Cost of revival. Too much!

16 respuestas [Último envío]
Emmalee
Legacy Username

The increase in the cost of reviving someone or yourself is far too high. Make another way to earn energy if you want to make us spend so much of it! You may lose players that way. The spending limit prevents us from getting more when we need it also.

ajericho
Legacy Username
Members of your party should

Members of your party should try reviving each other with health rather than energy (i.e., give half your health to someone to revive them). And then heal up with health pills/capsules or running through hearts. That way you don't have to spend energy unless you absolutely have to (i.e., really need the full health bar right away for some reason).

I've been in arenas where only a chain of such revives were how my party survived with energy-paid revives not surpassing 5 energy per person. Barely. :)

SirNiko
Legacy Username
Why are you dying? Are there

Why are you dying? Are there particular foes or situations that are giving you trouble?

Your first goal should be to play defensively and learn to survive, which means using shields to block and pulling out a gun and retreating when you're facing a lot of foes at once. Getting some bombs for fighting large groups of enemies is also a wise idea (though you'll need to buy a weapon upgrade with CE if you want to have all three weapon types at once).

It's hard to tell if you're a new player coming to grips with the mechanics or an experienced player creeping up on the end of the third tier.

Imagen de Pauling
Pauling
I do agree that it's

I do agree that it's shockingly easy to spend vast sums of money on revives; it's a common mistake that many of us make when starting out, and some UI tweaks to discourage it would be helpful. According to dev comments, reviving was always meant to be a bonus, but it's presented as an effortless everyday thing.

For example, as the number of revives becomes high, the total amount spent on revives ~= twice the cost of the last revive. ( http://wiki.spiralknights.com/Revive ) Perhaps we could get a confirmation dialog after the third revive? ("Warning: you have spent 70 energy on this run; clicking again will raise the total cost to 150 energy. It would be cheaper to begin a new adventure and return to this point via normal play. Do you want to revive anyway?")

Imagen de Arimal
Arimal
Why does everything need a

Why does everything need a disclaimer do spiral knights players lack the powers of observation necessary to see that price doubling and think maybe I should back of and start from the top again this way I'm making a steady profit on both crowns and energy. I just can't believe this is the case.

Tyrsig
Legacy Username
The developers have no right

The developers have no right to profit from their hard work, arimal! The game needs to be free at all times! No effort or thought required!

;-)

Franpa
Legacy Username
In the previous thread of

In the previous thread of this kind I said it was fine as is, but I've since come to the conclusion it should be capped at 40 or 80 energy max per revive. You can revive as often as you want still.

wilyDemoness
Legacy Username
How about you just stop dying

How about you just stop dying so much? I haven't had a problem with it.

Franpa
Legacy Username
Not everyone has a lag free

Not everyone has a lag free environment to enable them to survive all the time, I have a constant 100 to 200ms lag (Minimal lag spikes).

hawkn
Legacy Username
Just make sure you go with a

Just make sure you go with a competent group, and use health to revive the party. That said, I think energy in general costs too much. 5k CR for 100 CE will be the norm...

Franpa
Legacy Username
That's only useful if the

That's only useful if the friend reviving you has less health to withstand a single hit or needs help with knockback attacks to keep the enemy at bay. Otherwise your mooching off your friends and making them waste there CE. Also it looks like you can no longer revive someone when you have 1 full block of health? Before you could revive and both would have half a block.

Rotten
Pure honest truth

Pure honest truth follows...

It's not the cost of reviving that's the problem.
The problem is you keep dying.

Seriously not a troll.

The problem isn't that you have too little money to pay speeding tickets.
The problem is that you keep speeding.

You're seriously worried about a symptom of the real problem. Fix the real problem (dying) and things will get a lot better!

Imagen de Falsetto
Falsetto
Currently, I play solo. I

Currently, I play solo. I know this game probably wasn't meant to be played that way, but past the first few floors it starts becoming insanely hard, ridiculously so when you get to arenas.

My main problem is that anytime mobs spawn my game is frozen for about 2-5 seconds depending on the amount of mobs/stuff on screen. If this is while going through a dungeon I usually backpedal a bit and can kill the mobs fine with no or minimal health loss. Where the issue comes up is I'm in an arena (which you have to go center to hit the switch) and I start moving to a side immediately, though I have no idea where they're going to spawn. In many cases this has resulted in getting caught in the middle of mobs and I have to fight like mad to break free losing about half my health in the process. This is made even worse when there are Menders/floor spikes/projectile mobs. So saying things like "stop dying" is a bit out of my control at least 75% of the time, though there were a few deaths I also had where I hit the button for a health capsule only to have it do nothing and I get killed right after.

I think my main issue is that the amount of mobs doesn't seem to scale with the amount of players...this at least seems to be the case as you couldn't possibly fit anymore into those arenas. I think if the amount of mobs scaled it would solve my main problem...though if revival costs capped at a certain amount that would be be nice also, as I really hate having to go back to town instead of continue on just because arenas are absurdly imbalanced.

Imagen de Splinter
Splinter
Be knowledgable.

I see no issues here, if anything it is practice and experience that you need maybe with some quality gear. I solo'd tier 1 easily, with 0 star gear, the ones given to me from the start.

Upon finally getting 2 star gear I have been able to solo halfway through tier 2. Its more about playing right, knowing the mobs you are facing and knowing how to defend yourself, you will rarely die. Know your limitations too, until I get better gear I don't see myself going past the halfway point alone, or I'll probably die pretty easily.

If you die once, maybe you messed up, your heal didn't go off or something, you hit the wrong button, missed your shield, ok revive, you die twice, three times, you might have to question the level you are at, its better to leave and restart than waste that energy reviving.

also note in the bottom of the map there is an indicator of level of difficulty, be aware of this, and don't travel too far down above your own level, especially not without a friend.

Experience far out weighs gear.

ajericho
Legacy Username
@Franpa, Health revivals are

@Franpa,

Health revivals are useful because after or before you do it, you can use health capsules/pills and available hearts to heal up your health. My party has gone from having 1.5 bars of health after shared revives to nearly full meters in a couple minutes, depending on if people have the pills/capsules/hearts to recover.

If I have three health pills still and you have one or none, and we're both in the arena, it seems both miserly and impractical to keep all the health to myself. If the situation becomes the case that everyone has used up all the capsules/pills and there are no hearts left to be found, and everybody is now dead, it's time to return to Haven. We only lose the heat and minerals.

machallboyd
Legacy Username
I have a saved search for

I have a saved search for "Spiral Knights" on Twitter, and these messages popped up recently.

Bocom: "Guess who just wasted 1830 energy to revive himself in Spiral Knights? And that energy was bought with real money..."
Bocom: "Everyone who added me on Spiral Knights and don't want to play with idiots, remove me please. #$%#"

During the beta, I compared it to losing money at a casino. You start losing, but you don't want all that loss to be for nothing, so you get some more money and double down to try to make it worth it, and then you don't want that loss to be for nothing, so you double down again, and eventually you end up with an empty checking account and a feeling of self-disgust.

In Spiral Knights, there's also some pressure to revive so you're not letting your group down when you die.

Edit: Please don't use profanity in the forums.

Franpa
Legacy Username
Once again if lag wasn't an

Once again if lag wasn't an issue then I wouldn't be complaining about the current system. If I could use my gun reliably instead of missing the intended target 80% of the time because of the lag then I probably wouldn't die anywhere near as much as I do. Currently I favor my sword because of the lag since it covers a wide area with each swing.