Forums › English Language Forums › General › Graveyard

Search

Re-balancing Spiral Knights

52 replies [Last post]
Sun, 05/12/2013 - 16:25
Coelydragon's picture
Coelydragon

I’d say it’s fair to state that SK is currently focused on the balancing issue. The community is much about nerfing and buffing, the renerfing and rebuffing. The OOO team is focusing on nerfing and somewhat-buffing. However, the way to restore this balance is a greater balance issue: the balance between Knight and dev interaction.

Let’s begin with defining the term balance. Balance is when a game's interest is high, content is stable, and new events are fun and different; actually new.

So a key part of Spiral Knights is its appeal to everyone through its uniqueness. There’s PvP, Missions/Campaign, and an Arcade for exploration, each with multiple facets that make them what they are. Three skill levels/tiers separate the veterans from the beginners. Tier 1 is nearly perfect; it does its job of attracting players perfectly. It also holds back enough that players will progress for more. Tier 2 is a whole new level. Now that you’re into the game, things will actually try to kill you. Tier 2 has a definite energy balance issue.

Balancing Issue: OOO needs money from energy, but not all players want to buy energy. Solution: Allow more mist space to be bought temporarily, thus raising the cost of CE because of the reduced amount of CE in the market. Then revert to only CE being bought and back again. OOO gets its money and players don’t have to grind as much because of the energy currency fluctuation.

Balancing Issue: Enemy AI’s are too predictable/easy (slimes, knockers, etc.). Solution: increase T3 AI difficulty adding an incentive to get there. More to follow.

Balancing Issue: Weapon lines end too early, good weapons are removed/nerfed. Solution: Giving Zeddy back his old RSS will provide excitement but only for a little while before it all goes back to normal. However, I have seen an entire Darkfang Shield rage. Make the old RSS and shock troika ultra-rare arcade-exclusive items and you solve two problems at once. Arcade becomes more popular and the items are re-introduced. However, avoid doing this with the Winmillion. Solution: Every good game has its gags and jokes. Winmillion is ours.

Balancing Issue: T3 has a dead end. Vanguards do KoA and quit out of boredom. Solution: This may not work, but my idea is to create a Vanguard-exclusive challenge. Make it, perhaps, bi-monthly. Build a new level with tougher puzzles. Like running through a new map with the Lockdown classes, or doing a maze with Golden Trojans. It can serve as a test server too. The cost of running an entire challenge should be 100 energy.

Balancing Issue: T3 enemy AI’s aren’t any different. Solution: It seriously does sound good to have wolvers tracking you. More to follow.

Other Issues
Balancing Issue: Arcade isn’t run anymore. Solution: Besides those awesome rare drops, add rare attacks. Like all is going good, normal, then BAM this greaver just exploded, killing someone, or a lumber teleports around, or a mecha knight picks you up and runs off with you.
Balancing Issue: Missions don’t satisfy the storyline. Solution: Seriously, you need a better excuse for us to run through sewers. Sorry, can’t help you here.

Main Balancing Issue/TL;DR: OOO, we want to hear from you as much as you hear from us. Have some devs run around and do random missions, answer us on forums, etc. Not just menial chatting on one post to leave us to analyze it. You guys can solve things, but we know what problems there are. We need a discussion with devs and Knights so we can fix this game effectively. If I don’t get someone from OOO to answer me in this thread or in-game after a long enough time, I will delete this. If you can’t do something, say you can’t. We’ll respect it. SK community, it’s your job to tell OOO what needs to be balanced, why, and how. I've done my part here in this thread. With proper interaction between OOO and the SK community we can strike the delicate balance between challenge and fun in this game.

-Coely329

Sun, 05/12/2013 - 16:31
#1
Father-Frost's picture
Father-Frost
*ignores wall of text*

What balance?

Sun, 05/12/2013 - 16:33
#2
Coelydragon's picture
Coelydragon

Sorry. Rather, the lack of balance. I'll fix that.

Sun, 05/12/2013 - 17:27
#3
Fehzor's picture
Fehzor

I'm not sure that I want the "solution to winmillion" to be pretending like the winmillion is a "gag weapon" when it could be so much more...

Or that I want to have unique weapons that are as rare as the darkfang shield being actually useful in any sense of the word. That would feel like only the quote on quote privileged among us get to use our sun shards.

Or that I want enemies to have "rare attacks" that are completely unpredictable. That would make me feel like I was getting cheated in a way.

Or that I want OOO to constantly waste time making short promotional things that cost 100 ce once a month for vanguards. That sounds like non-permanent versions of danger missions.

More mist space could work though. Not sure if as you described though, but I'd do something like:
First +100 mist (would recharge at 1.5 times the current rate) = 7.5 dollars; comes with 5 mist tanks, which would restore your 200 mist to full.
Second +100 mist, for 300 total mist energy (would recharge at twice the current rate) = 15 dollars; comes with another 5 mist tanks, which would restore your 300 mist to full.

Why the pricing? Well, most indie games to-day sell for things like 7.5 to 15 dollars on steam, right? So what would the equivalent of "buying Spiral Knights" be? Considering that these upgrades would make the game significantly more plausible to play regularly. The first would make you able to craft up to 3* items on mist, the second would get you able to craft 4* items with only 100 CE- and then 5* items with only 500 energy rather than 700. Significantly less grinding, would still require energy. These could also be put into things like the guardian/battle pack or whatnot.

