say? ...as in...T2...

Thu, 07/28/2011 - 14:06
#12
Madadder's picture
Madadder
A. and if i have ME at 100

A. and if i have ME at 100 and CE at 780 to make a 5* item i have to grind up more crowns to get another 100 units just to do it?

B. then they may as well reduce all energy prices prior to 5/17, since the playerbase will abuse this

C. both but the lack of unique environments turns many away

D. i thought u wanted to end looping not encourage it. i do Vanaduke runs sure for the unique environment but also to make money to get the energy for crafting. now you want me to do other less profitable runs just to end looping? isnt that a bit extreme

but still i think OOO wants people to explore freely

oops that was a typo i meant to write "shortcut/lazy design" but it didnt take. anyways whats the point of having the mouse wheel then? how about those with 4 weapons then?

hold on trying to find it i know there was a topic about it somewhere. in any case in almost every "fix the lag" thread there is always people saying they need compensation for it namely for shields

this reduces sales of CE dur

constant maintenance? the rest doesnt make sense why would u try to kill something that isnt apart of the objective? unless its for loot

u mean waste time and energy in investing in something that might not work for them?

Thu, 07/28/2011 - 14:12
#13
Koffin-Kat's picture
Koffin-Kat
@ Detheo

"You've had you Cryo Alchemer since 2* you say? ...as in...T2..."
You got me on this one, hehe. Didn't realize that :D
(although I might have bought the gun sooner than I gained T2 acces, but don't remember it so let's just ignore it)

Anyway.
I can give you an example of exploding boxes that need to be cleared in T1.
In one of the levels before Snarby, there are some floor spikes and right behind them are explosive boxes with no "jug" to throw.

They can be destroyed by throwing a vial at them, right, but that'd be kind of a poor solution.
They can be destroyed with sword too, but that way you would only get yourself injured by spikes AND the explosion.

---

But the point is not that guns/bombs are NEEDED in T1/T2. The point is that it provides wider range of weapons (and thus play styles) to choose from.
Anything resctrictive wouldn't be a good idea.

Thu, 07/28/2011 - 14:30
#14
Detheto
Legacy Username
a. You've already grinded up

a. You've already grinded up 780 worth of CE...what's another 100?

b. How can it be abused?

c. Well then offering an incentive for exploring different levels should be a good thing

d. I want to reduce the incentive for alts. I don't mind looping, I don't like that "normal" players are at a disadvantage. I assume you do Vanduke runs mostly for the tokens, are you in that much of a rush? Doesn't any environment's uniqueness decrease if you play it multiple times?

Markers: "but still i think OOO wants people to explore freely" yes, and they would have more freedom because they would be free to choose whether to rush through or get the bonuses.

Secondary weapon button: Have the primary weapon fixed and have the wheel change the secondary weapon.

Lag compensation: Marvellous, I've seen several lag threads but none mentioning compensation. Can we agree it'd be a reasonably cost effective solution if they could get it working well?

Would it really, lets say you did have to do something like a hundred levels to get this Mist Tank. Assume you also get 1500 Cr per level. That would net you 3000CE, does 100ME really seem like that big a deal in comparison? If you can think of another worthwhile reward for excess heat feel free to suggest it.

Yes, constant maintenance, someone would have to choose the monster each day. And it'd get repetitive pretty quick.
"the rest doesnt make sense why would u try to kill something that isnt apart of the objective? unless its for loot"
Because it'd by added to the "Pokedex"?

"u mean waste time and energy in investing in something that might not work for them?" Like new players do now you mean?

Thu, 07/28/2011 - 14:46
#15
Detheto
Legacy Username
@ Noctuelle

"You got me on this one"
Haha, I was bound to get someone on something at sometime.

Okay, I'm not saying leaving guns and bombs 'till later tiers would work straight away. Some levels could be modified to not require guns or bombs, adding jugs, removing exploding boxes or having all Gun Puppies killable with a sword. This would help eases new players in and add a freshness when you hit T2.

"The point is that it provides wider range of weapons (and thus play styles) to choose from."

