Gate Construction: an overhaul?

31 replies [Last post]
Jimbob's picture
Jimbob

I find the gate construction mechanics to be rather under-utilized. I think the original intention is so player can determine what level they want to play, but I'm not even sure if anyone is actively participating in gate-construction anymore. Personally I have not deposited a single crystal into the gate after they decreased the crown payout.

Not to mention gate construction is pretty limited in a lot of ways. For example, you can't have 2 same themed levels in 1 tier, and the crown-payout is so arbitrary (as in OOO fudges with it) that as a player I really feel powerless about a mechanic that is suppose to empower the players. Besides, the regular levels are so inconsequential compared to the boss stratum, especially Jelly and FSC, why does it matter the type of crystals deposited if people are only running boss levels?

Maybe boss stratum shouldn't appear unless a certain specific combination of crystal is deposited (bad example, i know i know)? This way players actually have a purpose instead of just clicking auto sell.

Thoughts?

Zlotnik's picture
Zlotnik
I agree completely

I agree completely

Kickthebucket's picture
Kickthebucket
i never use it haha i just

i never use it haha i just sell the crystals when they are at 4crown/piece (no matter what gate it is)

Bopp's picture
Bopp
agree with Kickthebucket

I do exactly what Kickthebucket does. Hint: Red, Green, and Yellow sell for 4 much more often than Blue and Purple do.

I agree that gate construction is a "vestigial" aspect of the game. When I started playing, I talked to Feron and Wegner, and they gave me the impression that collecting minerals was my main job as a Spiral Knight. Now it is clear that collecting minerals gets you a little extra money, but that it is otherwise unnecessary. And to influence gate construction you must either save minerals forever or organize many people. There are many such "vestigial" game features: guild halls, Bazaar vendors that no one uses, etc.

I have seen no evidence that OOO fudges with the crown payout, but there's a possibility that you know something I don't.

Schwarze's picture
Schwarze
Regarding OOO fudging with

Regarding OOO fudging with the gates, I'm fairly certain that there was once a very arena-rich T3 undead stratum, much more than your regular fare.
Apparently, they switched it into becoming Dark City.
In my view, that's a horrible thing to do. As part of the game, they let us, the players, have control of the gate creator, but that should mean that they give us its rewards, good and bad, not swipe it away like controlling parents when they realise what they've left us.

On another note, about level payout, sometimes I can get up to 8k on a standard T2 run, without RJ, so sometimes it's just a matter of thinking outside the box and leaving your comfort zone.

Aumir's picture
Aumir
The only

The only gate construction that I see people trying to do over and over again is Fiend strata at Tier 3 on Vanaduke gates. And they put so much effort on it that they actually tend to get it, running a lot of dungeons to generate that it seems... they are a dedicated bunch.

Oakgear's picture
Oakgear
Well the only I see is

People try to get poison before the JK stratum or fire if possible

Asthix's picture
Asthix
About that

The people forcing fiend strata on 5th tier are what I was going to mention too.

From what I understand they are mostly elite players who deliberately make FSC harder to get to for newer players. That seems despicable to me.

Jimbob's picture
Jimbob
@Bopp Yah, now that you

@Bopp
Yah, now that you mentioned it. There are some features in the game that seems nice to have but executed pretty poorly. I'm all for advancing guild hall's abilities. Because, right now it serves almost no function. Also, when I said OOO is fudging with the gates what I meant is the reason behind the different sell price of the crystals. Why do some deserve to be 4 while others 1? If OOO already have a gate formation in mind then why do we bother go against it?

@everyone
So I see that at least a few people agrees with me that gate construction is done poorly. What do you guys suggest that would make it a better experience? We should try to come up with a realistic solution that both OOO and the players can accept, something that makes the player's efforts worthwhile but at the same time give the player rewards that doesn't necessarily effect the economy. Also, constructive criticism please.

I'll repeat what I suggested, let boss stratum be constructed and not "power distortion".

Schwarze's picture
Schwarze
I'm ambivalent on the boss

I'm ambivalent on the boss strata construction. On one hand it'll make it more exclusive and a bigger deal, an occasionnal rich pickings area to go into.
On the other hand, it might be a while before you see said boss strata again if the construction is spammed by autosells.