Would be thirty dollars I'd never regret spending. I'd wait for after a particularly good update to spend it though, when I'm actually feeling.. kind towards OOO.

Sun, 05/12/2013 - 17:56
#4
Klipik's picture
Klipik
So, things...

”I’d say it’s fair to state that SK is currently focused on the balancing issue.”
I’d say the community is focused on balancing, and OOO is focused on Battle Sprites and whatever else they dream up. I hope it’s balance though.

"Balance is when a game has a steady stream of new players that remain players."
That's not balance... that's player retention. Improved player retention can be a result of balance, but balance is when no piece of equipment, fighting style, or any other factor is objectively better or worse than another in a large majority of situations, and when said imbalance cannot be reliably beaten by use of some other tactic or piece of equipment. There is also Perfect Imbalance, which has the same effect with a different method.

Issue #1: So you want there to be temporarily available mist expansions? That seems like it might work, but it also seems like an overly complicated way of doing it. Why not just have OOO do more energy boost sales, half cost elevator days, promos, etc?

Issue #2 and #5: Yes. Also, Luguiru has ideas.

Issue #3: Old RSS was removed for a reason, because it did not fit its intended purpose. Putting it back in in that state, no matter how rare, would keep that “broken” weapon in the game. OOO doesn’t want that. (I don’t think.) As for shock troika, if they wanted that in the game they probably would have added it by now.
And Winmillion isn’t a gag. Or at least, it shouldn’t be.

Issue #4: Shadow lairs? ¬.¬

Issue #6: I don’t think any amount of rareness is going to overpower KoA’s lure of easy money. No matter how fun the Arcade is, why would 80% of people go there if they know they could be getting money faster?

Issue #7: Missions actually did a good job of introducing a lot of story elements in a game that was severely lacking in that department. The problem is, they’re too linear. Solution: <(?_?)>

TL;DR: OOO has said they don’t like to interact with the suggestions forum too much, because they feel it hinders discussion. And they did do the gear survey a little while ago. Still. I wish they would say what they’re doing every so often. Also, please don't delete this thread.

~~

My TL;DR: OOO! Fix your game please!

Sun, 05/12/2013 - 18:09
#5
Zeddy's picture
Zeddy

For the record, I was excited about my RSS for every single minute I had it before, I don't expect that to end if I were to ever get it back.

Making it rare like Darkfang would entice the wrath of the LD community since it's actually useful there.

Sun, 05/12/2013 - 20:20
#6
Coelydragon's picture
Coelydragon
Thank you

Thank you people. This is what I'm looking for. Debate on how to balance. Yes, I know my solutions are faulty. That's what the rest of the community is here for. All we need now is debate from the OOO side. We're waiting, OOO.

Sun, 05/12/2013 - 20:39
#7
Coelydragon's picture
Coelydragon
Continuing the discussion

@ Fehzor
Good point with the extra mist space and lowered upgrade pricing, though OOO probably won't lower the upgrade prices. My goal with the mist concept was to lower the price of CE. If there were rare monster attacks, I wouldn't say they'd be unpredictable. A good comparison might be to a rare monster?

@ Klipik
True, true. I forgot about those shadow lairs. May I ask what you mean by the old RSS is "broken" though?

@Zeddy
Okay, perhaps you would continually be excited for the RSS bomb but it would just be new content for everyone else. Cool, then forgotten.

Sun, 05/12/2013 - 20:44
#8
Fehzor's picture
Fehzor

It would help to lower the price of mist energy... actually, I think thats one of the best things that Spiral Knights could do. What I said in my post.

Sun, 05/12/2013 - 22:10
#9
Etharaes's picture
Etharaes
Raw thoughts, haven't processed

Reintroducing something but making it super rare would IMO be worse than leaving it out of the game. Why? Because then only a select few would have it, and it would be a kick in the face to someone who used to have it or wanted to have it. 99% of the community still wouldn't have the RSS, and they would be mad about it.

No, the balance issue IS about the balance of the gear. I should be able to equip my DVS/suda/iron slug and not feel like I'm trading power for fun. You know how many times I've heard someone say: "Why are you using WHB? It sucks.", with varying grammer? A lot. And they are right. It's damage really does suck, there is no place a WHB works better than another weapon, and I am just using it for novelty.

Giving enemies rare attacks wouldn't lure people back to the arcade. The reason why the KoA mission is so constantly being run is because it gives knights LOADS more money than grinding the arcade. If the arcade was more profitable than the KoA mission then people would go there. The fix to the arcade being dead is simple: Lower the payout from missions, and make the payout of common levels in the clockworks (a.k.a. not arenas) equal to the payout of the currently grinded missions (tier appropriate). So instead of the KoA mission giving roughly 1.5-2k cr per level and a random arcade level roughly 0.8-1.2k cr per level, make a random arcade mission give roughly 1.5-2k cr and a mission give roughly 1-1.4k cr. I think if that the payout is the same, people would still migrate to KoA, but I cant be sure as I am not an economics guru.

