Lately there have been many threads asking for increased difficulty, new content and overall things to make this game worth playing. What I found to be quite lacking was the way to do so. Most attempts would only help on a short notice, others would in turn simply not work.
An example:
Simply increasing the difficulty would help little to appease the audience without adding new content. First of, the transgression from T2 to T3 is already hard for new players, throwing more bricks in their way won't help make them more intrested in the game. Raising the difficulty of T1 and 2 would help them enjoy the game for longer, but leave the bored endgame players anfazed. Which is one of the reasons why no one really cares about the new monsters. What would be needed would be a higher difficulty beyond T3.
Just adding new and difficult content however doesn't help either, as the danger missions and Shadow Lairs have shown. Why is that? Two factor: Availability and incentives.
Both, SL and DM are not easily accessable. The first has the beyond "near-stupid" price of 1800 CE, the second has one mission a day. Both have a very high (at times fake) difficulty. In contrast to that there are the rewards, which are meager to say the least.
The payout of danger missions is not worth nearly the trouble of learning to cope with the levels. Dieing, paying hard earned CE to revive hampers the "fun" that any challenge would provide. Also, prestige my ***.
What about Shadow Lairs then? It's a joke - and a bad one at that. Shadow Lairs stand as the most difficult content of the game, and as such require a lot of trial and error. Unfortunatly, trial and error is expensive. And you know what's also expensive? The rewards. You don't just need the 1800 CE for entering, but also another 800 for one piece of armor. Which is also all you can make without having bought materials on the AH. So are they worth it? Are they? What do you say Almirian Crusader Armor? No, they aren't. Mostly. At least not in comparison to what you have to do to get them.
This of course only applies to the normal players. That is, everyone that doesn't run around in Proto Armor. I think they like at least the Danger Missions, but I have yet to meet one of those ingame. Who knows? I don't.
With all that aside, I guess I should get to the point where I start talking about what I suggest to do. Which is what I will do now. Right here. At this very point.
What was I going on about...?
Yes, restructuring. So what I'd suggest would be a complete overhaul of the system regarding weapons and armors. But you knew that, it's the titel after all.
To give you the gist of it: I want more everything. Sure, more new items would be nice. Of course, balancing them would be awesome. Yet, it would not offer the same incentive like getting better stuff. Did I say better stuff? Damn, know everyone will hate me, because I want to make the game easier! D:
Joke aside, it would, at some point, make the game easier. Which is the very nature of better equipment and why you want it. The trick is, making the way there harder. So now, before you start to fling your poo at me like some rabid monkeys, hear me out: What do all big MMOs have in common when it comes to weapons? You get them a dime a dozen everywhere, but the good ones always require a certain amount of work. May it be the five-headed Dragon at the end of a raid, or the tedious crafting quest to unite all the splinters of a staff, you have to invest time and energy, offer skill and patience.
And what does Spiral Knights do in that regard? Nothing. You can get a 5 Star weapon without having completed T1 - if you are completly hollow inside, content with killing myriads of little critters to amass the money to build it.
THIS is the very problem of the game. Where FoV would be one of the strongest weapons in any other game, it is a rather lackluster one in Spiral Knights. There are no accomplishments. You get no big badge of "damn ya did fine back there, bro".
Now you may argue that this is what the SL stuff is for - where I would tell you that there is a fine, but important difference. Shadow Lair equipment is less "I'm so hard, yo" and more "I'm so rich, yo". You can essentially buy your way to the end of the SL - to a certain degree it is even necessary.
I still haven't talked about what I want to do, have I?
Ok, now: I want more of everything. Hm, this sounds familiar... Well, whatever. After all I have said now, I want to introduce you to a more widespread upgrading system. A far more rewarding system, if I may say so. Let's break it down:
- Heat stays the same
- Materials stay the same
- Effects stay the same
- Most recipes disappear from the shop
- Monsters drop certain recipies
Until here, nothing too special. So what's the big deal? I shouldn't need such a wall of text just to say that we should get rid of the recipes at the HoH.
And actually, I don't. Because that's just part of it. The big deal is coming about now:
Splitting the trees. Doesn't make any sense, but I wanted to make it catchy. What I mean is, we take every item and give it a second branch. I am not talking about a "new" branch, but a second. The difference here is, that the second branch is weaker. A lot so, in fact. Now, why would anyone want the second branch? "Want" is the wrong word. No one wants it, but everyone needs it.
The second branch is a weaker version of the first branch, for example, when the Silversix branches into the Argent Peacemaker at heat level 10, it would branch into the "Silvery Knight" or something at heat level 5 instead. Here the new tree. It would be little more than a different model and a tad weaker, but a lot more accessable. You see, the recipe for the 1st rate branch would be a lot rarer and only drop on certain monsters and bosses. Sometimes you simply don't have the choice but to craft the weaker one, especially when just getting started.
There is a problem with this however: We need more "room" to let you feel the difference. Right now the Antiqua, the Silversix and the Agrent Peacemaker are, at Stratum 6, 70 damage points apart from one another (30, 100 and 170 respectively). The second branch would the be noticeably weaker with a difference of 50 damage points - for the first 80, for the second upgrade 130. It would set them apart without making them entirely unplayable, through I would lower monster health in general a bit, to make the last upgrade of the first branch even more coveted. Before you start shouting give me a moment to explain why they should be a real reward:
- Twice the necessary materials compared to the second branch
- Untradeable 5* materials
- Recipe is a a rare random drop from special monsters
- Recipe is tradeable but one time use (considered a material)
- First branch items can not be unbound
So what would this achive? It would be the greatest incentive this game could get with minimal changes, without a need for great changes. By now we have seen that new content in terms of levels doesn't help. We have seen that new monsters alone don't help either. Here, we would bypass all balancing all AI issues, all enviromental issues, hell, even creativity would be optional. Just slap some colour changes on the second branch and everyone is happy. Best thing is: The first branch would be far stronger than the second, the second is however still playable, even if just barely - so you could actually go and get whatever weapon you wanted and still be rewarded with something of the best. And it would be legitimate, because you invested a lot more time into it.
Reserved