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Kilkakon's suggestions and bugs

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Sat, 09/10/2011 - 01:24
Kilkakon
Legacy Username

Kilkakon's suggestions and bugs
Hey everybody it's Kilkakon! I am a third year games technology student, and love making mods and things like that. First thing I will say is that I think Spiral Knights is an awesome game. It avoids many of the annoying pitfalls that MMORPGs commonly fall into, like grinding, for example. I also like the way the mist energy works. Of course, these are suggestions and bugs only, so take on board whatever you think works. :)

As far as my progress goes in the game, I'm almost up to tier 3 (I have to craft another shield up due to the Swiftstrike Buckler not having a 4* annoyingly haha) but should be there in about a week or so. :) I am a gunslinger character.

Bugs
Apologies if other people have mentioned any of these already! :)

Rubbish weapons
I've repeatedly had buyer's remorse immediately after buying some weapons in the game. This especially happens with lower level guns. Here's some examples (note all values tested in Advanced Training Hall):

(0*) Proto Gun (level 3): 7 damage per shot, 3 shots per clip. Charge shot does 10 damage.
(0*) Stun Gun (level 8): 9 damage per shot, 3 shots per clip. Charge shot does 16 damage and rarely stuns.
(1*) Super Stun Gun (level 7): 7 damage per shot, 3 shots per clip. Charge shot does 12 damage and rarely stuns.
(1*) Pummel Gun (level 1): 6 damage per shot. 1 shot per clip. Charge shot does 10 damage.

The Pummel Gun does the same damage as the Proto Gun but has a third of the clip size and yet it's meant to be a star better (I like the look and style of a single shot gun but the damage is rubbish). Why would anybody use it over the Proto Gun?

The Super Stun Gun is worse, damage wise, than the Stun Gun. Both of them almost never stun at all.

I think the Autogun is also somewhat rubbish. It has good damage output but due to lag, I miss enemies most of the time.

Pulsar bullets
Pulsar bullets do not come out of the end of the gun. Try firing completely north and see how the shots are off.

Connection lag
Lag is a big problem for me in Spiral Knights. Living in the sunny land of Australia, I have never had more than one bar of connection strength (the meter at the top right of the program). This requires playing quite conservatively. As an example: because it takes seconds for the shield to raise effectively, I have to predict when enemies will attack and raise beforehand. With the Ironclaw turret puzzles, I have to walk on a rocket rather than on spaces. Some enemies are nearly impossible to eliminate, such as the office workers. Really all I can suggest here is to consider having an Asian server or something... I am aware that it is a big decision so do whatever you think is best.

A secondary problem linked to the lag is the Bomberman arena mode (Blast Network, have not paid cash to see the other one). It is almost unplayable with the current level of lag... as one person said, "It's like Bomberman but switching out the fun for lag". The most common manifestation is dropping a bomb on the other side of somebody, thinking I have boxed them in, only to jump back two spaces a few moments later and find myself in a trap that I ended up inflicting on myself. I can see why people were idling on it beforehand. Sadly, there is no way to buy coins outright now, giving me the choice of playing a game to lose or to not bother at all.

Disproportionate graphical lag
The map "Everybody's Fired" lags a bit. The new Ironclaw Munitions areas lag even worse, so bad that I have to turn my graphics down to low to make it playable. The rest of the game runs fine on my 4GB Ram 2.7 GHz DualCore recent graphics card machine.

Swift Flourish charge attack
The charge attack does not seem to display super effective large numbers on Ashy wolvers. I rarely charge attack anyway, but just thought I would mention it.

Blocks spawning on same square
In the Wolver level, Pack Brutality, a box and TNT box spawned on the same square. The same thing also happened on Cooling Chamber/Mechanised Mile.

Damage blocked but not knockback
I once was on the one side of some indestructible blocks and a Lumber was on the other. The Lumber attempted to attack me. I took no damage, but was knocked back as if I had taken the hit, and when went careening straight into some spikes.

Unexpected error in arena with item
Working with dungeon items (i.e. status phials) while in an arena can result in an unexpected error message. The item vanishes into the abyss.

Steam account vs. forums
I had to make another account to post here as I play through Steam. Even the support area is not usable with a Steam account. Just FYI. :)

Breaking into towns that aren't assessable
It is possible to break into Emberlight and Moorcraft Manor without authorisation by having another person throw status phials at the gate. As long as the player tries to cross the gate at the same point and time one can break in! I have not tried to descend further although I assume that it is possible.