Please don't nitpick at me, just try to understand the general gist of what I'm trying to say.

Sun, 05/12/2013 - 22:37
#10
Klipik-Forum's picture
Klipik-Forum

By "broken" I meant not functioning as intended. OOO took the old shards out because they didn't like the way they worked, so why would they put them back now?

@Fehzor: Buying more mist? like this?

Mon, 05/13/2013 - 15:03
#11
Coelydragon's picture
Coelydragon

Thanks, Klipik. Now that I've had time to think about what you guys said, I see what happened. This thread should focus on fixing what's there by using what's there, rather than adding stuff to attempt to balance. Cliche, yes, but I intend to do this. OOO, this shouldn't go under the Suggestions sub-forum. If I could (and I know it won't happen) I'd ask for a sub-sub-forum. Suggestions, not for new things, but for how to fix the old. I understand your concept of not entering the discussion to avoid limiting creativity, but that's not what we need in this thread. We need minds from both sides to work on this problem together because that's the only way we'll actually get anywhere.
Back to the topic.

Energy Balancing Issue: OOO needs money, so they created a choke point: HoH. They force players to either grind to an extreme, pay for the stuff, or quit. Solution: I'm thinking we need to mess with the supply and demand ideas. Introducing more CE would lower the upgrade costs, but that won't happen. It just won't. Lowering the demand would possibly work; OOO would have to lower the upgrade cost. Chances are, that won't happen either. Etharae, how would you increase Arcade payout compared to KoA payout without making KoA any easier? More monsters? Because that's what OOO seems to already be doing to make things "harder". Good thought; keep working it out.

AI Balancing Issue: I didn't get around to reading all of Luiguru's ideas. Are they actually viable? Simple, but smart?

Weapon Balancing Issue: Basically, you're saying fast/slow weapons need an edge over other specialized weapons? Makes sense. WHB's interruption could use a boost along with DVS's poison rate. I'd craft a DVS if it had a good chance of poisoning. However, is buffing the correct solution to this? I understand what you said, Klipik, about it being broken. Now it makes sense why that's that for that. How about adding obscure uses? Just about nobody thought of a plate, suda, VV set before Zeddy found how powerful it was. Obscure uses would make them at least somewhat more useful.

Dead End Balancing Issue: The end of the game needs to be as captivating as the end. Something that will keep Knights going. Shadow lairs are expensive but are they worth it? I don't have experience there, sorry.

Mon, 05/13/2013 - 10:53
#12
Klockworx's picture
Klockworx
OMG!

Giant wall of text, can't focus.

No offence dude but some Paragraphs would be greatly appreciated, other than that i get what your saying.

Mon, 05/13/2013 - 19:49
#13
Klipik's picture
Klipik
@Glitched

I see paragraphs everywhere. What are you talking about?

@Coely: About missions/KoA, I had This idea. It's not perfect, but it's at least a start.

Mon, 05/13/2013 - 20:41
#14
Coelydragon's picture
Coelydragon

So Klipik's idea was to nullify the point of missions after completion so that the only reason to do one would be out of boredom or to help someone. Perhaps exploration. However, completely removing the cost is a bit extreme. There's a reason why everyone hangs out at the training hall once they run out of mist. Perhaps reducing the cost to 5 mist would be a compromise. Or, we could create a communist-styled system where crowns received are automatically donated to the guild. It would encourage guild membership (not that it needs encouragement) while also lessening the appeal of farming. I highly doubt this would work, though. Another idea would be to make Krogmos worth CE so there would be a CR decrease due to the increase in PvP activity, and an increase of CE on the market. maybe 5 Krogmos per 1 CE?

@ Klipik
I edited my paragraphs so they had spaces between them.

@ Eurydice
I hope you're taking it up to your boss to ask if you can discuss with us or at least send a representative to talk to us. You want feedback, we want feedback. I'm thinking that I'll give you the benefit of a doubt and wait approximately three weeks after the battle sprite update that you guys are "so busy working on" (not trying to be sarcastic, just giving you the benefit of a doubt) before I delete, or at least graveyard, this thread. SK community, you can try convincing me to keep it longer if you want to give them a greater chance.

Tue, 05/14/2013 - 02:22
#15
Xxpapaya's picture
Xxpapaya
The papaya explodes (due to laughter :P)

/Reads the wall of text
Well, the only thing I can think about now is how funny the forums would look if an Admin commented on every single thread ^^, maybe OOO should delete the "Admin Thingy-Magig" if they are gonna assign a few new Admins to prowl the forums :P

Wed, 05/15/2013 - 14:58
#16
Coelydragon's picture
Coelydragon
Missions, Ranking, and Prestige

What is the point of having missions? My first guess was to be an extensive tutorial that ran players through different monster types, damages, boss levels, and various other aspects through both read-and-click missions (that nobody pays attention to, really) and experience in various levels.
However, there is also the rank aspect that OOO is promoting via the new UI. Yesterday was the first time that anyone actually asked what rank I was, so perhaps OOO's plan to promote the rank system is working. But, seriously, what's the point? Maybe there is a master plan or ulterior motive behind this all. I'm not asking what it is because I enjoy the intrigue there. However, if there is no plan, perhaps ranking could be tweaked to fix this game.