I should really have clarified from the beginning (sorry). I'd like it if SK had that feeling you get in Zelda when you get a new piece of equipment and suddenly new game mechanics are opened to you. Like when you get the boomerang (or bombs).
If you're looking for different playing style there are SEVERAL swords to choose; and I haven't gotten to play with them because I've was too busy trying out guns and bombs before I found out they are only effective for DPS (and thus worth getting to replace the Proto Gun) beyond T2. Like I said, I've only really seen sword players and they all seem to be using the same two swords (Cutter & Calibur) even though there's more choice and a lot of themm (like me) have brought Alchemers that they only use for shooting boxes, switches and killing far away Gun Puppies.

Thu, 07/28/2011 - 15:06
#16
Psychorazer
.....

Um... this sounds waaaay past me. I'm only a 2* player entirely. A 3* may be coming for me soon, but anyway...

All my gear is already maxed out since I'm focusing on getting cr. I have absolutely NO USE for ALL the heat I get, and that's usually half the boxes I open. It's ALWAYS 'pity...I can't use ANY of the eat this is giving me...' An alternate use for gained heat would be good. I don't care if it goes to ME, reduction of Lift cost of the pet idea, but just have another use for it.

Laser sights? Awesome. Can never have enough of laser sights. can't always bring my mouse over to a target in time to shoot.

Lag? Mhm. I can almost never seem to shield in time. Even if I run away, I mostly get hit although my computer registers me as being out of strike distance.

Anything else I don't feel up to commenting on. Continue...

Thu, 07/28/2011 - 15:17
#17
Madadder's picture
Madadder
A. i have 880 in total

A. i have 880 in total energy y should i need a specific type just to craft?

B. they raised the cost of energy for a reason. think about it for a moment. they grind an item to to upgrade, unbind it, sell for more profit

C. there are only a handful of levels the rest are copy paste with a new color filter and theme

D. actually i quit b4 vana unless in an experienced team and for the uniqueness no it doesnt the other gates are mainly copies and compared to a boss stratum they are just not worth it

Markers... why would you rush through it? everyone clears as much as possible?

that is possible but how would u know which of the other weapons you have selected

in this context no, its not, but u forgot to multiply that for very player in SK. OOO is a business that handles some big numbers any amount in a downward trend really hurts them

lol no they can make it randomly generate the monster daily. and going down the clockworks no matter which gate it is ISNT repetitive? again we have wiki for that there isnt a point to an ingame bestiary

the difference is they dont contend with the horrors of T3. T1 only uses normal damage

Thu, 07/28/2011 - 15:51
#18
Nodocchi's picture
Nodocchi
You made a suggestion to

You made a suggestion to reduce the impact of alts but never stated why alts are a bad thing. Using alts for crafting only influences the 1 and 2 star equipment market, which is good new for new players since they can get equipment for cheap. At the same time, alts are already being limited by 2 factors:

1. All accounts on a single computer have their ME linked and in order for an account to not be linked to the other ones it must buy CE with real money.

2. Only 3 accounts are allowed to be created on a computer, whether they be paying or non-paying accounts.

There are ways to be past this, namely owning several computers, but even that puts a limit on how many alternate accounts a single person can have.

There have been way better suggestions for how to stop looping, ideas which don't punish players who are not seeking to abuse the system. Your idea is poorly thought out and punishes players who are just playing the game as intended.

Having heat accumulate into ME seems like one of those ideas that look good on paper but when you try to implement it, turns out it is next to impossible to do so properly. A few points to consider, if OOO makes it difficult enough to turn heat into ME so that it doesn't affect buying CE, then will this change even be noticable? Will new players play with full heat on all equipment frequently enough to actually be able to make use of this? This idea seems like it would help new players but if implemented, the only ones it would benefit are end game players with max heat on all their 5*s. Even then, they probably won't feel much of a difference.

Thu, 07/28/2011 - 15:56
#19
Koffin-Kat's picture
Koffin-Kat
Have to say that...

...I do agree that heat SHOULD be useful somehow even when all items are leveled (I'm in the same boat here, Valkyrie... "Grr, heat again from that treasure box... Gimme something else, don't need heat anymore!" :D ).
Just don't agree that it should be related to our ME regen.

Thu, 07/28/2011 - 16:00
#20
IronBrofist
Legacy Username
really

i honestly think that the way the stratum's are right now is perfectly fine if i find a stratum that i make 5k+ ima play that stratum till it disappears when ever a gate comes out i try it from 1-the core starting with 0 crowns and every time i Finnish a level i wright done my current number of crowns then clear them and do the rest of the floor which ever gate i make the most money in that matches the gear i prefer to use I'll do until its gone then ill try the rest of the gates this is the way i play i dont wanna be playing gate roulette trying to make enough crowns to make it by plus i do boss gates a lot i dont want to end up making it to where i make 2 cr every time i do a Vanaduke run thats just ridiculous

Thu, 07/28/2011 - 16:35
#21
Psychorazer
Heat...

