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New Status Effects Suggestion

17 replies [Last post]
Fri, 07/29/2011 - 00:16
T4K3ND0WN
Legacy Username

Greetings fellow knights,

After playing Spiral Knights for a while, Me, and a few other knights, have thought of some new status effects that could be added to the game. There's always room for more of them. As we all know, so far we have:

-Fire
-Curse
-Freeze
-Stun
-Poison
-Shock
-Sleep

Here are my suggestions:

Blind: A status effect that Blinds an enemy or Spiral Knight.

The Blind status effect leaves enemies attacking randomly out of target, as they have been affected by the Blind status effect. When fellow Spiral Knights receive the Blind status effect (caused by an enemy), their screen distorts making it really difficult to see what's going on around them. The Blind Vial could also exist too. It could be a White Vial (Just like the Stun Vial is yellow with a grey outline ect) which symbolises Light/or something bright.

Of course, I have many other ideas to share like having King Tinkinzar as a Tier 3 boss as Lord Vanaduke seems to be the only Tier 3 Boss around. Having King Tinkinzar as a Gremlin Boss would be great as he has become an important part in the Construct Industry.

What do you think about my suggestions? Please let me know.

Thanks,

Takendown.
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EDIT: I have created a photo of what the Blind Vial could look like. The pictures can be found here: http://bit.ly/nADUmy (Redirects you to Photobucket.com)

Fri, 07/29/2011 - 04:06
#1
Effrul's picture
Effrul
Blind might work well,

Blind might work well, although it'd require pretty careful implementation.

Shatter is horrible though; there are some obnoxious-ass status effects in SK, but none that leave you completely defenseless for the duration.

Fri, 07/29/2011 - 04:57
#2
Fraxur's picture
Fraxur
Blind effect - 3 rings. 1st

Blind effect - 3 rings. 1st ring is where you can see, the radius starts from 0cm to 2cm, the second ring is where you can see very faintly, starts from 2cm to 5cm, the final ring is completely black, starting from 5cm to the edge of the screen. Of course, devs will have to smooth out the edge of the rings from light gradually turnning pitch black. A distorted vision would work also.
About the Shattered effect, I don't think it is viable.

Fri, 07/29/2011 - 06:30
#3
Vermilicious
Legacy Username
Blind could also just mess up

Blind could also just mess up your aim a bit. Making the screen blurry/blacked makes for certain death in many situations (ranged monsters).

Fri, 07/29/2011 - 06:47
#4
T4K3ND0WN
Legacy Username
Well we'd have to forget

Well we'd have to forget about the Shatter effect and discuss openly on the Blind effect.

@Effrul Shatter was just a suggestion. I just wanted to know what you guys think. But clearly you (both) think it's a terrible idea, and I respect that you think it's a terrible idea, so thanks for letting me know. But, what do you think of the vials? I think having a Blind status effect would be a good addition to Spiral Knights along with Fire, Curse ect.

@EliteChamp Same goes for you, EliteChamp. Are the color designs on the vials good enough to work? Forget about the Shatter effect, I'll edit that one out and maybe add some more suggestions later. Do you think we should have King Tinkinzar as a future T3 boss? We only have 4 bosses at the moment (can't complain, the game is still basically new) but having King Tinkinzar as a T3 boss would be great.

@Vermilicious That's the whole point! Just like Curse cuts down your life when you attack, Fire takes out some of your life every x amount of seconds, and Stun slows down movement! It HAS to have some effect on the player as the rest of the status effects do!

I'd like to know what you thought on these.

Thanks.

Fri, 07/29/2011 - 08:35
#5
Vermilicious
Legacy Username
Well, there's a difference

Well, there's a difference between affecting the character and the actual camera. This might then also become a performance issue and I don't know about the possible health issues (epilepsy/dizziness) of such effects. Might also become very very hard to actually play with those kind of effects. Anyway, if blind should have such an effect, shouldn't the other ones too?

Fri, 07/29/2011 - 09:27
#6
T4K3ND0WN
Legacy Username
Very good point, Vermilicious.

