Ok so i play solo a lot. I have found that i an frequently dealing with a pile of monsters and missing crowns and heat now. I know every one is focused on the new shiny hats and all but this time limit really sucks especially for us solo players.
90 Second crowns and heat.
If there's a particular level like that where this could be an issue, we need to point that out and have the limit altered for that level. A solution could be to trigger the 90 seconds from the re-opening of the gates after the triggered event.
a week or 2 ago someone posted a method that you could go solo then go join party and all the CRs from solo run would still be there. Perhaps the time limit was to prevent that abusing.
This change I could have done without. It's going to make things needlessly harder then they need to be. I've been in Pick Up Groups where members just smashed red boxes randomly. Originally, I found this to be a non-issue since I could backtrack for hearts if need be, but now this is going to be ripe for Griefing and gives whole new meaning to the words "bad teammate".
I don't know why they'd make a change like this. It's basically just there to hinder the player. Plus it promotes people running around to grab heat/coins quickly, instead of helping the group kill things.
So arenas should be a lot harder now. :p
I think it should be 90 seconds after the "room" the coins etc. are in is left.
Ya the more i play the more this becomes trouble. there are lots of times when 90 seconds is not long enough to pick up the meager rewards you get for your effort in the first place.
it shouldn't be limited at all. When I'm busy fighting in a corner or around the edges of an Arena, I'm not going to run in the middle of a massive mob in order to get the rewards I've earned for killing monsters, just to lose it when I die in two seconds from being surrounded. This was a really bad idea.
Groups(2-4 Knights) This will take effect.
Soloers(1 Knight Only) This will not take effect.
it should be longer, like 3-5 minutes, that gives u enuf time to collect the corwns/heat, but not enuf time for the exploit to occur
Indeed, I thought about 5 minutes as well.
I'm kinda annoyed by this. Danger rooms and arena's are quite annoying now since I focus more on heat/crowns now, and I solo as well..
Wouldn't it make more sense to just remove all the crowns and heat on the floor when someone goes solo in his instance?
i see no problem with the time limit, heats and crowns kinda fly to the player unlike materials and 90 seconds are alot of time to walk near crowns/heat
according to wiki hearts stay on screen for 90 seconds too, it feels to me like they need a long time to disappear and i often have more than enough time to walk back to hearts, that dropped from a previous combat situation
What I said on another thread:
In my opinion the 90 seconds until the Heat and Crowns disappearing is just stupid, stupid, stupid, stupid. Sure there may have been exploits but they weren't GAME BREAKING now were they?
I don't think the 90 second crowns/ heat is that bad of an idea. Most players will be able to pick up the crowns and heat anyways. I'am not sure if this has anything to do with it but the energy prices have been down rocketing ever since this update came up. Maybe this has to do with the fact that some players can't get enough crowns?
Or maybe its just the rose regalia redux... maybe a little bit of both?
bad news. in arenas next to the treasure is loose crowns. they will disappear before u can get to them.
Sure there may have been exploits but
This is why we can't have nice things. :-<
All of my goddamn WHY. That doesn't even count as a freaking bugfix, in fact it's adding more.
I seriously hope pills and vials won't explode when idling. It's only fun in GMOD videos.
Coins that are there when you start a level----such as the coins in between treasure chests in Arenas or on the pathways in Vaults----will not disappear in 90 seconds, they are there until you pick them up.
I have already checked this in Treasure Vaults.
Honestly, the only reason to leave your crowns and heat lying around is if you're trying to do an exploit similar to arena looping. One good player goes in, clears the entire level without picking anything up, a new player joins the party and goes solo----all the materials, heat and crowns are on the floor to be collected. Rinse and repeat.
That is now no longer possible, which I think is a good thing.
If all the mats/heat/cr disappeared when you went solo, your party leader could troll you and prevent you from gaining anything by kicking you from the party. that's not a good solution to the exploit either.
Just do your best to pick up all the crowns and heat before it despawns, it's no different from grabbing hearts. If you're so bogged down by monsters that you can't circle back and pick up the stuff in time...you have bigger problems and you'll need to adjust your strategy to compensate.