Attack speed on guns seems to not do anything
Currently, my knight has a handgun-attack-speed-bonus of Ultra... and I cannot see any difference compared to firing my guns naked. Perhaps have each level of attack speed bonus give a 3-5% reduction to reload time?

Suggestions
Healing equipment
I have had some suggestions from people who were somewhat unsure about this game that healing weapons would make things better. Of course, I am aware that a big part of Spiral Knights is hunting down health throughout the Clockworks, so that is why there is not anything like the TF2 Medic's Medigun in the game. I've got some suggestions for different weapons that could work to fill this role and yet not upset the game too much... of course once again these are purely suggestions. :)

Suggestion 1:
Repair Gun (2*)
Normal attack: Deals respectable normal damage. 2 shots per clip.
Charged attack: Deals no damage. Restores up to 4 health of target, either another Knight or an enemy by accident. Over 60 seconds the health fades back to its original amount. This effect does not stack—being hit again restores the bonus and resets the timer but doesn't increase the health provided. If the health fade would kill the Knight, the Knight will be left on 0.25 health instead.

Has a 4* version, the "Uberrepair Gun". Health restoration goes up to 6 and the damage of the normal attack is increased slightly.

Suggestion 2:
Medicine Bomb (2*)

Charge attack: Restores health of affected Knights and enemies in a similar manner to the above.

Suggestion 3:
Healing Gas Bomb (2*)

Charge attack: No damage. Small radius. Restores a lot of health of affected Knights and enemies, but also inflicts Poison on all affected Knights.

Chat macros
Some of the chat macros are a little bit silly. For example, typing in /than gives the following message: "Did you mean thank or thanks?" The same also applies to "Did you mean follow or followme?" As I think that having to manually type out enough letters to make two spellings of the same command unique is a little bit silly, how about having "than" and "tha" as options as well? Minor thing but I'd thought I'd mention. :)

Hydrants
It would be interesting if fire hydrants (or fireplugs as some Americans like to call them), such as those in the Fiend areas, dispelled the Fire status effect. :)

Concrete Jungle levels a bit short
I take my hat off to you developers for generating a good atmosphere with the Concrete Jungle levels such as Blighted Boulevard. They are good fun with good music (music could even be amplified a bit to give a more chilling touch) but they are very short, like 3 rooms. Totem Trouble is a decent length, but yeah say 1-2 more rooms onto Blighted Boulevard would make it more interesting (in comparison, some of the epic Scarlet Fortress levels are three times the size).

Vending dungeon items
I think it would be cool if each dungeon item, like health capsules and status phials, could be sold at towns for say 100-200 crowns each.

4* Swiftstrike Buckler
I'd love a 4* version of the Swiftstrike Buckler. Call it the Swiftstrike Shield, and give it a modest Normal defence increase (leave the stats as is). This is a personal want rather than something for everybody, but hey thought I'd mention it haha

Thank you for getting through all that! I hope that you developers can take what you find useful and put it into practice. :)

Sat, 09/10/2011 - 01:57
#1
Madadder's picture
Madadder
wait people still call

wait people still call hydrants, fireplugs? thought that was an ancient term... at best ive only heard some people calling them Johnny Pumps

the trash guns are trash, no point in using them... there arent any level one guns with an alchemy path up to a decent star level

seen the lumber knockback/no damage its fun to do

no comment on the steam/SK forum thing

selling in dungeon items for crowns is a bad idea it would encourage ninja looting of vials and pills

reloading gun speed has been suggested

uh oh a healing bomb.... never going to happen the devs themselves said they wouldnt add any sort of self healing since it would make things too easy since you can heal up before continuing

swiftstrike upgrades have been suggested too

Sat, 09/10/2011 - 02:56
#2
Fifiesj
Steam user access to

Steam user access to support/forums is my biggest gripe. I can't submit a support ticket for an in-game problem because I use steam? That just seems crazy.