The ranking system is (loosely) connected to prestige, another seemingly pointless aspect unless I'm ignorant of something, in which case I'm very sorry for wasting your time. I propose that prestige be used to purchase accessories. Why? The non-weapon-and-armor side, the social side, seems to be the target of the prestige concept. Prestige, the word, means basically fame. Fame, in SK, is either flashy gear or forum popularity and rarely extremely good skill. A forum integration wouldn't quite be effective. However, being more "famous" would lead to better-looking accessories. Of course the accessory cost in prestige would need to be highly expensive, but to some knights worth grinding for.

On a side note, the achievement system also seems to just sit there, but that could just be me.

@Xxpapaya
I'm not asking for GM's to talk on every thread. Just reasonably because quite honestly, several threads aren't worth glancing at. Devs shouldn't need to bother with threads like that "Nerf Stupid Posts" thread the other day (which was quite funny) (more Eury's job, I'd guess) but if there's a good think going on, they should at least drop by to give a bit of input on their view on such ideas. Still, a good point. I should have made that more clear.

Wed, 05/15/2013 - 15:18
#17
Klipik's picture
Klipik

As I see it, Missions are for storyline integration, Prestige is for something but they're not quite sure what yet, and achievements were meant to be replaced by prestige but since prestige isn't done they're still laying around.

Wed, 05/15/2013 - 15:40
#18
Coelydragon's picture
Coelydragon

@ Klipik
Yeah, they definitely have a storyline aspect to them, no doubt. I give them some credit for at least promoting the plot, even though it's none too important. Most games just give a story in the beginning that no one pays attention to.

Wed, 05/15/2013 - 15:51
#19
Neodasus's picture
Neodasus
More mist space is a flawed

More mist space is a flawed concept because it would cause a creep in CE prices. For example, I use the 100 mist to gain 200ce. I use 1k CE to expand mist by 10. After the course of several weeks I am now continuing to expand my mist. Even if the max was a meager 200 mist, it would make the elevator pass redundant and increase CE prices to 9k per 100--and it only gets worse as time goes on. Eventually if even 10% of the players than ran Vana used the max mist expansion it might even reach DOUBLE what CE is today. I've seen it happen and I don't want to see it happen again--if anything it causes a loss in the playerbase and that means potential loss of income. Every player no matter what he brings to the table is a potential customer. You already have a "mist expansion" to infinity and that is 4.95 a month.

Wed, 05/15/2013 - 18:56
#20
Coelydragon's picture
Coelydragon
@Neodasus

I think I see what you're saying. CE, being the supply, would be worth less because there would be more currency in the economy through the extra mist. So somehow, there needs to be a way for OOO to earn money while increasing the amount of CE on the market. Obviously, from past failed attempts, there is no way to convince enough people to buy enough CE to do this. You seem like a smart guy at economy. Do you think that it would work if you could, say, reverse-engineer your items but only reap the CE from it? As in, if you have a wolver coat you don't want, and you "send it to the junk yard" or something along those lines where they pay you the 50 energy you used to make it, in the form of CE, in exchange for the wolver coat permanently. An item sink if you will, but also a place to redeem some CE. Would it work?

Wed, 05/15/2013 - 18:59
#21
Klipik's picture
Klipik
About lore

I think SK has potential for an amazing story, with the setup and mystery surrounding everything we do. Problem is, missions aren't a good medium for exploring said lore, and they directly clash with the original Arcade "choose your own adventure" mentality.

For example, here's some lore I theorycrafted.

Wed, 05/15/2013 - 19:22
#22
Coelydragon's picture
Coelydragon
Lore (@Klipik)

Perhaps it would make sense if the missions were more exploration focused than achievement focused in terms of how they are introduced and explained. That way there wouldn't have to be a definite order to how the lore is introduced seeing how confusing it all is. By this, reducing mission payout sharply (though not completely) would make missions a way to explore specific levels for the point of exploration and not grinding, ranking up and not creating an income. The arcade would then become the main source of crowns and things would begin to make a little more sense perhaps. Mission intros could be used to hint at things within the level that point towards the SK lore, but not focus entirely on getting through, and rather enjoying the awesome graphics and storyline. An example of this would be the FSC intro which tells lore but not entirely (I don't recall the cursed sprites being mentioned) leaving some to be explored within. This would switch the position of the arcade and mission in terms of how they are used (exploration vs journeying (if that makes sense)) but perhaps would balance out the two.

Wed, 05/15/2013 - 19:30
#23
Klipik's picture
Klipik

Read 1-C.

Wed, 05/15/2013 - 20:00
#24
Coelydragon's picture
Coelydragon
@Klipik

That was quite confusing, especially when I scrolled up and saw that it was a thread regarding guild hall updates but I think I understand what you're saying. Missions won't work without a storyline. I'm not rejecting a storyline. I was trying to explain how instead of making excuses to go run levels, there could be hints of the storyline, pieces of the puzzle within each level so that missions would hint towards another bit of the story and the mission intros could point towards the hint. A knight would need to run through all of the levels to gather the pieces, thus the reason to do any levels at all. Perhaps a better example would be the echo stones and recon modules. They say there's recon modules in previous missions and they send you to gather this piece of the story. I'm sorry if you still don't understand. I don't know how else to explain it.

