Post your feedback here about: STUFF THAT IS NOT BATTLE SPRITES

279 replies [Last post]
Destroyerofthenort's picture
Destroyerofthenort
They want honest opinions...

They want honest opinions... they want feedback.

They want to know what will happen, and so i delivered. Besides, half of a mist tank on one rev, let's be honest, they asked for it; and while we can deliver it in other ways, subtle never cuts it. While my last post may have not gotten the desired input from OOO, i refuse to think that posting "pretty please fix this. 50 energy is way too much" will have any effect at all

Caffinated-Slyph
inb4 you get silenced

Oh wait... You will.

In other news, revives at a fixed 50 energy? That just outright torments the newbies, those with poor latency/computers, and the downright unlucky. Damage control has already been set in the form of the revive item being droppable, but now I'm curious as to how well that will go.

Battlegrinder's picture
Battlegrinder
Pretend I wrote something clever here

I'm just hoping it turns out to be a bug or something. Granted, OOO and Sega have done some spectacularly ill-advised things in the past, but jacking up the cost of a revive to 50 CE is far to stupid to be an intentional move.....I hope. The issue with the bug theory is that it would be pretty hard to accidentally screw up the revive system like this. I have a sinking feeling this wasn't a mistake.

OOO, this change is causing a lot of resentment and distrust (and is reminding people of all the other unpopular and resented changes you've made like the UI). If you want to head that growing resentment off, you should respond to these questions soon.

Wacyrn's picture
Wacyrn
my opinion 2

I fear that 50 E for a Spark of life (that is not the msame as for a revive!!!) is not a bug or a joke.

Paying 50 E for a Spark of life is truly painful, so i can understand these feelings. I am seeing another shitstorm against three rings at the horizon, but i am still not conviced that this really so bad.

At the moment , i cant get rid of the feeling, that some of you combine the new reviving system and the other changes with your actual playing style. But after these changes you WILL change your playing style , so you have to imagine how it will look like and compare the old status with this projection.

There is a general difficulty increase in this game, by the decision to put vita pods in heartboxes. there are several (old) floors with no (or practically no) heartboxes, like the scarlet fortress, wolver den and some other. you can say that this problem only affects arcade, but you sometime have these maps also in missions.
In the FSC there are two heartboxes ath the end of floor 1 and 2; with some bad luck you have here the same problem.
theoretically, there is the possibility to buy vitas in the mission lobby but it decreases your profit, so practically no one does it.

It will become much more important to choose the right difficulty level:
esay- only if youre unskilled or have the wrong armor.
normal - you need some skills and at least one fitting armor part to make it throug an (arcade) level on normal without dying more than once.
if normal is equivalent to the current difficulty on the normal server.
elite- without a leveled suitable armor this will become impossible, (or just very expensive).
So Armor will become much more important too; you cant make it through the game without.

I think that some of you has to swallow their pride and play FSC on easy difficulty and/or skip the boss, or even the boss and parst of the level before(just stop when you are all dead.). Or just search another farming ground (arcade).

I ASSUME THAT SPARKS OF LIFE ARE A PERMANENT ITEM; THAT IS TRADABLE AT AUCTION HOUSE; COMPARABLE WITH NORMAL MATERIALS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Honestly, a part of me like this new situation. before the update i was never content. i can play vana; this brings many crowns but its boring. i can play arcade, but thats very bad for progress. After this update i can got arcade, with the argument to farm for sparks of life. and if i am finding an orb of alchemy there, i am still making sustainable progress, and that without the feeling that i miss out a part of the game. Maybe i can even convince some of my guilmenbers to join an (elite) arcade run.

If you dont like these thoughts, you still have a chance of defeating vana without any sparks of life: and thats TEAMWORK. yesterday i enjoyded a (nearly ) perfect vana battle. we finished him off without anyone of us going down at all!! The key for such a result is team with 3 needles and a shivermist-buster-bomber. If this is right executed (needles are firing synchroniuosly into his back; and royal guard are killed off quickly; watering schadow fire is seriosly done, and mask is killes off with volcanic pepperbox within the time of a single water ball), vana has absolute no chance and can't barely hit you. he goes down within 3-4 min.(i have to thank my gild for enjoing such a good run!) But this reqires a lot of work. you have to choose the right team, oganzioe the roles in the battle and do a lot of social stuff.
Otherwise ti can end badly. i also withnessed vana rung in which every player dies more than threee times before vana bites the dust.

