Extra mist energy till you reach a certain tier may work.
Like getting 170 a day instead of 100.
Extra mist energy till you reach a certain tier may work.
Like getting 170 a day instead of 100.
I retract my earlier post.
The only problem seems to be that new players run out of Energy quickly.
Past a certain point crown income increases, allowing for the purchase of CE with enough to spare for item materials and recipes.
Three Rings may simply want to keep the current system the same but increase Mist Energy for new players.
New players may be the only Energy problem at the moment, but in the future, the price of energy is going to rise at an increasingly alarming rate. At that point, near everyone outside of Tier 3 (and in) will be stuck with the 100 Energy a day unless you buy some (and it doesn't compete with other MMOs, as I presented in my original post).
Supply and demand is going to push Energy per 100 into the 50k+ crowns area, just wait. People will start complaining much more.
Exactly. I don't know how much it was at other points in the beta, but earlier in the week when I joined the prices were around 3k for one hundred. It's steadily approaching 4.2k, if it hasn't already.
For about a week in November crystal energy shot up to 12 to 18k crowns, if I remember correctly.
There is a bidding war going on right now, that's why it keeps going up!
I forgot, the OP made some mistakes:
>A typical MMO in this time and age is $15~ a month and grants unlimited access to everything in the game. For $15 I can get approximately 5500 energy through the crystal system.
>This limits me to approx: 55 hours of gameplay in a month (13.75 a week) without ANY crafting, reviving, energy or gate opening. If I wanted to craft, revive, and open gates, it'd limit me to roughly 40 hours of gameplay (10 hours a week).
>I can get about ~2 hours of game time before I run out of energy.
Actually with $15 you get 5500, but you also get 100 energy each day for free. So you would get about 8500 energy for the month.
Opening energy gates is not really necessary (and most of the time a waste). Reviving with energy is a feature, you're supposed to not die, or have your party revive you. It was actually introduced later in the beta as a bonus feature, not a must use.
And running a dungeon using your 100 energy takes about 2 hours you say. So, with 8500 en you get about 170 hours of play a month if you play every day. You can play for about 6 hours a day.
Or you could play 4 and save 100 en for crafting, etc.
I took all that into consideration when making my calculations.
I bought $10s worth two days ago, and I'm already half way through it playing 6 hours a day. Simply from dungeoning and crafting. (Nothing excessive, such as selling for crowns or reviving/opening gates)
It doesn't make much lore sense or economic sense that you are required to pay energy to open a gate you've already opened once before.
Yes, Rose is correct. I know for a fact that when I first started SK over a month ago, an excellent deal for 100 CE was 15,000 Crowns. Preview Events with 100 daily log-ons are definitely not viable examples for economic trends.
As for the Official Release: I for one would not doubt this price to be higher than it "should be" when this day comes, although I'm confident there exists a variety of practical solutions to this inflation issue (if it ever got serious).
The two most popular forms (from what I've experienced) of game companies making money off of an MMO are to charge a subscription fee, or introduce an "Item Mall". Both have their advantages and disadvantages. The way SK handles it is quite different than the norm, but I'm sure there are ways of sorting out and balancing the pros and cons here as well.
Why is the firefly gate up to 10 energy a depth? What is to encourage podlings to use it if it costs the same amount as a tier 1 (and 2/3) gate?
The sparrow gate is also up to 10 energy/level, though the 3 training gates are at 5. This may be to prevent crown farming?
@skaf
Consider how lil you get from those gates I'm pretty sure it would be a lot less profitable to run through them even with the reduced cost.