Wed, 05/15/2013 - 22:02
#25
Klipik's picture
Klipik

It's not only that missions won't work without a storyline, a storyline won't work well (in most cases) if it's too spread out. If the players have to piece together lots of little bits of story, there's a higher chance that either they won't get it at all, or not even try to because the connections end up being too weak. That could work if done right, but it's extremely hard to balance that level of connectedness and incredibly easy to mess ip up in any number of ways and destroy what little story there is.

Thu, 05/16/2013 - 15:06
#26
Coelydragon's picture
Coelydragon
@Klipik

Ok, that makes sense. Would it work if each set of missions held a "chapter" of the lore in them? Like the missions could be grouped together as they currently are and each set (or sets) of four would focus on a different aspect of the story. For example there could be a part with the Owlite kingdom story and you would run through Candlestick Keep and the Scarlet Fortress (is the Scarlet Fortress related? It's kinda a generalized castle as far as I know.) so player could experience both but also have a bit of the lore learned there. The intros could explain some of the lore and within the level you would be able to see the books and couches on the side in Candlestick and meet the knight at the end of the level that studies from the Owlite libraries. I'm basically thinking of remodeling the mission interface structure so that there is an actual order to it all, and that the order could be related to the lore. Of course the Owlite segment of the story would need to be closer to the end for the Vanaduke section, but Candlestick is pretty much already T3 material. (Oops. Didn't mean to get into the specifics.)

Thu, 05/16/2013 - 20:38
#27
Klipik-Forum's picture
Klipik-Forum

I think it would be nice if mission weren't quite as linear as they are now. For example, the RJP and IMF storylines could run parallel, rather than back to back, so once you finish the first set of T2 missions you can choose to pursue RT or JK. You'd get the chance to do both, but you wouldn't have to do all of one before moving on to the other. Then the T3 checkpoint would require you to have done both of them.

Make sense?

P.S. I think the Owlites/Kats/possibly almirians have a very interesting story surrounding them, and I would love to see it elaborated on and explored. Same with all the story elements really. Gremlins... Lichens... Arkus... Devilite cities... The Swarm... The Core...
/sigh

Fri, 05/17/2013 - 18:07
#28
Coelydragon's picture
Coelydragon
@Klipik

I totally get it. That would be really awesome to have a split storyline. Complete agreement on the P.S. too. I'm interested in if the Swarm is related to Arkus and the city of Ur.

One of the aspects of the mission system that really made it seem linear to me is that the missions are quite literally lined up. Originally I thought they had to be played in order. This completely frustrated me when I got stuck on Frostifur Fandango. I'd like to see them come in a more set-style format rather than line segment format. Something like a block of four mission tiles that you could select from.

Fri, 05/17/2013 - 20:03
#29
Klipik's picture
Klipik
That would be a good start.

Also, someone connected Arkus, Devilites, and the Swarm.

Sat, 05/18/2013 - 21:46
#30
Coelydragon's picture
Coelydragon
Monster AI and Battles

Let’s face the inevitable: no matter how you change the AI of a monster, the result will still be the same, because after fighting about 20 of the same monster you’ve developed a pattern, whether it’s spamming or attack and dodge (or something else). Changing a monster’s AI may make it more difficult for a while, but only until an attack pattern forms.

So let’s go to where battles are actually difficult. Shadow Lairs are different from most levels for several reasons, one of them being the terrain. I’ve seen videos and there are the chain-things that swing around, forcing players to dodge mid-battle. There are also monster spawns in inconvenient places, like spikes.Danger Missions are tough for two reasons. One, the terrain, like the flame cannons in C42, and two, the swarm of various enemies in small, confined spaces. Let me prove my point. I run RJP all the time. The second level has a four-room section. Nearly every time, people go for the top right corner. Why? It’s relatively the most difficult. Why? It’s a tight room with various enemies swarming. Then the people go to the bottom right room. Why? It’s relatively the second most difficult. Why? It’s a tight room with an indefinite swarm of enemies (mini slimes) and lots of terrain problems (spikes everywhere).

So I’m suggesting that within the clockworks, we can make levels harder and battles more fun, not by changing the way monster fight, but by making the area unfairly stacked against the knights. Corridor battles and chain-of-room battles (top left section of the second level of RJP style) can be made much more challenging merely by adding gun puppies, greavers, spikes, or other turrets. For example, there is a section in one of the compounds where it would be really easy if not for the 6 or so gun puppies that are unreachable by sword or bomb, which I had been using at the time. I was forced to take this area seriously with much dodging and running and I had not had that much fun on a T2 level since I started it with my underpowered gear. I give OOO credit for that segment of the compounds. Yet, they can make T3 so much more fun by amping up all of those weak spots.

Sun, 05/19/2013 - 10:48
#31
Coelydragon's picture
Coelydragon
@Klipik

I think we were getting a bit off topic with the specifics. Still, it was quite interesting.

Sun, 05/19/2013 - 15:38
#32
Thegreatpiggy's picture
Thegreatpiggy
Well then........