The tips for new players will also change: "forgot wolver/skolver; buy owlite set and make divine(or chaos) set as soon as possible (for fsc farming); tins are easier than jk; farm there with your owlite/elemental/miracle set "

Another consequnce ist that the daily income decrases. the increased difficulty force you to play easiser levels with less crowns. This is not so worse than it sounds.
First, especially free to play player will need less crowns for new equipment. you dont have to buy tons of ce anymore; you only have to buy some orbs of alchmey if you dont play enough. (with the new dropping system you will have enough materials.)
If most of the community earns less than before, than the prices in the auction house will fall! I cant say how much; this depends on the exact balancing and i cant predict this.

There are some speculation that the ce will fall with the update. I wasn't even sure about this before i heard that spark of life was 50 E. now i am sure that the ce price will definetly not drop!

thre have been some complains about the new UI. ask yourself, does the last UI change still annoys you or do you get used to it? if you can answer this question with you get used to it, ask yourself if this willl also happen with the new UI?, otherwise continue complaning!

some suggestions for three rings:
first,make sure that hte hall of heros missions also can be completed if you wear equip with more than the required number of stars!
second, the posibility to revive a player in battle by reaching his position and pressing a certain button scould be still in this game! i cant scrollt hroug
any menus if i want to use one of my sparks of live to revive another one in battle!!!!!
third, show somehow if your free revie is used up in the ui.
fourth, i want to decide myself when i rejoin the battle, after going down and being revived. the former sultion with pressing the attack button to "accept" a revive was very good. (maybe i am just used to that.)

I can't imagine, that our developers have gone crazy! there carrrers depend on these decisions, so don't belive that they want us to leave the game! So lets try making the best out of it instead of whinning about what we cant do anymore!. if the drop rate of sparks of life and orbs of alchemy isn't too low, than it wont be such bad,....

Grantgalitz's picture
Grantgalitz
@Wacyrn

Please be mindful that adding an additional exclamation mark or using all caps does not make them want to read your post more.

Zenpai's picture
Zenpai
I'm just gonna plain quit PVE

I'm just gonna plain quit PVE if revives end up really costing 50E. I will just play lockdown and do nothing more. Sorry, OOO, but I'm almost certain that if 50E revives come to the final product, you will lose a lot of people from the game. 20E or even 25E are reasonable prices, given how our current system makes the second revive cost 30E total, with a new system under 0/20/20/etc. making it cheaper across the board.

Creeperlucario's picture
Creeperlucario
Drop the revival cost otherwise a lot of people won't play.

The revival cost of 50 energy sucks and nearly almost all players would stop playing this game. I mean, it is 50 for all tiers and that is terrible for all players.

Quaquonfaes's picture
Quaquonfaes
''Checks preview server and

''Checks preview server and sees that revives are now 50ce each''

Me: Goodbye Spiral knights! Hello TF2!

Rating's picture
Rating
It's not in the testing

It's not in the testing server update log so I'm going to hope it is just a bug... otherwise this will most definitely be the first OOO rage I've ever thrown out there. This would easily be one of the worst changes that OOO could ever trot out...

Forever gone will be all of my random Big Angry Bomb & other troll item runs...it will only serve to cause more clones and even more rage towards OOO, as well as a mass exodus. This is why I believe that the change was unintentional. There is absolutely no way to spin this change positively, unless of course OOO increases the amount of mist energy to 500 (also a 5x increase)

Peinewood's picture
Peinewood
My 2 cents

I honestly don't understand why everyone is doggin on the new loot system. You just keep talkin about depth 25 of FSC, but is there anywhere else that the whole team splits up in the whole entire game? "Oh no, there is ONE depth where we will have to split up!" I just don't see what the big deal is.

50 energy revives: No. Just no

Everything else is pretty good in my opinion.

Draycos's picture
Draycos

If anyone here needs a new game if the 50CE spark prices go live, try out Warframe. Kinda like SK, but it's a third person shooter.

Jacobey's picture
Jacobey
So about this "reality change"... Rev Costs, Red Death Fog...

Battle sprites are getting a back story, explanation and missions to introduce them to the game.

New players aren't going to know about the changes to the crafting system / mist usage (other than by all the rage-quit forum threads) but for those of us who are already here, this is a pretty significant change to how the game world works.

Integrating something into the Cradle history / time line would be at least a nice touch to incorporate the changes into history.

Also - would be nice if you update the official wiki pages when the new system goes live.

Rev Costs - 50 CE better be a joke. If not, elevator costs should go to ZERO as an off set.
That being said, you would need to find a method to compensate anyone with an elevator pass.