Always an issue...soooo much heat, absolutely NOTHING to use it on. The heat to ME could work as maybe every many units of heat for an ME? Or just reduce the cost of the lift maybe? Or even store it in a heat tank for use on new gear when it comes would be good. FOO YOU HEAT SYSTEM!!!

Thu, 07/28/2011 - 17:21
#22
Detheto
Legacy Username
Xiax: I think (though the

Xiax:
I think (though the research hasn't been done) alts are bad because they allow individual players to have a higher proportion of Crowns. Sure it decreases the value of 2* star items, but that means that all challenge is gone from working your way from 0* through to 2* and, more importantly, it increases the cost once you get past 2*.

"1. All accounts on a single computer have their ME linked and in order for an account to not be linked to the other ones it must buy CE with real money.
2. Only 3 accounts are allowed to be created on a computer, whether they be paying or non-paying accounts."
Yet you still end with a market flooded with cheap 2* gear. Resulting in attemps to profit from crafting AND having fun in the game nigh on impossible.

Your idea is poorly thought out and punishes players who are just playing the game as intended."
Does it? I'd quite like to have an incentive not to grind the most profitable levels over and over again (which, to me, seems to be the intended way of playing the game), BUT be able to repeat them periodically (maybe every hour or two)

Okay, EVERYONE, Heat -> ME Tanks. I only suggested ME Tanks because they're the only thing I could think of that you can't buy. What I believe nobody wants to happen is for Heat to turn into another Crown/CE supply. No reward for excess heat seems lame. The point is to make players think "Oh! More heat. I'd rather have crowns, but it's better than nothing". If anyone can suggest a reward that isn't ME Tanks fills the aforementioned requirements then say, but that's the best I could come up with. And if you're full heat on all 5* why are you still playing? To get new gear? Which would require heat?

IronBrofist:
Your method sounds great for your play style, but for new people and casuals I think it's a little unbalanced.
I think a point I should have mentioned, if you're getting less crowns for doing runs...SO IS EVERYONE ELSE! It just means that less experienced players can get similar crowns to you if they have the same level of skill, though I can see why you wouldn't like that.
As for the boss argument. If this was implemented, well, you'd have to make a choice between obsessively token farming or breaking it up with some exploring. And TBH, if the time frame for the crown rate to return to normal was reasonable enough you may only have to do one stratum between boss runs.

Valkyrie182:
Glad you liked some of my ideas. Heat tank isn't a bad idea, but I think it'd reduce the value of heat (which is already low enough lol). And when it comes reducing Lift costs, that'd harm Energy spending, which would harm OOO's bottom line.

Monkeyman: Your arguments are poorly articulated, filled with contradictions and you miss points entirely. At least I was expecting you.

Thu, 07/28/2011 - 17:37
#23
Madadder's picture
Madadder
thats nothing new and u know

thats nothing new and u know what i could care less. i am chalk full of contradiction.

At least I was expecting you.
whats this suppose to mean

Thu, 07/28/2011 - 20:01
#24
Nodocchi's picture
Nodocchi
#Detheto Right now the

#Detheto
Right now the problem is more along the lines of tier 1 being not as profitable as tier 2 and 3 so tier 1 players are at a disadvantage compared to higher tier players in terms of how much crowns they can make with their energy. Allowing players to reach tier 2 more quickly should be seen as a positive, not a negative, since less players will be quitting from frustration of not being able to sustain themselves on CE. This doesn't increase any costs once a player is past 2*. The jump in prices might be dramatic but 3* equipment prices are still quite reasonable given their crafting costs.

Your idea for reducing returns when a player repeats a level is not an incentive to do other levels, it merely punishes players for playing a certain way. An incentive would be giving a bonus to crown drops for doing different gates each run. Incentives work based on rewards, nothing in your suggestion is rewarding a player, it is merely punishing him. A game built based on punishments in order to force players to play a certain way is really no fun. This is why I believe your idea was poorly thought out. I hope this clarification makes my stance easier for you to understand.