See this before you go any farther. *didn't read wall of text but still recommends stuff*

Sun, 05/19/2013 - 17:02
#33
Klipik's picture
Klipik

Linked that already.

Sun, 05/19/2013 - 19:39
#34
Coelydragon's picture
Coelydragon

@Klipik
My apologies for not seeing that before. I tend to ignore large amounts of links after clicking a couple.

@Thegreatpiggy (and Klipik)
That's an interesting idea. Do you think OOO has achieved that? I've been seeing Polaris nerf topics since about when I joined, but there's also new lockdown loadouts that have been popping up. It seems that from this perspective, weaponry could possibly be used to create this perfect imbalance but I'm not sure how well it's working out for OOO (if they're even trying. My guess is that they're trying to create perfect balance instead.).

I could see OOO doing that using events, like one event would overall be weak to a certain type of weaponry (gun, for example, or a certain status, but it would have to be done in a way where the player would see the power behind that specific status that nothing else has so that he is drawn to craft that type of weaponry. Not like elemental damage because everyone already has all three types covered) then a couple of events later make the overall event weak to a different type of weaponry. They could even do this using maps. Like League of Legends adds champions, SK could add maps that would give bombers, for example, an edge over the other types so more bombs would be made. They could even just be Lockdown maps.

@OOO
Hey, it's great to see that you've been more active in the suggestions thread. I'm hoping you'll make your way around to this thread because I'd like to get some discussion going. Maybe you think we already have discussion. We do, but we can have so much more if you can describe to us the reasoning behind some things, maybe throw in some of your own ideas that are a bit rough on the edges so we can help sand them off. The community can seriously help you guys (no offense). At the least, give us a chance to help.

Sun, 05/19/2013 - 20:55
#35
Klipik's picture
Klipik

The only problem with this is that right now, this is getting in the way.

As for your example, any map that could be made to favor "bombers" would also favor polaris and brandish users.

Sun, 05/19/2013 - 21:04
#36
Coelydragon's picture
Coelydragon
@Klipik

Not only that, SK is mainly a PvE game. And we need more weapons because seriously, all you need is an elemental brandish of your choice, GF or acheron, blitz needle, final flourish, and polaris and you can do anything. I haven't had enough time to watch the second video but I'll get around to it tomorrow.

Yes, maps that favor bombs also favor polaris and brandish users, but that's because polaris is essentialy a shocking-grenade launcher and brandishes are swords that launch a row of small bombs in any one direction. FoV can also be classified as a pseudo-bomb, but is quite a bit more dangerous for the user. But I'm getting off track again. Thanks for pointing out the perfect imbalance concept anyways.

Sun, 05/19/2013 - 21:35
#37
Klipik's picture
Klipik
I like linking things

Oh look what I found.

And if you wanted to talk more about Lockdown...

Mon, 05/20/2013 - 19:41
#38
Coelydragon's picture
Coelydragon
Lockdown and Blast Network

It’s interesting that you brought up LD because I just played a round of that earlier. Personally, I suck at it as much as I suck at BN and that’s a lot. However, I have read up on it and I do know a lot of strategy (or should I say “strategy”) even through I’m probably the worst at implementing strategies.

Let’s go through the general overview first. There’s Blast Network, the, as they say, awkward middle child (which I don’t enjoy using since my friend is a middle child) who doesn’t do too well, nor gets much attention even though there’s quite a bit of undeveloped (or unused) potential. Blast Network is mainly a game of strategy, and complicated strategy at that. The little brother Lockdown, on the other hand, is quite simple. Capture the points using any means necessary that you’ve earned from your clockwork journeys. Lockdown gets all the attention he wants. Some say that LD is a mini-game, but it fits rather nicely with its cousins Arcade and Missions as part of the main game that is played. If anything, BN is a mini-game because the game is rather small in popularity. Otherwise, BN is just as great. Then there's Super Brawl the big brother who got sent off to college and is never coming back because he was just too good. And there you have it: the SK PvP family.

BN doesn’t seem to need much rebalancing at all. In fact, everyone has exactly the same things as everyone else. The only things that can give one player an edge over another are skill, luck, and energy for those energy revs. Skill can only be balanced by classifying players by their experience in BN; no amount of clockwork running will help a new player, unless the new player in question doesn’t even know the controls. Unfortunately this will not work due to the lack of players overall. The highest amount of player I’ve seen on BN is 12. Overall. Like both free-for-all and team (no one was doing GvG). So separating BN is not going to work. The strategies in BN are rather difficult to create and even tougher to implement properly. Sure, there are players that are great at it, but those players play BN a lot (or similar games). My proposal is to at least run the new players through a tutorial on BN strategies or throw in some easier maps

LD is about as balanced it can be for the moment. The most I can think of are the separate elite class that some other thread I saw was talking about (probably a link from Klipik) or adding more weapons that can viably be used. Yes, OOO, we need more weapons. All the good weapons are a bit overused and the others just can’t compete. If you’re doing that cycling perfect imbalance idea that Klipik and Thegreatpiggy were talking about, you’ve taken a couple of years to do just the first step of the cycle (aka from the preview event to current day SK). Also, while we’re at it, I’ll throw in that the elite class idea will likely increase your income.