For the rewards, to avoid hitting the economy you can't increase direct crown gain...
Maybe the minerals could offer some sort of unique currency for a reward shop?
Might get needlessly complicated there though.

Milkman's picture
Milkman
I was always under the

I was always under the impression that our current mineral system was a temporary fix until they fixed the old boosting mechanic. But maybe they gave up on that. =(

Icycloud's picture
Icycloud
Milk man loves all gates

Milk man loves all gates

Kwizzy's picture
Kwizzy
"The people forcing fiend

"The people forcing fiend strata on 5th tier are what I was going to mention too.

From what I understand they are mostly elite players who deliberately make FSC harder to get to for newer players. That seems despicable to me."

Actually it's because fiend levels reward the most crowns for their materials. Dark City is so yummy :)

Naniwa's picture
Naniwa
I'm totally behind an

I'm totally behind an overhaul, though I disagree with making bosses less available. Their levels tend to be the most difficult and pay accordingly, so they really need to stay. Our economy is based on boss strata. Personally, I'd like to see a slightly faster turnover and 5th open gate. There have been solid weeks where I looked at everything available and just said "meh" and crafted instead.

@Asthix I stockpile my minerals and dump them when I have a chance at ruining their "fun". More should start doing so.

Twiddle's picture
Twiddle
I'm behind an overhaul too.

I'm behind an overhaul too. Although giving players some control over the strata is a good thing, it turns into a bad thing when you see nothing but freeze, shock, and beast, undead, and fiends right before Vanduke. Sometimes we want to run something else for a change.

I suggest having a sliding block puzzle-like system where you must have one of each kind of level in play at each tier. You can have more than one type of a level in a tier (example, you can have two fiend levels in play at T3) but you must have one of each other type of level always in play.

Nicoya-Kitty's picture
Nicoya-Kitty
@Jimbob From what I've

@Jimbob From what I've gathered, the mineral payout rates are set automatically based on how many minerals are deposited into each stratum. Higher minerals pay less, lower pay more. It basically makes the gates even out to almost an even mix thanks to the bulk of autosellers, and makes it possible to influence the gate theme if you dump at the last minute.

Jimbob's picture
Jimbob
@Nicoya-Kittyhuh...i'll go

@Nicoya-Kitty
huh...i'll go confirm that

from http://imgur.com/a/6auDr#0 i dont think payout is based on amount of crystal deposited, at least not directly

Jimbob's picture
Jimbob
twiddle, i dont quite

twiddle, i dont quite understand your system, can you elaborate?

Twiddle's picture
Twiddle
It would be kind of like a

It would be kind of like a sliding block puzzle. Each tile would be a strata theme, but the players will decide where the tiles go.

...now that I think about it, that might not be a good system. Oh well.

Nicoya-Kitty's picture
Nicoya-Kitty
@Jimbob The relationship is

@Jimbob The relationship is reasonably consistent, though. If we assume there's also an anti-mineral price boost, then the image you linked makes perfect sense: The highest minerals are blue, green and purple , so they're at +2, Yellow is low so it gets +3, and red is low and is the anti-mineral for a blue/green gate so it's at +4.

Milkman's picture
Milkman
I believe Nicoya is

I believe Nicoya is semi-right. When a gate is launched the strata are some-what predetermined, in that the mineral payouts will lean toward a certain stratum type (that is why when a gate launches, all the values are not even). When people try and unbalance this stratum type (by depositing specific minerals rather than autoselling) the payouts change in order to swing the minerals back into the predetermined stratum type.

Dirt's picture
Dirt
The current way of gate

The current way of gate construction is leaps and bounds better than it has been in the past. I don't mind it.

Jimbob's picture
Jimbob
hum, so the gates are

hum, so the gates are launched rigged towards certain stratum? i still don't think thats the best way of constructing the gates, thats like favoring a particular candidate in an election.