Thu, 07/28/2011 - 21:27
#25
Detheto
Legacy Username
Xiax: There's no way to know

Xiax:
There's no way to know for sure, but do you think that alt crafting might keep CE prices higher? If it does then I don't think my ideas too bad. If for some reason I don't it would lower them then I'm happy to admit defeat on this one.
Ooo! How about a refund/crafting mist tank. It would add more complexity but would solve the issues I would like to see solved
Your secondary tank recharges at the standard rate and also up to 100. If you craft with CE then that amount of energy gets transferred from your secondary tank to your usable Mist energy (no proper cap, but practically capped at 200). E.g. Both tanks are at 100. You craft a Calibur for 50CE, your ME goes up to 150. Obviously there would be some issues, some could see it as free crafting, but it's as free as alt crafting and everyone has it AND it encourages dungeon running. The values could be different (e.g. slower recharging, lower cap than 100) but I'm just throwing this out there.
Kinda worried this has been suggested before though...

I think that you're getting too hung up on the definition/usage of incentive and punishment.
Scenario 1) Imagine that from the start, the game had diminishing returns for crowns every time you played ANY level. NOW imagine I'm suggesting that you get bonus crowns if you don't replay a level for a certain amount of time. In that case (I think) you'd call it an incentive.
Scenario 2) You do offer bonus crowns for varying the levels you play BUT to compensate for the extra crowns OOO has to reduce overall crown ouptut for all levels. I'd call that punishment, and not just for Token farmers and Loopers.

Monkeyman:
I think you mean "couldn't care less" http://www.youtube.com/watch?v=om7O0MFkmpw.
The term is CHOCKfull.
My first reply to you said I was expecting you. That was because I've seen you dismissing many people's suggestions without any real reasons. Because I was expecting you I was somewhat prepared for your trolling.

Thu, 07/28/2011 - 21:49
#26
Nodocchi's picture
Nodocchi
Rather than alt crafting

Rather than alt crafting affecting the prices of CE, I think it is the other way around and that CE prices are affecting prices of alt crafting. At any CE price, alt crafters have to undersell players who are crafting using CE in order for their items to sell. Players who craft using CE set their prices depending on the largest cost in their crafting, which would be CE. Thus 100 mist energy can be inefficient converted to around 50-80 crystal energy. It would not only take an incredible amount of alt crafting to affect the CE market but also an incredible amount of new players buying all this underpriced gear. I just don't think there are enough new players buying 2* gear to generate enough of a force to affect the CE market.

Your refund idea is interesting, but I fear if it is implemented it may just prompt OOO to increase the cost of crafting yet again.

As for your diminishing returns idea, in scenario 1) OOO would still have to reduce overall crown output by your logic because people would be making more crowns than before like in scenario 2). In any case, I was giving an example not an actual suggestion. I'm just saying what you are suggesting is punishing players for playing a certain way; and that is just not fun. If you want players to do something else you should reward them for it, not punish them for doing it the wrong way. No matter how you say it, giving diminishing returns when doing the same level again within a certain amount of time is punishment. There are many ways that players can repeat a level legitimately without using an alt, players can just be lucky and join friend doing a profitable level and once they are finished another friend gets to the profitable level so the player can join that friend and do the level again. Your suggestion would punish this player instead of rewarding his good luck.
There are much simpler fixes, one of which is detailed here: http://forums.spiralknights.com/en/node/16950

Thu, 07/28/2011 - 22:24
#27
Detheto
Legacy Username
Umm, I think you didn't get

Umm, I think you didn't get what I was saying...or I don't get what you're saying. ME doesn't cost anything. So alts can always undersell everyone else.
We don't have enough data to tell whether if or how alts affect the market or how many new players are buying underpriced items, so my arguments kind of break down about now.

True, the refund idea might increase the cost of crafting, but that could be offset by effective reduction in cost.

Scenario 1 & 2 were just examples to show that you're making too big a deal of the words incentive and punishment. You still are. ANYTHING can be an incentive or punishment depending on how you look at it.
Rewarding players for having more friends (thereby increasing their chances of hitting a high crown level) punishes people who don't add many friends.
The friend method is another method for (depending on your luck) looping, so the suggestion you linked would prevent that, but it punishes people by preventing them from playing the way the want to play, i.e. getting the most crowns for their energy.