Red Fog of Death. No. Very annoying (and I'm on a 27" display). If you want it, please have an option to turn it off.

Holy-Crab's picture
Holy-Crab
Even 25 ce is too much...Even

Even 25 ce is too much...Even 20...People used to get up to three or four free, sometimes even more, revives per depth from the old system. You're now forcing them to pay after their first death, so I firmly believe (that is if we really have to switch to this mediocre new revive system, the best choice remaining to not change it at all) only a 10 ce cost would be acceptable. This game needs to work up on getting newcomers, I see less and less genuine noobies, and most newcomers will die a lot, definitely, a 50 ce revive cost is the best way to make it worse than it is in terms of population turnover.

Wolf-Fighter's picture
Wolf-Fighter
dead strike

well this is the dead strike for spiral knights, if they realy do this they don't get money cause nearly all players will quit... i think about sell all my items and try to buy games for the ce.... honestly i see no future for spiral knights if they do this im not sure if they want to make last money and end it or if they realy think this would work...

but the point is they will make not much money anymore don't get new players and old players will leave cause of this.
my expensived rev was 40e in my first shadow lair after my whole team died again (we done the shadow lair after this rev...)
oh and we can't rev with health now so we have to pay this early or play alone(much easier) i duno if you are so pro and never die but i don't play all the time pro like... i have days there i just play for fun and die a bit more in a group... but this is no problem cause we still need no rev thx to the health rev
and let's enjoy the last months(or year) of spiral knights... if they realy make this but we shall see

Klockworx's picture
Klockworx
An answer to the revive costs

I sent in a support request under general inquiries and got this as a responce:

Greetings,

Many of the energy costs in preview may not be the same as when the systems
are released. I do not have information handy on what the final prices will
be. If a developer posts in the feedback threads with more information
consider that a more final word than mine.

With this in mind, please do give feedback on the costs. Constructive feedback
can always be useful. You can read Nick's goal for the new crafting and revive
costs in the original battle sprites testing thread:

"The overall cost to craft an item and revive regularly should remain about
the same in aggregate, it will just be done with Orbs and Sparks of Life."

Feel free to discuss prices that you feel would be achieving this goal, or if
you feel the goal should be different entirely. Looking at the thread now,
there are a lot of "TERRIBLE I QUIT" posts, which while they are feedback, are
not as useful as constructive feedback that analyzes the situation fully.

The new revive system gives a free revive per level, potential lootable revive
items, and no longer increases in revive costs (The old revive costs in the
most extreme example could charge you 1000CE :O ). . Feel free to take these
into account as well.

Looking forward to your feedback and sorry I couldn't clarify more currently.

Best wishes,

- Coriolis

Hope this helps guys.

Zenpai's picture
Zenpai
@Jean

No. 20-25 is fair, because you get one free revive then pay. 20-25 is immediately cheaper than the current system.
Current system: 30 energy spent total on second revive.
Proposed 20-25: 20-25 spent on the second revive AND the cost is constant.

Holy-Crab's picture
Holy-Crab
It is cheaper only if you

It is cheaper only if you consider people used to pay ce as soon as they died. Which is not the case...Like I mentioned, through the health sharing system, players could get 3 to 4 free revives generally, sometimes more. Also your calculations are only true for Tier 3, I believe the new system will apply in the same manner for all tiers, as of now, total cost for two revives in Tier 2 is 15, Tier 1 is 6.

A 25 ce revive would only be fair for advanced players, those who usually frequent these forums and have been playing for hundred and even thousand of hours, but any of you have thought for newcomers? Contrairy to a lot of people here, I often join random parties in lower tier missions, and even though the game has been nerfed to the ground, newbies still die, a lot...Even the most careful of them will die more than twice, and on harder missions, it is usually a carnage. What you are doing now, with let's say a supposed "reasonnable" 25 ce revive cost, is halving their mist tank with only one depth...Maybe empty it even.

You people need to take account of this reality, some player are not as good as others, some people are simply new, some people don't have fancy gear, some people are really young, some people don't play games often, some people are relying on their mist tank to reach end-game, and all these factors make up for a variety in terms of skills. At this moment, I feel like we have some issues getting newbies to stick with the game, this new revive system would be the nail in the coffin. And don't get me wrong, I'm not for making the game suitable for newbies even more, I was all against the massive nerf, but this change, it does not make the gamer harder in a good way, just full frustration will come out of it and it will make an already short playtime for newbies even shorter.