Remember, when Three Rings first tried to fix the AFK problem in Blast Network, it was determined that their initial response was...too zealous. This could get adjusted, too. Just be nice about your suggestions.
That'll be next because someone called dragging hp pills from one part of a level to another an exploit :V (I'm not getting into that but I wouldn't be surprised now lol). It's not a game killer for me, but it'll be something that will increasingly become an annoyance over time inside my head.
@Providence (and OOO)
This was a bad decision. You will not disprove this.
That it's an exploit is one thing. But what does it change? Even if you try to clear a stage with all the Crowns and Heat, you'll still have to pick up some of these if they get in the way (not to mention choosing between letting someone join you before or after a Party Button point). That means that the one who spends 10 Energy to join you gets less anyway. The one joining you saves time by doing that, but he/she gets less than you have. That's good enough a trade off to that exploit, it's legitimate and fair.
The problem this causes is more pressure to clinging to things you rightfully earned because of the risk that you lose them. This can both put you in a more vulnerable state. Not to mention some levels where enemies are out of reach until you've cleared a room (like the aforemented Spiral Court level), where you'll have to hurry like crazy to get the loot before they disappear. This is not normal. This is not convenient. This is not beneficial (to my economy or my health, for that matter).
Please take this patch back. Nobody asked for it.
@NegimaSonic
Moving Health Pills is not an exploit, it's a strategy. Spending sometime backtracking to up your chances of survival is part of the game.
I'm not against pill transporting, I'm just saying some are.
Well they shouldn't. Tell them that.
if this really was based on closing some kind of exploit, it seems like they made a mistake. you shouldn't have to punish 99.99% of your playerbase to stop 0.001%
Someone give GamerTB an award, this man speaks the truth.
I understand a need to make them despawn eventually, to fix the exploit. I think 90 seconds is too fast, though. Make it five minutes and the exploit is still solved, but without burdening normal gameplay.
Probably the most egregious example of interfering with normal gameplay is this:
Do Aurora Isles/The Low Gardens solo at depth 28. Do the room behind the second energy gate, with the nine gun puppies and five silkwings. Don't bring any curse vials, or guns that are especially effective at tearing up silkwings. See if you can clear the room and pick up all of the loot before any of it despawns.
You could just pick them up while fighting monsters...
I personally feel that in FSC there are a lot of areas where you do not have the leisure of picking up every peice of heat and crowns within 90 seconds of dropping, and I can't stress enough of how every morsel of heat and crowns counts for a player who has a lot of items they need to fund/level legitly.
Hm I cannot think of a place in FSC where you cannot run in and grab the crowns and heat, unless your at 25 and using the little light wall trick with trojans and waiting for them to kill each other. And if you would be complaining about that, the point is to fight in the Arena's to get the crowns not let them kill each other.
Generally any area with wheels killing mobs of enemies from outside your vision. For instance literally the first part there's always something getting killed from those wheels being pushed back which in most cases most teamates will forget. Adding 90 seconds to the clock to retrieve said loot is just a pain.
Secondly any arena like close end area where you need to stay away from a certain area for a while to kite and attack enemies. Like that one area with the spikes in the center, I mean in most cases a player would missout on hearts because it's generally unsafe to pursue it.
D25 with the switch gate before the path fire where a trojan spawns since there's a huge gap where enemies could be kill and an obvious little amount of time to gather the loot.
D26
Where you have an option of either swording from within the zombie spawn point or shooting safetly with from accross the spike gap. Sometimes, it's very unsafe to collect dropped loot depending where exactly the zombie dropped dead.
The last part of d27, even if you were using a makeshift barrier to hold the last two trojans, there are just some places unreachable due to hordes and spikes.
Lastly staying behind the barrier shouldn't punish the player since it is a barrier meant to protect you. Why should you the player have to rush into your doom all of a sudden to collect loot you rightfully earned. It's already bad enough Trojans can literally corner block you to your doom. Sometimes retreating is the wisest strategy.