Well, basically, YOU are your character. What your character sees, you see. So distortion or adding some texture over the screen similar to the Steam Overlay would be good. Anything that can make things difficult to see, if that makes any sense. SEGA and OOO aren't idiot developers. I'm sure they'll find a way of implementing that into the game, if they do.

What I'm trying to say is that they can add something to make viewing even more difficult. Think of Mario Kart (if you've played it) for example. Adding the Blooper which sprays ink on your screen did make things harder to see. But that's just an example.

What other status effects was you suggesting?

Fri, 07/29/2011 - 09:55
#7
Bigfootm's picture
Bigfootm
I like it.

I like it.

Fri, 07/29/2011 - 10:08
#8
OverDingle
Legacy Username
Blind could zoom in the

Blind could zoom in the camera to represent a shorter range of vision for your character. Let's say... double the current zoom level. Shouldn't need any more graphical power than we already use.

As for other possible statuses, how about:

Petrify - can't move, attack or take damage for the duration. Works the same for monsters (explains all those gun puppy statues!)

Sealed - no charge attacks for the duration / bombs have reduced area of effect (so it doesn't completely screw bombers.) Affected enemies lose one attack for the duration, which should be their most powerful. If a monster has just one attack, perhaps this would require them to add an extra one, but most enemies have two.

Doom - affected character dies in 30 seconds unless the source of the status effect is killed / the only monsters that cause this create an area effect that cures doom when they die. No vial, themed for undead/fiends. If ever used by a character in some form, doesn't work on bosses or does a single high-damage hit when the timer expires.

Fri, 07/29/2011 - 10:08
#9
Effrul's picture
Effrul
I think a Blind vial might do

I think a Blind vial might do more harm than good, or else be rather redundant, dependent on effect. If it caused enemies to just sit down looking stupid whilst it wore off, it's not terribly different from Stun; if it causes them to attack in random directions, regardless of Knight presence, there's potential for it to seriously mess up battlefield strategy (and turn Gun Puppies into unpredictable nightmare-spewers). Even an accuracy drop might not be that useful, as projectiles move so slowly that it's unlikely to make a significant difference unless the target is already swamped by mobs.

Fri, 07/29/2011 - 11:03
#10
T4K3ND0WN
Legacy Username
@OverDingle Good suggestions

@OverDingle Good suggestions although I didn't really understand the Doom effect. Maybe it was me, or you didn't explain it well. Thanks for the suggestion.

@Effrul Thats quite contradicting seeing as you said it might work well. Anyway, people DO change their minds so I guess it's okay. Blind works differently from Stun. Stun slows down an enemy and it's attacks for a certain amount of time. Blind leaves enemies completely targetless - decreases their accuracy. So you'll see them attacking and completely missing you. Take a Lumber for example. Imagine it has the Blind effect. It would be smashing things other than you. It would be like someone trying to hit something they can't see. They would be constantly missing their hits. But of course, this effect wears off, like other status effects do. Get what I'm trying to put across here?

@BigFootM Thank you. It's good to know at least someone here appriciates my suggestion.

Fri, 07/29/2011 - 11:38
#11
Bigfootm's picture
Bigfootm
No problem. The others get

No problem. The others get kinda lame.

Fri, 07/29/2011 - 15:31
#12
Effrul's picture
Effrul
>>@Effrul Thats quite

>>@Effrul Thats quite contradicting seeing as you said it might work well.

I said the player status effect might work well, and I still think it could; I'm just trying to poke holes where I see possible weak spots, so it turns into something as solid and airtight as possible, you know? I'm not trying to bag on you, I'm just keen that stuff like this gets a thorough tumbling so that it can be as good as it can be.

I am still not 100% sold on the vial effect; if they're attacking without targeting at all, you're introducing a potentially dangerous unpredictable element into fights. The thought of a Lumber smashing at its surroundings without the predictable spur of an actual target sounds like a right hassle, and not something I'd deliberately trigger in a messy fight. The thing is, SK mobs are, well, a bit thick - but that makes them predictable, and easy to lead. It's how kiting works, it's how the general strike-defend-move combat dynamic of the game works.