Again, of all the solutions, I heavily think we should stick with the old system...

Battlegrinder's picture
Battlegrinder
@Coriolis's comment to Glitched Pixel

Yes, the old revive system used to have costs of up to 1000 CE for a revive, so technically this system is an improvement. Of course, the number of players who have actually paid 1000 CE for a revive could probably be counted on the fingers of one hand, and from what I've seen at lower levels, 80 CE is the point where even the hardcore players decide to pull out rather than keep wasting energy, with 40 being the most common point. Regarding the potential to loot revive items, they'd better be dropping at a very common rate (like, from every 10th mob or so), otherwise it still won't be enough to convince people that this system is A) better than the previous system, and B) not a transparent money grab.

The various "This is awful I'll see you guys over in TF2" comments are not exactly constructive, but they are very informative. I've never seen this much backlash against OOO for any of the previous changes (even the UI change that people are still complaining about), and I've never seen players actually threatening/planning to quit. Thats a warning sign, one you can ignore at your own peril.

Suggested costs for revive: I think the original 10 CE price was the best, but the final cost should not exceed 20. If the revive cost rises too high, new players will get frustrated at their inability to progress and quit, and the veterans (who are already feeling upset over ignored feedback from the UI and RSS changes), may feel this is the final straw and also quit.

Deeply cynical suspicion: If you've ever heard of the Golden Mean fallacy, then you can probably guess what I suspect now that I've mentioned it. To those without a strong understanding of logical fallacies, the Golden Mean refers to people's belief that neither of two diametrical opposed viewpoints can be correct, and that the best answer is somewhere in the middle. In politics, officials will often become very extreme when stating their position, in order to pull the "center" closer to their point of view. I have a nasty suspicion that OOO may be trying to do the same thing here, by raising the price of revives to an absurd height, before lowering it back down to 20-25 per revive. This way, they get people to think better of them for reacting to community feedback and lowering the cost, instead of noticing OOO just doubled the cost of revives. I'm not sure OOO would try this, but I wouldn't put it past them.

Sirius-Voltbreaker's picture
Sirius-Voltbreaker
@Battlegrinder

Thank you. Even though I ave noob armor i have been playing for 2 years, and I love this game. I don't realy want to quit. This game is good and it is unique. I don't want everyone to quit. Also I have been thinking something like that too. They bring it up to 50ce so they will complain and bring it down to another price but keeping the new revive system that most people hate already, thus them getting their way and tricking everyone into thinking OOO listened to us and did something. But in reality they listen and see all our posts, but they never in consider changing anything 95% of the time.

Dr-Rooster
Really?

So, you want us to work as a team. Is that why you removed health revives, something that is nearly essential for teams? We have to use these orbs things they cost 50 energy. No one's gonna spend that on a stranger. So that seperates the team. You have to go pick up your own drops? Okay usually teams split up sometimes to take different rooms. Nope you have to take 20 times longer to back track and pick up stuff, or move together as one. Either way that takes like 5 times longer. Now, I don't mind the each person gets what is dropped, HOWEVER don't make it so we SERIOUSLY have to run back to pick up stuff. If someone picks it up, everyone gets it. Simple, clear, and most likely easy solution. Alchemy Orbs, okay I see where you're going with this. Their fine with me, as long as the price isn't like 10 times what it costs in CE now. Now finally EQUIPMENT RESTRICTIONS. All this accomplishes is make MANY people mad when they just want some good gear to do missions or play arcade, which you appear to be promoting. Now they may be a low rank, but they might be working hard to get some good gear and have FUN. Locking them out causes them to have to make/buy "new" gear, abandoning their hard earned gear. This "new gear" would be a waste of crowns, CE, Mist, time, heat, and it would make people go insane. Now I like this game, don't get me wrong but this update might be the thing to drive me away and keep me away. I will be extremely disappointed to see how little people will be working together, how much mist/CE is spent re-doing missions because they were solo and had no Sparks of Life, how much time is wasted back tracking to pick up missed materials, crowns, mist and whatever. Here is what I think about the update, using pros and cons.

Pros:
-Battle Sprites
-Alchemy Orbs, As Long As They Aren't Overprice

-Cons
Everything Else

That about sums it up. Disappointed.

Shamanalah's picture
Shamanalah
my 2 cents

HEY, did it ever occurred to OOO that the price of reviving should be lower than the price to go back where you died? If I die on D24, I won't rez at 50 ce, I will restart D24...

make it 10 ce please. it was -just- fine. make it 2 ce on T1 and 5 ce on T2 then you are golden...