Basically all of the above could eaisly effect groups and definately make soloist suffer.
Somone can explain me where you have these patch notes from? I dont get it right now ._.
You are incorrect, if you solo they still disappear.
Going to take a stand on the opposite side of most here and say that I'm not seeing a huge issue with this. I ran both FSC fully and an arena tonight, and had no problem picking up the crowns or heat before they disappeared. (Both in parties and solo.)
The fact that people were exploiting this is most likely entirely the reason it was adjusted - anyone who thinks that 'a couple little exploits' don't outweigh the new change needs to be given a lesson in just how quickly such exploits being abused can and do very directly inflate the cost of CE - and we know how many threads pop up when that happens.
I'd rather take 90 second timers on heat and crowns any day than see the sheer number of threads from people complaining about how CE prices keep rising faster and faster. : )
http://forums.spiralknights.com/en/node/23420
This is the patch notes. Check the Announcement thread often.
90 seconds is a whole minute an a half.
Sit still and watch the clock for that long.
I ran solo and group tonight, through arenas and even the new danger rooms. I don't see the problem.
The exploit they fix definitely out weights what little problem this causes.
Let me explain how the exploit literally ruins your game. (I've never performed this exploit, so I might make small errors in the method)
Start with a good arena in a even stratum. Finish Rooms one and two normally. Now, shield bash all the enemies in to the corner before killing them, or use the Nitronome, using guns to kill the gun puppies and you will be in the center of the room and all the loot will be around the edges. With 5 Star gear this would be an easy feat.
Now, invite a friend. The join, they will spawn next to you in the middle of the room. They go solo, then they go collect the boxes.
And because you didn't collect them, when they rejoin you, they can now repeat this process to get lots of crowns with literally no effort.
I run arenas a lot, and being a nerd, I use an excel sheet to calculate my crown earnings. I have learned that even stratum arenas normally gross 2400 crown on average (T1, T2, and T3 are the same crown, it's just different heats/Mats) And ALL arenas, the third room fight and reward boxes count for 50% of that.
So they will get 1200 crown for the 10 energy it cost to join that floor. Being repeatable, they can do this infinity until CE costs hit 12k.
How does this ruin your game? (tl;dr)
They are devaluing crowns, thus, a higher cost of CE. Because of the exploit, they can easily get 12k for every 100 energy they invest, they have no problem paying 6k+ for CE Why not? At the rate of money they make, it's chump change to them.
And because it's a easy profit, they will keep driving the cost of CE up. The exploit make it profitable for them even if the CE price was 10k per 100. So they will have no problem paying more and more for CE. But to you, the average player. That leaves you with a choice. Spend real money, play less, or do this boring exploit.
ThreeRings solved this.
Most of us already know looping is a profitable exploit, and that is not the point of this thread.
I approve of stuff disappearing but 90 seconds is way too short. I believe the exceptional few can do it, but for the average player, trying to pick up coins in a danger room or arena, especially when less than 4 players, could mean death. It encourages unsafe, risky play.
Put the timer up at 3-5 minutes and we have still put a damper on looping.
Panda - it's not an exceptional few. In reality, as with most forums, we're looking at a vocal minority of people speaking out against the change. It's more likely that the great majority of players have little to no problem collecting heat and crowns with a full minute and a half to do so, and so you won't see them complaining here.
That said, it doesn't mean your opinion holds no value - it certainly should. But let it never be thought that two pages of people complaining is tantamount to a grand majority of players - most of us simply play the game instead and don't bother posting or replying.
We agree that it's no problem in just about any scenario, but your points about Danger Rooms and Arenas are fair. Perhaps some average players who aren't that familiar with the game would have problems surviving and picking up heat and crowns as they fight. I agree...
...And that's exactly my point: unskilled players shouldn't be taking on Danger Rooms or the third stage of an Arena in the first place if they aren't prepared to risk that. Danger Rooms aren't supposed to be a stroll in the park for anyone to waltz on in and enjoy. They're supposed to be a serious challenge, where only the best players and those with strong teamwork can triumph with minimum to no losses. Same goes for the third room of every Arena - that's why you get two shots at elevators before choosing to go forward to the final stage. All of this, in both scenarios, is completely optional.