Fri, 07/29/2011 - 01:39
#28
bushwhacker
Legacy Username
> "a. Make crafting above 1*

> "a. Make crafting above 1* require CE, no ME. If you have enough crowns for the rest of the alchemy cost buying 100CE shouldn't be a problem; especially if…"

I see where you're coming from but this would be kind of annoying, it might stop an issue but it'd hurt players who don't abuse it as well. A bunch of my friends take breaks from the game and like to simply use their energy for making some items so it doesn't get wasted.

> "c. Have a law of diminishing return for levels. Once a player has gained x crowns from the level they get y% of usual crowns until z time has passed. This would encourage exploring different levels.
d. Have a level select IF c. is implemented, but only for levels already cleared."

I actually thought this already existed, guess I just got better drops last time I ran Royal Jelly Palace. The level select thing sounds convenient, as long as you're able enough arenas are head and shoulders more profitable than other level types(though with that knowledge a lot of levels go unplayed in comparison).

> "Path Markers: Have a line on the ground from the entrance elevator to the exit elevator to reduce back tracking."

Maybe it's just me, but I have little trouble finding the correct path, and I think not knowing precisely where to go promotes explorability, which is positive IMO.

> "Expressions: for player avatars, smiley style, using eyes and mouth only. Another nice way to spend Crowns/CE."

I'm neutral on expressions in particular, but I seriously think there should be more appearance/convenience/fun things that can only be gotten with CE, because as it is people with CE have a lot of control over things and things can became kind of unbalanced. I've heard a lot about the popularity of fun items in games these days.

> "Laser sights: for guns, Metal Gear Solid style. Aiming always seems to be off for me, especially with an analogue stick. I think this is because the game isn't truly top down."

I don't know about a laser-sight, per se, but it seems like I have trouble hitting things sometimes myself. If an enemy is moving in an odd direction I hit about 10% of the time, and oftentimes my projectiles hit the edge of an enemy, dissipate and deal no damage which is really annoying.

> "Interact button: Seriously, I don't know if it's meant to be, but reviving people is HARD! Just give have a button if you press it within a marked radius carry out the appropriate action, regardless of the avatar's direction. Keys, pots and shards aren't as hard but could still benefit."

I do feel that sometimes I have to be more precise than I should need to when reviving, it's also really annoying when I rush over to revive someone midcombat only to find out someone already took care of it but they haven't revived yet for some reason.

> "LAG COMPENSATION: If possible ESPECIALLY for shields. The amount of times I've been hit by something even though I've shielded in ample time is tremendously disheartening."

I actually mentioned something like this in a different thread, but people (presumably people with little lag) were against my idea of lag causing the character to shield automatically.

> "Excess Heat energy: When all equipment is at 10, the excess heat could accumulate and get converted into a Mist Energy Tank at a certain point (After MANY runs)."

I LOVE this idea, I really REALLY wish heat could be used for something else, I've gotten TONS of the stuff that simply goes to waste because most of the time everything I have is already level 10.

> "Gear cull: To reduce the learning curve for newbs, eliminate useless equipment (i.e. ALL 0* gear), though maybe have it as costume gear."

Sadly enough, 0 and 1 tier gear is going pretty much unused in the game, it doesn't take long to get tier 2 gear and the jump from 0 to 1 just isn't very much. There's also the fact that only the haze bomb (which is soon going to be a tier 2 item if I'm not mistaken) is the only tier 1 item that goes all the way to tier 5.

It's kind of a tough problem to tackle (which is probably why problems exist :D), I think more variables in armor would create more reasons to use differing types of armor. But as it is many armor types (even upper tier armor types) are going almost totally unused, people see that some types of items give certain bonuses and then they just don't have any reason to check out other armor types. With additional variables (slight move speed increase, aggro decrease, aggro increase; appearance changes like auras, etc.) it could cause many different types of armor that were previously ignored to be checked out.

> "Swords only at T1: Only allow guns when you hit T2 and Bombs at T3. In my experience they're a distraction until the aforementioned tiers and there's a bunch of other reasons too."

I'm not sure I understand completely, making entire weapon types unable to be used you're pretty far in the game seems... pretty dumb, to be blunt.

But on the other hand bombs under tier 5 do seem to have bad radiuses and guns just don't compare to sword damage at all (which is probably why a ton of players, especially newer players, don't even give guns a try). They both have advantages swords don't offer, but I don't think it's an exaggeration to say swords overpower them at least 75% of the time.