If you stay like this I will make a video and post it everywhere I can to show how... wel... I won't throw insults there but I guess you can see my point.

Because it truly is.... You haven't put much thought into it... Obviously...

4 people dies at the same time on 2nd depth of Ice Heart...
Total rez = 200 ce
Total ce used to get back there = 80 ce
+ cr and mats along the way

What will you choose?

You die at D24 (or let's take 28! just for fun). So you die at depth 28, right at vana.
Total rez = 50 ce
Total ce to go back there = 50 ce

first option you *might* get tokens out of that trade.

2nd option you have the same chances to get tokens and you grab cr and mats along the way.

What will you choose?

Those are common examples that happens on a daily basis....

Fehzor's picture
Fehzor

If it stays like this, I will watch Salmonella's video and downvote it with the little "thumbs down" thing on youtube.

If I am truly stuck on content, and think the solution to my worldly problems will be to beat it, then I will pay 50, maybe a hundred, CE to beat that portion of the content. Getting through this level and content is more valuable than making money, because once I am done then I will have reached nirvana and won't have to worry about it any more. I can say "I beat the twin red roarmulus vanadukes!" and that will be that. I should not however, be able to just do that for all content ever. This is what people do.

Jammy-Jam's picture
Jammy-Jam
The auto-rev thing seems like

The auto-rev thing seems like a gimmick. Why not just give us x2 health and let us be dead when we die?

Narfle's picture
Narfle
7/23 patch

The new emergency rev effects are nice, and I particularly liked having a bit of a delay before the emergency rev activates, but I'm not sure we really need the small emergency rev icon next to the heat meter. If we have sparks in our inventory, do they line up on that same line with the emergency rev a'la how many 'lives' we have left? The low-health glow is less glaring, which is a welcome change.

I want to reiterate: we really, really need to see some prices--even just a stab-in-the-dark starting prices--for orbs and evo catalysts so we can provide some feedback. Similarly, I still have yet to see either a spark of life or an orb drop from either a baddie or a treasure box, and getting some idea of how rare they are going to ultimately be as drops is going to have a huge effect on how players adapt (or don't adapt) to the non-sprite changes to the game.

Grantgalitz's picture
Grantgalitz
hmm

Y'all panties might be in a bunch. The 50 energy seems as a way to counter-balance the free death revives. Essentially the cost to rev seems to be sharper but delayed, so it kinda balances itself. I've seen enough nooblets spam the revive button without thinking, hopefully this will actually make them use their noggin.

Hexzyle's picture
Hexzyle
@Djbiomas

A forum discussion is far more valuable and informative, no matter how "unorganized" it is, compared to a simple vote. As defined in WP:ATA, the first point is WP:NOREASON:

As Wikipedia:Articles for deletion states, "The debate is not a vote; please make recommendations on the course of action to be taken, sustained by arguments" and the same applies to all deletion debates. Any statement that just consists of "Keep" or "Delete" with a signature can easily be dismissed by the admin making the final decision, and changing "Keep" to "Strong keep" or "Speedy keep" will not make it any more relevant. Try to present persuasive reasons in line with policy or consensus as to why the article/template/category/whatever should be kept/deleted, and try to make sure it is an argument based on the right reasons

TL:DR

A single, well constructed and persuasive argumental point is worth more than a hundred "votes".

Obsidious's picture
Obsidious
Feedback per the recent changes as 23

New sliding animations for the HUD: Love it. Really goes with the style of the artwork.

New E-revive animation: Very nice.

New near death HUD warning: Very welcomed. Although I could ignore the red flashing, I could see it annoying a lot of other players.

Masker and Seraph Scaling: current sprites that I have seem smaller, but just enough to be reasonable. To be fair, their size was a bit big before.

Regarding the 50 energy revive fiasco: If this is not a bug, I CAN see where OOO is going with this, but if they do, they're gonna NEED to bring something else into the revive system. A mechanic that preferable encourages party revives in a similar fashion to that of the old system. I've already discussed this before, but I'll re-iterate a wee bit: ideas like a special, common, more cheaper, half-life spark that only works on other party members in the same fashion as health revives could work. Bear in mind, though, that this isn't AS skilled based the current system, as retaining enough health to rev a person, especially in more hotter combat situations, certainly is (Where else just using a lucky drop or buy them isn't).

Perhaps if the players last long enough in a fight while retaining enough health or did enough dmg, they could build up a charge that would allow them rev their party members. Also, each player could start every level with a half life, or even use their own emergency revives to rev their own parties members instead of themselves. Just some food for thought.