Mon, 05/20/2013 - 22:17
#39
Klipik's picture
Klipik

The only problem with your analogy is that Brawl wasn't better than LD or BN. It was an unbalanced bloodbath that would be even worse if they brought it back today.

Mon, 05/20/2013 - 22:47
#40
Notarealcharacter
Spiral Knights balance,

Spiral Knights balance, huh?

I would like it if it mattered at all what armor you wore beyond unique set bonuses. I sacrificed my piercing defense to craft my bark bark armor to Vog Cub, but I find it doesn't seem to make a difference in how hard it is to fight piercing enemies. Same thing with shields. It feels like the resistance on the sheild and the health pools matter so little. I notice something of a difference, but it's miniscule. I've spent so much time upgrading various sets so I can play 'properly'. That is, so I can swap specializations for what I'm fighting. I'm finding more and more I wasted my time.

I feel like I've been scammed.

On the upside, I guess I have no reason to ever bother swapping armor. That was always annoying. On the downside, I have several sets of four star gear, and one five star set of armor, and feel like there's no point in pursuing anything better. I have no five star shield or weapon either, and I keep wondering if it would even matter. The way armor scales at various depths of clockwork is already ridiculous, but having appropriate gear for a certain level doesn't even matter either.

I even downgraded to a swift strike buckler to try the attack speed. If anything, being forced to evade(rather than trust blocking), is actually better. Why bother blocking when a four star sheild with max heat loses half it's HP to a resisted damage type same as a non resistant sheild or lower level one? Why bother swapping armor when I lose half my HP to the same attack no matter what I have on?

Tue, 05/21/2013 - 01:46
#41
Fehzor's picture
Fehzor

@Notarealcharacter

You should totally check out this thread I made a while back that says your point almost exactly- http://forums.spiralknights.com/en/node/80053

Tue, 05/21/2013 - 21:49
#42
Notarealcharacter
Oh, thank you. Forgive the

Oh, thank you.

Forgive the ghetto account. I played through steam years ago, but returned recently when I learned there were elevator passes(literally only thing that stopped me from playing was the lack of just that kind of thing). I still don't know if there is a way to get that account recognized on the forum or not. I'd gather not.

I somehow feel armor used to matter more. I had wolver, salamander, and angelic still in my equipment pile from years back. I made them specifically because I was lead to believe that's how you played. Did they change how resistance works, or am I just more experienced with the lower depths of the clockwork now?

Fri, 05/24/2013 - 08:37
#43
Coelydragon's picture
Coelydragon
Armor (and @Notarealcharacter)

Yeah, I've noticed that too. Armor seems basically like something that stops FTPs like me from proceeding past the HoH. I can't explain how frustrating it is to be able to clear a T3 level (not Candlestick Keep) with my low-star armor, and only a 4-star shield and sword, yet not be able to pass a Spiral Warden's test. It does make sense if you see it as OOO's way of convincing you to purchase energy, but they seriously could fix that if they bothered. I feel exactly like you do; no point in making more armor if you can already beat levels that are supposed to be too difficult. Also, very few armors seem like they actually upgrade. Yes, they have more defense, but I'd like armor lines that were more like the Quicksilver armor line. You actually want the next upgrade because of the MSI. Otherwise there is no point in upgrading besides to pass the HoH. Perhaps a better example would be the wolver line. I like how at the end you can upgrade it for the ASI or the damage bonus instead of just having damage bonus all the way through. Having that second option of ASI has been a reason for many player to want the upgrade. Yes, more defense is great, but its seriously just too common. Monsters get more powerful, so you need more protection. It's too bland for a game like this. I'm not asking for less defense because that would be dumb. I'm asking to get more out of armor so there's more of an incentive to proceed. Armor protection seriously doesn't matter very much in a fast game like SK, and it's useful, yes, but it can also be so much more. Like, there's a reason why everyone gets Chaos or Vog or Kat. Same reason that no one gets Skelly (yes, there are a few of you, but too few to count in. Besides, wouldn't you like a Skelly with a more useful ability on it?).

Tue, 05/28/2013 - 10:49
#44
Coelydragon's picture
Coelydragon
Dash and Bash

I tried these out last night and I just have to talk about it now. OOO, you did a beautiful job on both of these. Perhaps its just me, but I see both of them as what they were made for. Dash is more defensive and Bash is more offensive. I did an RJP run (as always) and Dash saved me several times. Bash was also great for the rush into battle. One of the things I found annoying was the disability to bash through a triangle of slimes in my way, but I'm assuming that Bash runs off similar mechanics as the shield bump. I also became a bit more reliant on these than I expected so I did die a few times, but nothing worth mentioning as they were both fun to use. The control scheme was annoying; I set E as bash and space to dash. I think it'd be much better to double click shield to bash and double click a direction to dash, but that could just be me.

On to the balancing issues here. Armors have just become near-obsolete. The only major hits I took were when I was adjusting to the dash-n-bash controls and when I got blocked by the slimes. Ranged weapons have just received a buff because gunners can now jump out of harm's way more easily, but this also takes a bit of skill out of the game. I don't consider it anything to worry about though. Swordys also received a buff as they can now be like strikers with the ability to stun. I believe I'm seeing a power creep here. Knights just got more powerful and monsters just got nerfed. What I'm waiting for is for the monsters to become more powerful. In a way, this is more balancing than unbalancing because armor defense will (eventually) become greater and more useful. There will be a greater division (eventually) between T2 and T3.