Fri, 07/29/2011 - 02:20
#29
Madadder's picture
Madadder
actually in this context i

actually in this context i could care less because i cared enough to reply to your statement

wow, one honest unintentional spelling error and someone jumps all over me about it

so your telling me you would support something like this without a reason?
http://forums.spiralknights.com/en/node/2618
or
http://forums.spiralknights.com/en/node/15326

most of the time, subjects i don't give a real reason to is because i dont care about it or its been discussed a lot and i dont want to restate it. So lets take changing personal colors, i dont care whether or not it gets implemented. when people ask i do go into further explanation

Fri, 07/29/2011 - 06:53
#30
Vermilicious
Legacy Username
Don't be angry for people

Don't be angry for people commenting your ideas. They might have just ignored it. That said, monkeyman135 has given much good input in this forum and I agree with many of his views on your suggestions.

I'd like to point out that Mist Energy is shared between characters. Are you talking about multi-clienting? That's a whole other issue.

I'm not 100% sure what this looping business is all about. Is it that players are using alternative accounts to gain access to high paying levels? Isn't there a timeout on inactivity though?

Path markers: I think this is a bad idea. The randomness and uncertainty is one of the interesting parts of this game's mechanics. Why ruin that? Besides, most players would try to kill and collect as much loot as possible. Do you want it to be over with as quickly as possible?

Expressions: That'd be cool, but the characters in SK doesn't really have "faces". I guess they could expand the emotes a bit though.

Auto-sell: I kind of agree with you, but I also think the whole gate creation thing needs some re-evaluation. It's just more or less impossible to affect the final result. Auto-sell just makes it even harder.

Excess Heat energy: I disagree for two reasons. 1) The energy system is fine the way it is, we don't need more "free" energy. 2) It would blend two very different things. Heat levels equipment. It has nothing to do with Mist energy.

Encyclopaedia: This might not be a bad idea. I had this little idea some time ago about a "monster museum" or such, where you could inspect and perhaps train on strategy. The monsters would be locked untill you killed such a monsters, as you mention here, or maybe if you get some kind of special token.

Swords only at T1: I disagree. Too much complexity.

I think the introductory part of the game and info stations are sufficient for the most part. There is, however, quite a bit of information that's mentioned in the wiki that is pretty important to basic understanding, but does not exist anywhere in-game.

Sat, 07/30/2011 - 00:51
#31
Detheto
Legacy Username
bushwhacker: >"a.I see where

bushwhacker:
>"a.I see where you're coming from but this would be kind of annoying, it might stop an issue but it'd hurt players who don't abuse it as well. A bunch of my friends take breaks from the game and like to simply use their energy for making some items so it doesn't get wasted."
Yeah, it's kind of a tough problem and I prefer to dungeon of crafting so I can't really see it from the other side. I'm starting to wonder though...from OOO's POV they want people to be making as few Crowns/energy as possible for free. What would happen if they banned weapons, shields and armour from the AH?

> c. and d. "I actually thought this already existed, guess I just got better drops last time I ran Royal Jelly Palace. The level select thing sounds convenient, as long as you're able enough arenas are head and shoulders more profitable than other level types(though with that knowledge a lot of levels go unplayed in comparison)."
Just wanted to laugh with you that you thought diminishing returns already existed, lol.

> "Path Markers: Maybe it's just me, but I have little trouble finding the correct path, and I think not knowing precisely where to go promotes explorability, which is positive IMO."

I certainly have a hard time knowing which path to take and apparently the groups I join do as well because we almost always spilt up and then re-converge when it's clear which one gives the bonuses. We all end up exploring as much as possible anyway but it's currently frustrating, boring and time consuming.

> "Expressions: Yeah, more ways to spend with fun little things would be nice.

> "Laser sights: I don't know about a laser-sight, per se, but it seems like I have trouble hitting things sometimes myself. If an enemy is moving in an odd direction I hit about 10% of the time, and oftentimes my projectiles hit the edge of an enemy, dissipate and deal no damage which is really annoying."

That's an odd problem, maybe something to do with the hit box or lag...

> "Interact button: I do feel that sometimes I have to be more precise than I should need to when reviving, it's also really annoying when I rush over to revive someone midcombat only to find out someone already took care of it but they haven't revived yet for some reason."

Yup, if there was a bright/colourful radius marker when they needed to be revived that disappeared when they had, that'd probably solve both problems.