However, with that all said and done, I heavily think that this part of the system needs more testing, and if the Sprites were to come out next, you'd probably need to hold this part of the game back for more refined testing. the obvious reason is that right now, the 50 energy revive would cause a massive rippled a effect that could have some very bad repercussions.

Hexzyle's picture
Hexzyle
@Obsidious

New E-revive animation: Very nice

It isn't new. It's the level 4 revive blast. It's just that very few people have ever seen it.

Obsidious's picture
Obsidious
@Hexzyle

I wasn't referring to the massive blast when using a spark, I meant the new emergency revive animation.

Theoncomingfire's picture
Theoncomingfire
Taking Away Health Sharing = No No!!!

All I will say is taking away Health Sharing is the biggest Mistake this Game could Make...

The-Worst-Knight's picture
The-Worst-Knight
http://s20.postimg.org/pf18ty

http://s20.postimg.org/pf18tyrct/compare.png
But don't forget that with old system you can share your health.

Doctorspacebar's picture
Doctorspacebar
Pistol is best weapon in TF2

I do think Three Rings ought to conduct a poll in-game about health sharing and its effects on a group. Then they'd be able to see what the players, who health share every day and possibly know its effects even better than they do, think about this whole thing.

Narfle's picture
Narfle

Going to keep posting actual testing feedback:

1.) I like the addition of the small diamond icon to indicate bound items/materials, though I have to say the first thing I thought of when I saw it was, "holy crap, 4th UV!" Better than the tiny red blip we had before, but perhaps making it slightly larger than the spots for UVs would help eliminate any potential confusion.

2.) The additions to the 'cut scenes' are nice.

3.) The new mission order makes sense and seems to flow well--will inject the intro missions with a lot more action, which will be a welcome change amid all the 'craft this, read this text.'

4.) I noticed that minerals are no longer dropping from boxes, which is a bummer. That would have been a big help with the enormous amount of mineral grinding that sprites are going to require.

5.) I have mentioned this before, but I feel it should be restated: buying orbs in stacks of 10 sort-of-almost makes sense, since you need 3 of whatever to craft something, but why not offer stacks of 3, and then a stack of 10 for the equivalent price of 9 (i.e., buy enough for 3 pieces of gear, effectively get an extra orb for free)? Give players an incentive to buy a larger stack, rather than the only option being something that will likely price f2p players out of the market. On the other hand, buying evo catalysts in stacks of 5 makes no sense whatsoever--we only need one of each of the first two, and we only need 3 ultimate catalysts--and given the mineral grind most players will have between ultimates, they will likely only need one at a time anyway.

6.) I see a dedicated sprite drop-down has been added to the main menu--or maybe it was just moved? At any rate, excited to see that we will indeed eventually be able to own more than one sprite.

7.) I see that 'wild' and 'cosmic' food has been removed... for now...

8.) The two new mats--'vile seal' and 'spark plug' are still unexplained, though they both have descriptions, and the art for the spark plugs seems mostly done (vile seals are still the 'not-done-yet' bright pink).

9.) Will go back to re-test heating, as it seems to be bugged (equips should roll over to a new level, but stay at 'level 1' instead).

10.) Still no orbs or sparks dropping, still no real prices for all the 'rarities'--we really, really need some kind of basic prices ASAP to be able to offer meaningful feedback on how they are going to impact the in-game economy.

Aplauses's picture
Aplauses

Eh. Why people raging about 50 CE cost? That's only happen when you are out of Spark of Life and I'm really sure that it cost cheap (maybe 10 ce?) plus it is obtainable from loot or mission rewards.

Little-Juances's picture
Little-Juances

"I'm really sure that it cost cheap (maybe 10 ce?) "

Derp, then everyone would press M to open the depot and buy a spark instead of paying 50ce :P
Obviously, sparks should cost 50ce too. Unless developers are forgetting about something...

Aplauses's picture
Aplauses
Hmm maybe we should wait and see >_>
The-Worst-Knight's picture
The-Worst-Knight
@Little-Juances

500ce at supply depot for 10 sparks, look at orbs and catalysts.
http://forums.spiralknights.com/en/node/84730 also we have to read this.

Destroyerofthenort's picture
Destroyerofthenort
....I must use this power for good.