All that needs to happen is the buffing of monsters. Not all, but the weak ones (eg. slimes). True, there will be many rants about monsters being OP, but I'd say that's good. Players will be forced to use more skill and the game will become more exciting. Eventually it'll all die down. When was the last time there was a monster buff? June? They buffed the Gun Puppy accuracy in Tier 1 and no one complains anymore. In fact, gun puppy accuracy has been one of the most put-up-with attacks that are actually difficult. Nobody complains about bullet hell unless they're actually in it and they don't complain elsewhere very much because the adrenaline rush and the excitement of dodging the massive influx of bullets is one of the most engaging, yet somewhat common, parts of the game. Maybe it's just me, but I enjoy dodging the three-spread of bullets that come from gun puppies. I enjoy slipping to the side while shooting it down. I enjoy running around a turret, trying to beat its turning speed so I can hit it from behind. I enjoy watching myself getting killed by just barely having my hitbox tapped by the edge of a bullet. I can't explain how exciting it is to be battling a Giant Lichen Colony and just barely getting hit and killed by a spike that it shot.

Hm. I guess I got off topic there. My point is, in response to bash-n-dash, there should be a power creep and it's currently the monsters' turn to be buffed.

@Klipik
Sorry, yeah, you're right about Brawl being bloody and unbalanced but it would definitely be fun. At least for a while. Then the complaints would pour in like crazy. So no, Brawl isn't coming back and for good reason, I agree.

Tue, 05/28/2013 - 10:46
#45
Coelydragon's picture
Coelydragon
Power Creep

Sorry guys, that last post was a horribly disorganized ramble. I'm going to try to keep it short here because most of you forumers are too lazy to read it all.

Let's do that power creep in T3. T2 is fine as is, and T1 is just about perfect. Knights have been receiving all kinds of buffs lately: dash, bash, enemy radar, etc. This is bad for the monsters, as they have only been nerfed. Sure, there are Gorgos and compounds but they aren't much tougher than normal monsters. I'm thinking that giving monsters more of an advantage so it seems like a fair fight between monsters and knights in T3 will make things more fun. Something like the wolvers' teleporting, but for more monsters and a greater variety of new abilities. These monster buffs would go perfectly with the release of battle sprites because it would balance out the extra buff that knights would receive. It provides reason and complaints would be rendered useless because there is no excuse to complain about a harder monster when you just got a partner for life to fight alongside you.

And that's it for now. Still chilling, waiting for OOO to show up here. I'm hoping the variety of topics I've touched can be narrowed down by OOO so we know what needs fixing and what can't be fixed.

Tue, 05/28/2013 - 21:00
#46
Klipik-Forum's picture
Klipik-Forum

So like... this?

And this?

Mon, 06/03/2013 - 19:36
#47
Coelydragon's picture
Coelydragon

@Klipik
Yeah, those might work.

@Everyone
I'm going to try to summarize the points we've gone through so far.

Energy Balancing Issue: Mist expansions aren't going to work. Best they can do to reduce grinding is to reduce the upgrade cost. Now I'm curious why the CE price has dropped to 6k and hasn't risen for a while...

AI Balancing Issue: Tons of ideas are out there but I doubt they're going to be implemented any time soon. OOO, anything on those? Planned, or ultimately rejected?

Mission/Arcade Balancing Issue: Balancing crown payout or even chopping a chunk of the payout from the missions like Klipik's idea was would probably be the best that can happen. Also, lore can be implemented better into either or both.

Gear Balancing Issue: We clearly need more variety to increase interest and break down a little more of the metagame popularity. To the Suggestions sub-forum!

PvP Balancing Issue: No one really discussed this besides me. Klipik made a side comment but I'm not counting that for the moment. Basically, more weaponry, and possible a separate class for those bored of T3 LD being too easy. Although from talking to Ninja-Gyles in-game the other day, T1 LD is supposedly much more fun due to the longer battles and equally balanced equipment (excepting OCH gear)

Power Creep Possibility: Monster buff time, whether it be the monsters themselves or terrain advantages that they can use over the knights. Compounds implemented these beautifully. At least the T3 ones.

That's all I can think of for now.

Mon, 06/03/2013 - 21:49
#48
Hero-Of-Cheese's picture
Hero-Of-Cheese
For the ce comment

The reason why CE is priced at the 6k range is because the promo just ended. Give it a couple of days, and it will be back to 7k. In other words, BUY WHILE IT'S STILL 6K!!!

Wed, 06/05/2013 - 12:04
#49
Coelydragon's picture
Coelydragon
@Hero-Of-Cheese

My apologies. I forgot about the promos because I'm an F2P. Well, I guess I'm off to farm more before the promo ends.

Wed, 06/05/2013 - 17:52
#50
Klipik-Forum's picture
Klipik-Forum
:/

It ended June 2nd... ¬.¬;

  • 1
  • 2
  • next ›
  • last »
Powered by Drupal, an open source content management system