Through this mentality, you're pointing at what are supposed to be some of the most challenging parts of the game and noting that 'it's not as easy' anymore. You're right - you have to think differently now - and that's a challenge for some. But there is no challenge in this game that you can't find a way to overcome. Push yourself, and I think you'll find that there's always a way to pull through, though it may simply be through strategies you've never tried before.
If people really want to claim that getting crowns and heat is impossible in Danger Rooms or the Third Room of an Arena, either solo or in parties, I can record some video footage tomorrow and prove just how doable it is when you have a full minute and a half to pick something up.
It's not easy mode - but it's not supposed to be.
Personally, I wouldn't have it any other way. : )
I said it would be a SOLUTION to the 90-Sec Crowns/Heat. Gots it? a SOLUTION.
"It's more likely that the great majority of players have little to no problem collecting heat and crowns with a full minute and a half to do so, and so you won't see them complaining here."
wow that's some pretty empty logic
the point is this is a terribly unfun game mechanic that can only take away from an experience instead of adding anything
You guys are talking about entirely the wrong circumstances. The 90 second timer is nearly irrelevant to normal gameplay in arenas and danger rooms. It's only infrequently relevant to normal gameplay in FSC.
Where it's a big problem is areas where you have winding paths mixed with a bunch of mobs or spikes or some such. The portion of The Low Gardens that I mentioned above is one such thing. There are a few convoluted paths in Clockwork Tunnels like this, too. In such places, if you charge in haphazardly, you die. You have to pull things apart carefully. And after you kill one mob, you may have to kill 6 or 10 others before you can get to where the first mob died. That's an awful lot of time for stuff to despawn.
ya this is specially anoying on the spiral court level with kats that have to be killed with the fire pots
Yeah agreed, but unfortunately, they designed the game, they know you have almost no chance of getting to the coins and heat, and did this 90 second rule anyway. It's not as if they just made an oopsie, this is deliberate.
Yeah agreed, but unfortunately, they designed the game, they know you have almost no chance of getting to the coins and heat, and did this 90 second rule anyway. It's not as if they just made an oopsie, this is deliberate.
It's not entirely unrealistic to think they didn't anticipate situations like the kats fight with the fire pots.
simple solution maybe? change the timer for the tier you are in
tier 1 - 60 secs
tier 2 - 90 secs
tier 3 - 120 secs
I'll say this again, this change is not solving anything in the slightest.
Someone reported fingind a Love Puppy out of bounds, which dropped a trinket, the devs took the time to fix that. They can do much better than bring up the same situational, deplorable mistake to address to a fine strategy while a small handful of people thought it was a disgrace.
For holy flying fiery rhinos' sake, I hope I don't need to repeat myself.
OK, I got to do a few runs this morning.
First, it can be *very* hard to tell when stuff disappears when it is out of sight. Just because you don't notice anything doesn't mean that aren't missing out.
Second, most of the time, changing your play works reasonably well.
Third, besides just extending the time to 3 or 5 minutes, maybe every time you kill a monster, you get another 5 or 10 seconds added to the timeout (but never over a maximum amount). That way, if you are actively killing stuff, nothing disappears, but if you are just hanging around, stuff will poof.
Seriously...90 seconds is not enough time. If you're trying to plug some exploit, make the timer at least 3-5 minutes. I don't know anyone (not even the super uber) who can run the areas (profitable enough to exploit anyways) in that amount of time. You're neutering your players that like to solo or go less than a full group. Of course if this is what you want, to alienate your casual players who don't always find a full group, then you're free to make your own choices. You know where the money's at.
ya this is specially anoying on the spiral court level with kats that have to be killed with the fire pots
My solution is to increase the crown and heat attraction or maybe when you kill a monster automatically absorb everything it drops (except vials, of course)