While i am certain it is just a coincidence that the latest change was made following my more toned-down letter on how this will negatively affect the ability for players to enjoy the game, make runs of everything from the arcade to FSC almost impossible to earn from, and blow up the economy; I can currently and quite reasonably say you have recaptured my faith. I do believe that with the removal of elevator costs, you have balanced this new, ludicrous rev pricing and potentially even the removal of party revving (not to say it won't keep party play from being hurt somewhat, but it will no longer entirely kill team play and team-revving) since energy will now have the primary purpose of revving. The proposal to remove mist raises some questions in the back of my head, but it is possible that you have made the biggest leap in fixing the problems this update has as of yet. I can firmly and properly say that my faith is restored, and only now do i fully grasp why it was you made the jump in price. I thank you for showing that you haven't entirely neglected your player's words, and give you back once more my trust, while revoking my former words, as for now you have regained my confidence. I can finally say i can't wait for the update with some confidence. Because while parties will now need revival with energy, there is no question that, with no real profit to be earned off of it, the energy prices will likely come down at last.

For the first time in a while, i now say: Thank You, OOO

Best wishes to you,
~DestroyerOfTheNorth

Caffinated-Slyph
^How fickle of you...

Anyways, I don't know for sure how this will affect the game at such a wide scale, but "Improving equipment variety", like most other reasons given to us for other changes, isn't valid enough to be their primary motive.

At any rate, you have my attention for pulling such a bold move, Three Rings. I'm looking forward to what comes with your decisions.

Narfle's picture
Narfle
just a quick note for 7/27

Mist has been removed, prices are up for rarities. Anyone else who is still testing should take a look--prices for alchemy orbs make the cost exactly the same as it was with ce by * (minus, of course, that we don't have mist to lower the energy cost). Sparks are only 200 energy for a 10 stack. Stacks for catalysts have been removed (thank you!), and stacks for orbs are down to 3 (thank you!).

Reto-Da-Liz's picture
Reto-Da-Liz

Narf why don't they hire you at OOO?

Narfle's picture
Narfle

Haha, if you see them hiring let me know ;) I'm sure it pays better than what I do now.

Shamanalah's picture
Shamanalah
my 2 cents

New rev system: Makes a lot more sense now that you remove mist. Looking forward to it. As a F2P who went P2P and now slowly going back F2P I kinda like the new system of "run as much as you like, just don't die much" is more welcomed than the old one.

New heat system: I see a new market opening up. Can we trade em? No place to sell em at AH. (heat orb/energy orb)

Drawback: New player will be fed Spark of Life through missions that we won't have if we already did em.

New player will have to use the new system to heat up which takes more time while old timer (like myself) already has 5* lvl 10 everywhere and are making funky stuff (gna make mercurial set and shards bomb later on, regardless of the update)

Can we sell Spark of Life? I wanna farm em, new market would open. Would be awesome since you tore down that recipe portion -_-

Jacobey's picture
Jacobey
Ran D19-D23 solo - Obtained

Ran D19-D23 solo - Obtained the following:
5*: 6 Radiant Fire Crystals
4*: 12 Shining Fire Crystals, Ghost Bell, Mug of Misery, Trojan Horse Shoe
3*: Dead Gold, 5 Phial of Fear, Soul Dust, Torch Stone, Wicked Idol
2*: Blast Powder, 5 Forbidden Fruit, Grave Soil , Nightshade, 3 Sinful Brew
1*: Brimstone, 3 Ecto Drops, 10 Vile Seal
Shards: 9 Dark, 3 Light, 8 Red
Minerals: 2 Crimsonite, 4 Dark Matter, 2 Moonstone
1 Grim Spark, 2 Sparks of Life, 1789 CR.

There are a lot of new materials and concepts. Please update game Wiki at release time.

Alchemy Machines:
Seems to be an abundance of them all over the place, but still only 1 pet food station in the lab.
Please replace some of them with food stations (at least one per Haven Zone and Towns) so that we don't have to go exclusively to the lab.
Alchemy Machines still have "energy" symbol on them, despite recipes no longer requiring energy.

Fire Crystals / Forge:
Do not like not being frozen at current heat level until forging as that potentially wastes a lot of heat.
If heating multiple items and one is already at max heat, it looks like heat is still split across items.
Items that can not "level" until forged, should not use up a portion of heat - it should all go to whatever items can absorb heat.
The number of fire crystals needed to guarantee success, seems exorbitant. Instead of 1, 2 and 3x, suggest scaling this back to 1, 1.5 and 2x.

Overall, the whole fire crystal mechanic is interesting, but it adds an unnecessary level of complexity that doesn't add a lot of value game wise.
The current heat leveling system seems to work fine as is. Why do this at all?
Out of all of the changes OOO, this one screams "$$$ grab".