> "LAG COMPENSATION: I actually mentioned something like this in a different thread, but people (presumably people with little lag) were against my idea of lag causing the character to shield automatically."

I think the problem with that is where do you dram the line? What if you're charging you're weapon and you you lag? That'd take away all your charge. If compensation was added you could CHHOSE to shield if you start lagging and then when the game caught up it could act as if your shield had been up as soon as you started lagging.

> "Excess Heat energy: I LOVE this idea, I really REALLY wish heat could be used for something else, I've gotten TONS of the stuff that simply goes to waste because most of the time everything I have is already level 10."

Yeah, same, just people seem to be against it due to the additional energy. Maybe you tokens would be good. They're something else you can't buy.

> "Gear cull: Sadly enough, 0 and 1 tier gear is going pretty much unused in the game [...]"

Your suggestion would require quite an overhaul of the system which would take time & money. I'd love to see it happen but for now I think the biggest detriment is the new players who might waste resources getting bad gear and end up quitting because of it.

> "Swords only at T1: I'm not sure I understand completely, making entire weapon types unable to be used you're pretty far in the game seems... pretty dumb, to be blunt. But on the other hand [...]

Don't worry about being blunt, you made a decent argument. I just think that swords AND guns AND bombs add extra complexity with little benefit at the start of the game and simplicity sells. The alternative would be to make low tier guns and bombs viable but that adds more complexity and requires OO to do a lot more work. If you offered them as a reward for reaching new tiers I think that's be a nice touch. The advantages you speak of aren't really there until higher tiers either.

monkeyman135:
>"actually in this context i could care less because i cared enough to reply to your statement"
Well if that's the case then in this context you could both care less and care more; making the statement redundant.
>"wow, one honest unintentional spelling error and someone jumps all over me about it"
It wasn't a spelling mistake. You used the wrong word. It was hardly jumping all over you, I simply pointed it out.
>"so your telling me you would support something like this without a reason?
>http://forums.spiralknights.com/en/node/2618"
I would have said that wouldn't work because OOO wouldn't have been able to make a profit.
>"http://forums.spiralknights.com/en/node/15326"
I would have made the points you made but without all the arrogance and grammatical errors
>"most of the time, subjects i don't give a real reason to is because i dont care about it or its been discussed a lot and i dont want to restate it. So lets take changing personal colors, i dont care whether or not it gets implemented. when people ask i do go into further explanation"
You're still a jerk about it.

Vermilicious:
>"Don't be angry for people commenting your ideas. They might have just ignored it. That said, monkeyman135 has given much good input in this forum and I agree with many of his views on your suggestions."
I'm not angry that he commented, I'm unhappy with HOW he commented.

>"I'd like to point out that Mist Energy is shared between characters. Are you talking about multi-clienting? That's a whole other issue."
I'm talking about using multiple accounts.

"I'm not 100% sure what this looping business is all about. Is it that players are using alternative accounts to gain access to high paying levels? Isn't there a timeout on inactivity though?"
Pretty much, expect they use the alt as a level holder and don't really do anything with the (usually) underpowered alt. There is a timeout but that's simple and pretty painless to manually bypass

>"Path markers: I think this is a bad idea. The randomness and uncertainty is one of the interesting parts of this game's mechanics. Why ruin that? Besides, most players would try to kill and collect as much loot as possible. Do you want it to be over with as quickly as possible?"
It's not randomness or uncertainty because there's no penalty for choosing the wrong path. Yes, they would try to get as much loot as possible. I want the time spent not fighting or exploring to be over as quickly as possible. And before you say, no, I don't think backtracking to bonuses is exploring (which is all I'm trying to get rid of).

>"Expressions: That'd be cool, but the characters in SK doesn't really have "faces". I guess they could expand the emotes a bit though."
I know they don't really have faces but all that needs to be added is a mouth and then give an option to change the shape and size of those two.

>Auto-sell: I kind of agree [...]
Thanks. Seems most people don't like the gate creation system. This would probably improve it with little effort.