Here's a thought: what if the vial effect caused the affected enemy to automatically move in whatever direction it was facing when it was hit, without attacking? It'd have to be a short-term effect to not be overpowered - perhaps even one that'd be interrupted by attacks, the way Freeze is - but it'd have a predictable result (and as such, repeatable tactical applications).

Fri, 07/29/2011 - 18:11
#13
OverDingle
Legacy Username
@T4K3ND0WN I'll try to

@T4K3ND0WN I'll try to explain doom a little better, step by step:

Monster hits player with doom effect
Doom status effect gets added to the status timer area
If the player doesn't kill the monster that caused doom before the timer hits 0, the player dies.

With perhaps an icon/timer appearing above that monster to show players that if it doesn't die soon, one of the team members will.

On monsters, it works the same but in reverse, except perhaps the monster takes a large amount of shadow damage (thematic!) instead of simply dying.

And doom resistance would increase the timer's duration.

Doom could perhaps be used for a boss in the same way several other games have used it; at a certain point in the fight the boss could doom all players, but have a longer timer than normal. Though if that was the case, I certainly hope they balance the fight to be winnable within that period and not just a way to force players to res repeatedly.

On blind: Perhaps blinded monsters should only attack players within melee range and be unable to track players beyond that distance for the duration (so for example, retrodes and zmbies would only be able to use their claw attacks, and lumbers would only move to follow a player within half their normal aggro range)

Sat, 07/30/2011 - 03:20
#14
T4K3ND0WN
Legacy Username
Effrul and OverDingle

@Effrul I like the sound of the monster moving in the direction it was hit. Sounds quite funny actually. Seeing a Devlite or Lumber wondering off into a corner or something. Maybe the Blind Vial could stop them from attacking, making it seem as if we're not there attacking it? That seems better than the monsters attacking randomly out of target. Monster gets hit with the Blind Vial, and starts walking around helplessly as it can't see anything it's going to attack. So therefore, it'd be like we wasn't there attacking it like what monsters do when we're not in its target range. Once it walks around doing, well, nothing...that gives us a chance to attack it. I can imagine it on a Boss or something. Like the Jelly King. If you were to hit them with the Blind Vial, it would stop attacking and just wonder around the palace helplessly which gives US a chance to attack it. Same goes for Snarbolax. What do you think on that, Effrul?

@OverDingle Thanks for re-explaining it. I got it now. Sounds like a pretty BADASS idea. I like the sound of doom. It adds a somewhat challenge and a bit of fun into it. I can't imagine using Doom on Snarbolax though because 1) You'd have to wait for him to be close enough to the Beast Bell and 2) You only have a certain amount of time before he returns back to a normal state. But, in my opinion, Doom could work very well.

Sat, 07/30/2011 - 17:29
#15
Koffin-Kat's picture
Koffin-Kat
Blind = both good and bad...

Wow... the blind effect sounds pretty cool.
But there is a very thin line between making things a "bit harder" and making them "unplayable".

And considering lag issues and sometimes messy situations... Blind would probably be very frustrating.

It would also be the only status that affects your view, so it would probably have to be VERY rare status or something...

Sat, 07/30/2011 - 20:30
#16
Soulstaker's picture
Soulstaker
+1

The subject says it all,I want blind.

Mon, 08/01/2011 - 09:49
#17
T4K3ND0WN
Legacy Username
In reply to Nocutelle and Gerryw173

@Nocutelle Thanks. I don't see how Blind could be frustrating. Monsters would just stop in their tracks, and not do anything. Allowing players to take down the monsters with ease. It would be like Stun but without them moving slow or attacking. They'll just be walking around helplessly and defenseless. The Blind status effect COULD be rare on players just like Curse is rare on players too. I need suggestions to make this Blind effect work.

@Gerryw173 Thank you for your post! I want this Blind effect to work!

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