Taeloh
Forge Bonuses should be

Forge Bonuses should be exclusive.

I can see people wanting to max their fire crystals to attempt to get a Forge Prize Box.

If they managed to gain an extra level up this would hurt them because thats one less chance they have at the prize box. And the higher level the item the more expensive it is. So they are losing a chance to earn a box at a cheaper rate. I believe there should be an option, would you rather have a chance to level up twice or the chance at a forge prize box.

Narfle's picture
Narfle
fire crystals

I really, really don't like the idea that even when using the "minimum" number of fire crystals there would be a chance that your item might not successfully level up. I quit the only other MMO I was playing because they had basically the same system in place for leveling your gear. I understand reframing the small increase in damage (and eventual CTR reduction) on a weapon as a special bonus rather than a given, but 102 5* fire crystals for a 100% chance of getting a 5* weapon from level 9 to level 10? 50 5* fire crystals from the depot are 700 energy, meaning you're looking at $5 (100 crystals at 1400 energy) to guarantee the completion of a 5* weapon? And on top of the regular costs of crafting, and the additional costs of the fire crystals along the way? Holy crap... Frankly, if I were a brand new player there is simply no way I would max out an item. If, and it's a big if, I stuck around to make 5* items after all the additional grind that fire crystals add to the crafting system, I would leave it at level 1 and call it a day.
I would strongly recommend the "minimum" number of crystals giving a 100% success rate, and upping the chances for an additional bonus on the "mid" and "max" levels to entice players to still use more fire crystals. Heating an acheron from level 1 through 10 to test the new system, I only hit one skip level and one 25% heat bonus out the huge pile of crystals I used, and I would feel pretty cheated if I had poured all that additional time/money into my gear and not walked away with more to show for it. Unless fire crystals are a fairly common drop, or whatever is in the Forge Box is just too amazing to pass up, it's just not going to be worth the extra expense to fully heat high level gear.

-----
EDIT:

Just heated a BTB at max crystals: levels / crystals / bonus
1->2 / 9 / none
2->3 / 9 / none
3->4 / 12 / double level
5->6 / 45 / none
6->7 / 48 / 25% heat
7->8 / 90 / none
8->9 / 96 / 25% heat
9->10 / 102 / none

All totaled: 411 5* fire crystals (not accounting for heat bonuses and skipping a level) = 5,754 energy or ~$15 from a 7,500/$20 pack

Taeloh
Forge Prize Box doesn't spawn

I've leveled 10 5* items to maximum and finally got the notification that I won a forge prize box

quickly went to my usable tab and I don't have the box

Taeloh
finally got my box

An hour later I have a box in my inventory, I don't think I have earned another one from crafting.

Does not require a key to open

Contained : 1 variant ticket , 1 elite orb of alchemy, 15 sparks of life, 25 radiant fire crystals

Narfle's picture
Narfle
whoa...

Granted that's a really small sample, but doing some quick figures that don't account for things like skipped levels (and the fact that you're only heating 9 levels on each piece of gear) that puts the chance of a Forge Box at around 1%? Value-wise that's, what... about 915 energy and 20k, compared to--based on my BTB, which had a skipped level and two heat bonuses--spending 57,540 energy on enough 5* fire crystals for 10 5* items? Ouch.

[EDIT: Also heated a sample of 10 5* items, also got 1 forge box--and it also didn't show up in my inventory, so I will update with the contents when it arrives. Total fire crystal cost for finishing a 5* item without hitting a skip level: 453 fire crystals, or just over 6,342 energy straight from the depot (~$17 from a 7,500/$20 pack). Last thing: forging bonuses can stack--I hit a skip level and a 25% bonus on the same forge.]

Owlert's picture
Owlert
.

Damn, that heating system is expensive. I don't like the success percentages. It adds an element of luck that this game certainly doesn't need, especially in such a vital part of progression. Using the maximum amount of heat crystals for 5* items is a bit ridiculous in terms of cost; with current droprates and CE prices, I can't see any reasonable person actually doing so. Only suggestion I can make given my current experience with the test server would be to make all heat paths 100%. To increase the likelihood of people using more heating catalysts, increase the heat bonus to 100% and have the forge boxes give better loot. I haven't got one myself, but based on others' findings, they aren't worth the seemingly <1% bonus rate.

I'll definitely give some more time on the other new aspects, but I think I have a good grasp on the current forging system.