>"Excess Heat energy: I disagree for two reasons. 1) The energy system is fine the way it is, we don't need more "free" energy. 2) It would blend two very different things. Heat levels equipment. It has nothing to do with Mist energy."
1) It would be a tiny amount of "free" energy. It wasn't suggested to fix anything with the energy system. If OOO didn't want to add any more "free" energy then why did they add free mist tanks?
2) I don't like the rational of that argument. If you don't include the Crowns for energy market then Crowns have nothing to do with energy. So what? They made it have something to do with it.
3)What do you think of tokens instead? Maybe a new type of token or a shop to trade in heat for your choice of token. AND BEFORE you say "that would unbalance the token system" through discouraging people to do boss runs let's assume that you have to acquire 200 levels worth of heat per token.

>"Encyclopaedia: This might not be a bad idea. I had this little idea some time ago about a "monster museum" or such, where you could inspect and perhaps train on strategy. The monsters would be locked untill you killed such a monsters, as you mention here, or maybe if you get some kind of special token."
That's sounds cool. I'd be happy with something more simple. http://www.nintendospin.com/wp-content/uploads/2008/11/castlevania-dawn-... See the bit where it says Devil? That's what I'm talking about. Just something to let you know the name, and then when you kill it, whether it was strong weak or neutral to the type of weapon you use. Oh, and a Pokedex to encourage exploration.

>"Swords only at T1: I disagree. Too much complexity."
Really? I think it would make things simpler.

">I think the introductory part of the game and info stations are sufficient for the most part. There is, however, quite a bit of information that's mentioned in the wiki that is pretty important to basic understanding, but does not exist anywhere in-game."
Yup, they really need to get some of that stuff from the wiki into the game. Most new players don't realise that heart drops are unique to each player or that Crowns are shared.

Sat, 07/30/2011 - 01:52
#32
Twiddle's picture
Twiddle
The way to reduce alts:

The easiest way to reduce crafting and grinding alts: make it impossible to send or trade items and crowns between two accounts that coexist on the same computer. Also make moving crowns or items between such accounts though a third party a bannable offense. Educate users on why this policy exists. That way a player can have an alt, but that alt will only provide extra play time to that player. Any crowns or items earned by the alternate account cannot be moved to a player's main account unless that player has two computers.

The easiest way to reduce looping alts: Make it impossible for invites to be sent between two accounts that coexist on the same computer. Make it impossible for two accounts that coexist on the same computer to be on the same floor at the same time (joining such a party would produce an error message.) That way you can't use your alt to loop a level unless you have two computers.

Sat, 07/30/2011 - 05:56
#33
Detheto
Legacy Username
Zanoni: All of your arguments

Zanoni:
All of your arguments fall down if the player has access to more than 1 computer. I have access to at least 2, I can't think of anyone I know that doesn't.

Crafting alts: Your idea wouldn't affect many people it would certainly inconvenience people who genuinely share a computer to play Spiral Knights. For example, it would suck if you were a kid living in a house with one computer and you couldn't help your sibling out with a few Crowns for that latest bit of gear.

Looping alts: along with the above when you're looping you only need 1 person per group (guild and/or friends list) to have a 2nd computer for it to be a non-issue.

I'm really starting to like my idea of not allowing any gear to be sold on the AH, though I don't think many other people will. This could be done by making all crafted items bind on pickup. And maybe offer the choice of pouring ME into the crafting machines so that the people who don't feel like playing SK on a particular day have something to do with their ME if those people start whining. Although you'd have to have it so it wouldn't be more profitable to pour ME into the machine than dungeon running.

Sat, 07/30/2011 - 07:02
#34
arasuki
Legacy Username
only gonna comment on 3 laser

only gonna comment on 3
laser sight: brilliant. May reduce system performance for older PC's though. Have it as an option like damage numbers.
Encyclopedia: brilliant brilliant brilliant.
Sword t1/gunt2/bomb t3 restriction: NOOOO.NOOOOOOo. TERRIBLE. HORRIBLE.

Sat, 07/30/2011 - 10:45
#35
Madadder's picture
Madadder
im omitting things in light

im omitting things in light of "this isnt going anywhere"

It wasn't a spelling mistake. You used the wrong word. It was hardly jumping all over you, I simply pointed it out.
technically it is a spelling error since i meant chock full but misspelled it chalk, chock and chalk are homophones, my mistake. pointing it out would have been "you misspelled 'chock full' " not marching it up so the whole world can see with all caps.

I'm unhappy with HOW he commented.

aren't taking things out of proportion? i AGREED on some points others i bluntly said yes, no, maybe, or discussed before. the only point i despised was the restriction of weapon select in t1/t2, because i adamantly don't want that, i use a shivermist buster on Jelly King

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