Sat, 09/10/2011 - 03:08
#3
Tauburnasaurus
"Rubbish weapons I've

"Rubbish weapons
I've repeatedly had buyer's remorse immediately after buying some weapons in the game. This especially happens with lower level guns. Here's some examples (note all values tested in Advanced Training Hall):

(0*) Proto Gun (level 3): 7 damage per shot, 3 shots per clip. Charge shot does 10 damage.
(0*) Stun Gun (level 8): 9 damage per shot, 3 shots per clip. Charge shot does 16 damage and rarely stuns.
(1*) Super Stun Gun (level 7): 7 damage per shot, 3 shots per clip. Charge shot does 12 damage and rarely stuns.
(1*) Pummel Gun (level 1): 6 damage per shot. 1 shot per clip. Charge shot does 10 damage.

The Pummel Gun does the same damage as the Proto Gun but has a third of the clip size and yet it's meant to be a star better (I like the look and style of a single shot gun but the damage is rubbish). Why would anybody use it over the Proto Gun?

The Super Stun Gun is worse, damage wise, than the Stun Gun. Both of them almost never stun at all.

I think the Autogun is also somewhat rubbish. It has good damage output but due to lag, I miss enemies most of the time."

Increasing the level of the weapon increases the damage, the only fair way o test it is to get them all to the same level. iirc the proto-gun does about 27 damage at level 10.

Healing; as already said, is not going to be done.

Sat, 09/10/2011 - 06:05
#4
Soulstaker's picture
Soulstaker
Auto gun is actully a very

Auto gun is actully a very good handgun.but I guess it is not a choice because your in Australia.

Sun, 09/11/2011 - 20:04
#5
Kilkakon
Legacy Username
"selling in dungeon items for

"selling in dungeon items for crowns is a bad idea it would encourage ninja looting of vials and pills"

Perhaps a solution would be that the whole party gets a shared crown reward for remaining unused phials and capsules. People who leave the party, leaving others to continue get nothing.

"reloading gun speed has been suggested"

As it stands, the Gunslinger sets really don't actually help gunners out. Sword people have the Wolver Sets, which increase damage (which is fine), and the bombermen amongst us have the Charge Time Reduction, which is perfect for them. To be honest I'd prefer all my gun attack speed from my Gunslinger gear going into damage as currently the stat is next to useless.

"uh oh a healing bomb.... never going to happen the devs themselves said they wouldnt add any sort of self healing since it would make things too easy since you can heal up before continuing"

I did try to make my suggestions have some inbuilt factors to prevent them from being too useful, by having a cap on how much they can give (so it's more like a drug shot for robots, something to keep them going temporarily)

"Steam user access to support/forums is my biggest gripe. I can't submit a support ticket for an in-game problem because I use steam? That just seems crazy."

It is pretty crazy. Try to use their login help thing also doesn't work with a Steam account. Took me a few minutes to figure out that they didn't integrate properly. At the very least, having a message box saying that Steam accounts don't work here would be nice.

"Increasing the level of the weapon increases the damage, the only fair way o test it is to get them all to the same level. iirc the proto-gun does about 27 damage at level 10."

I'm pretty sure that leveling weapons doesn't increase damage that considerably. If a level 10 Proto Gun (0*) deals 27s, then that's way beating my level 10 Blaster (2*) which deals 14s.

"Auto gun is actully a very good handgun.but I guess it is not a choice because your in Australia."

...Yeah. :P People keep complaining about my Pulsar too (I love it though). In general things that knockback tend to be a bit laggy, such as the kamikaze undead turret things. As far as the Autogun goes, I treated it like a slow firing Shotgun.

Hehe on that note a Shotgun would be a pretty cool gun. Give it one shot per clip and a 5-shot attack. :D

Sun, 09/11/2011 - 20:17
#6
Effrul's picture
Effrul
Even with limitations,

Even with limitations, healing items are extremely unlikely to be implemented, because they offer an entirely reliable source of health - which, in the long run, undercuts Three Rings' profits from CE sales.

Lag is a constant bugbear - I'm in the UK and I've got pretty significant problems with it sometimes - but it's a complex issue, not helped any by the fact that SK runs off Amazon's servers, so their server traffic affects Three Rings'. I don't doubt that it'll eventually get to the point where they'll need to sort out dedicated servers, but I imagine it's still a ways off - them things is expensive.

I see the logic behind selling unused Vials, but my feeling is that it'd encourage new players to hold onto useless throwables for a paltry reward. As it stands, the choice of what Vials to grab, keep, or ditch is an entirely tactical one, made based on what enemies and situations you're likely to encounter.

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