@dirt
i agree it is better than the past way of construction, however while i feel the current method is barely functioning, the past way was completely broken. still, i liked it when people put in an effort to construct a same-themed gate, like project jelly, or that all shock gate we once had.

i think some concerns can be said about the organized few vs the unorganized masses when it comes to gate construction. while i dont necessary dislike the organized efforts to gate construction, i can see how an all-fiend gate can be annoying. but i don't think the solution is a hard-cap like the one we have now where we can have 2 same stratum in a row in a tier, but a way to make gate construction more transparent, and better indicate what the gate will become.

thats one of the concerns i have now that i think about it, is that it is kind of obscure in determining the statistics of the gate, even though all the numbers are accesible in some way, there are no clear and friendly graphics that indicates such.

Juances's picture
Juances
There should be a visual menu

There should be a visual menu and confirmation like:
-Click here if you want slimes! [picture of an impostocube]
-Here for constructs [a love puppy]
etc.

After selling crystals:
-Are you sure you want to troll your fellow friends and create this fiend strata? [an angry overtimer picture pops up]
-This will make a fire strata, you sure?[ a flame]
etc.

Too much work. Should i make the suggestion?

Jimbob's picture
Jimbob
twitt, thats actually a good

twitt, thats actually a good idea. instead of circuitively letting people constructing the themes, gates should let people choose the themes they want! its the most clear way i can think of.

Moricka
Payout

My problem is with gate construction is that it does not give me enough money. On average I can earn 3000 cr + upkeep costs (revving, elevator fees) on a JK run but after doing JK like 8 times I get 900 crowns from selling all my minerals at an optimalised price (mostly 4's but no less than 3's).
Also, Dark Matter never sells for 4, its price is 2, sometimes 3 while for example Luminite has 4's very often.

Jimbob's picture
Jimbob
yah, the crown payouts are

yah, the crown payouts are pretty small. but i don't think thats the primary focus of gate construction to begin with. though i dont oppose us getting some other awards, maybe a chance at slots/amps when we deposit 1000 mineral or something.

Buckdida's picture
Buckdida
I think, actually, that part

I think, actually, that part of the problem with the gate construction is the crown payout- period.

When I started, I had no idea about gate construction, other than "Minerals give you money," and always clicked autosell after a run. Indeed, when the steam players joined, Devs actually deposited "alloys" into the gates to keep autosell from wrecking the gate construction entirely, and give more variety to the gates. (Check the wiki, it notes a little about this there.)

These days, I still think "Minerals give you money" and even more money if you wait for a) A +4 crown payout or b) A new gate that has all +4 or +5 payouts on all minerals for a VERY short amount of time. So that's what I do. I give not a thought to gate construction, just the crown payout, because I need the crowns.

More or less, in a game that runs like this... where you need every bit of CE and crowns you can get your hands on...

The only players that are going to "Construct gates," i.e., take a hit to profit to get the gate they want, are those who don't need the extra crowns. Or they might think it's an "investment" or something, if the crown payout is that grand... Anyway, you can guess who ultimately builds the gates, explaining why we always seem to have fiend before FSC.

I understand there needs to be an incentive to collect minerals- but crowns might not be a working answer, as this leaves any player who needs crowns unable to have a say in constructing a gate. There needs to be a different price... like a special material, or, for VAST amounts of minerals, a Silver or Shadow Key? These are just random ideas. This way, people could be free to construct without penalty, as it still adds to the "mineral count" towards their prize, but if they don't want to construct, they can just dump the minerals as grinding for a shadow key or some other special prize.

EDIT: And using minerals to grind something = Energy spending, since you must go into the clockworks. Which means that this would be good for the players, who can now construct gates while working towards a special prize... and OOO, who get players to spend more energy. Win-Win, perhaps?

Kwizzy's picture
Kwizzy
I think it'd be even better

I think it'd be even better if there was an incentive for us to make those gates something other than Fiend & Poison. In T3 both Fiend & Poison have fun levels that don't appear in the other tiers.

Jimbob's picture
Jimbob
doing away with crowns

doing away with crowns completely might not be a bad idea, as i agree that using crowns to influence player decision does take away the option to freely construct the gates. maybe gate construction can be combined with some kind of weekly/monthly quest, like if you kill so many devilites you'll get a reward or something.

Antistone's picture
Antistone
Options

Considering the number of players in the game, the effect of the average player in determining any given gate will always be negligible. Full stop. If there are a thousand people jointly determining a single outcome, the average person cannot cast the deciding vote more than 1/1000 of the time. That's math for you.

So, what could we do to allow more players feel like they have more control? Here's some brainstorming:

#1: Let players make sacrifices for more personal control. This situates more power in the hands of people who care about it more, and makes other people feel like they *could* get more control over the gates if they really wanted to.

I imagine this is what "boosting" was originally intended to do--I can pay crowns to get more of the mineral I want desposited into the gate I want. But that didn't work for a number of reasons.

So how about this: create a "mineral exchange" where players can sell minerals to each other, similar to the energy exchange. If you want a lot of crimsonite in that gate, you can just buy a bunch of crimsonite and put it in yourself. Players who don't care can sell their minerals to the highest bidder.

Or maybe you can buy a "mineral amplifier" from Boost that increases the amount of minerals you collect in the clockworks or something.

#2: Concentrate selection power in a smaller number of players at once, but on a rotating basis. This gives everyone a turn in the spotlight.

A really simple way to do this would be to give individual players a "multiplier" on certain gates, that makes any minerals they deposit into those gates count for more.

Another approach would be to let players BID for gate themes using minerals, instead of simply depositing their minerals into the pool. If you make the highest bid, your minerals determine that theme; if you don't make the highest bid, you get your minerals back and can use them on another gate. This way, you keep accumulating minerals until you have enough to win the bid, so everyone will get a turn eventually. (Though with thousands of players and only 5 themes to determine every 2 days...most players are going to quit the game long before their turn comes up. Maybe not such a great plan.)

#3: Offer special challenges to influence gate construction. Again, this gives more power to the people who care about it more, and it has the added advantage that players feel like they're doing something to affect the gate.

Maybe there's a mini-game where monsters are "stealing" minerals from the construction pool of an incomplete gate, and players can go in to defend the color they want to support. Or maybe you're "purifying" the minerals and making them more effective--each level makes X minerals count double (or some multiplier based on how well you do), and the number of times players can complete the level is dependent upon the number of minerals deposited into the gate. The theme of the monsters could be influenced by the mineral color, and their strength by the depth of the stratum you're trying to affect.

In short, a special level that somehow has a greater effect on gate construction than normal. Something that will effectively cost players' time, but preferably something that will also be affected by player skill, and will give participating players a feeling of making a difference.

#4: Have a promotional event where you give away bonus minerals to players who buy crystal energy.

That's probably a really poor idea. I just want energy prices to go down.

Anyway, you get the idea. The problem isn't that players don't know what theme they're supporting, it's that a single player is a drop in the ocean, and so most players WILL NOT make any difference most of the time, under any possible system. Improving the system is a matter of playing a shell game where we redistribute those tiny shares of player influence in a way that makes players forget they're fighting over crumbs.

Oh, and sorry about ruining that illusion for everyone reading this post. But it is what it is.

Boracic
Reason for Feinds

The main reason for the Feind levels turning up so much is the Jelly King and Snarbo.
Diffferent levels give out less of their corresponding minerals, so jelly gives out more red and Snarbo more purple minerals as they are the anti minerals. The minerals used to create the theme are less common so yellow and green generally show up less or in smaller fragments.
Autosell puts a mineral where it has the lowest ratio to try and even everything out.

A few months ago, when CE was at about 7k, everyone just ran Jelly for the crowns and the result was every strata on every gate was either feind or shock. It caused an uproar on here and two things came of it.
The community worked out what was happening and tried to make an entire jelly gate.
A lot of very active players saved up all green and yellow minerals and dumped them into the upcoming jelly gate a few hours before the change.
It nearly worked.
Nearly.
The gate was due to change just as the Snarby levels were patched in. The gate was all pink. It was looking good.
However OOO listened to everyone crying on here and put in place a system so that no two adjacent tiers would be the same theme.
If two tiers were the same, one would change to a random theme.
So, no more entire Feind gates, but also no entire Jelly gates either.