on my opinion the whole energy system is a tremendous joke, because sega simply pushes us to wall and tell us you have 2 options, wait a full day and get 100 energy for half an hour to one hour of gameplay or you can allways buy energy ;) many idiots do fall for those stupid scams and waste money on it without realising they are just filling segas pockets and allowing developers to do what they want to us players, you guys think what? that this game costed millions to make and it takes some more millions to maintain a team working on it for now while the game aint matured enough along with 4 man instanced party servers with only like 5 non instanced little servers were people conect so us players dont feel lonely when not in partys, and even that is made for the cheapest or we wouldnt even have loading screens when you go from one zone to the other in the outpost, but now i ask with everything made to function for the cheapest possible does sega rlly needs to push us players around with this energy system? not that i care that much with this game anyways i just ramdomly came across it and found it a game with potential but gets nailed at its back by the awsome energy system restriction and the lack of some stuff like some quests, they didnt even need to add nothing special to the game it was something like a npc mark to say it has a quest with something like if you happen to come by slime bring me x things from them, change mob type and later on add the same thing from slimes but with a diferent name item, its something very very basic but is betther then not having nothing at all, may continue to play this game since its only 1 hour per day but its nothing special, will wait for drakensang online or wakfu to check them out since they have the same browser style
i dont care bout anything else but shorten the freakin engery regen time 30mins for one energy is rediculous i can play any other free to play game and not be neglected from actually play, 10 levels and im done for a day? personly there selling point sucks and while i like the game play style , hell they should change there regeration time to 2-5 mins per energy. you know what more people will buy to get ahead in a game if there is a bigger fan base, the style may be a turn on but the fan base wont increase and very few people will "want an adavantage" if the game soaks down the energy it an hour anyway. the way i see it the energy system will chase alot more people away. as for the players that are saying well its unhealthy to play for more then an hour dont concern yourselves with other peoples well-beings cause we dont care what you people think is healthy for us or not. oh and im not asking for an opinion of my opinion, so if you post one to troll me or w.e....i dont care. and if a moderator see's this please send me a message or post something about the energy crises if you got something of hard fact value to say about it, or hey bring it to ur bosses attention cause ive seen quiet a few links pop up of complaints when i typed the key word energy in.(this link was at the top and closest to my subject matter)
The current system is not broken, there is no need to change the energy use layout.
-Do not get mad-
3R requires money in order to keep the servers running. The game is completely free to install and free to play, the energy system is the only thing that 3R currently is doing to bring in that money. Suggesting that 3R change this to a "MapleStory"-like game is bad (where people buy equipment that can only be...well...bought -- makes them "leet"/powerful and unbalanced)....I won't get into the finer points of why that's bad (farmers, spammers, all around drain on income for 3R).
So what other points did you come up with:
1. Newcomers do not get to experience the game for more than an hour or two per day unless they buy energy
That's the point...it's called demand on suspense. You keep a player from being able to do something, he craves to do it the next time he is able. In this case, 3R limits your play time....what was in that NEXT depth? What will be waiting for me the next time I go down there? What about another tower? These all drive new players into 2 positions, either suspense-drawn (which will keep them playing) or boredom (it's not their type of game, and no matter what you do, you won't change their mind). 3R cannot be expected to coddle the bored ones....they should continue to stick with marketing the suspense they have, the way they have it.
2. The price of energy is too expensive, by the time you use X energy, you only have enough to buy X-Y
The pricing model of the market is _player controlled_....therefore, it is directly inline with the inflation/deflation values of the game itself compared to playtime. As players gain the ability to fight harder levels, and get the better payouts, their willingness to pay higher crowns for energy goes up...but at the same time, those who have excess energy will sell theirs cheaper and cheaper. These 2 lines collide at what is known as the supply/demand midpoint (and with the 2% fee that 3R invokes, you'll notice that they converge within the 2% gap -- but that's more on a buy sell market strategy and drives the market to an equilibrium). This is a lot of economics mumbo-jumbo...so I'll dumb it down a bit:
If you reduce the price of the gates, you allow players the ability to venture further on a per-day basis. This will give them a higher crown-to-energy income for their adventuring (instead of say 50,000 crowns per 100 energy units, they may get 120,000 crowns out of their 100 energy). Having more crowns means the ability to purchase more energy...which they will do, in order to go get more crowns. Eventually the supply of energy on the market will start to dwindle, as they get bought out by people with a lot of crowns.....which raises the price (look at the market tab and you'll see that the 'buy' prices are increasing....so if you 'buy' the lowest price energy, what's left?). So now instead of a market where 100 energy costs about 40,000 crowns, you are looking at a market that stabilizes at about 100,000 crowns for the same energy....and then you'll be back on the forums complaining to lower the gates again.
It's a vicious cycle....you want to be able to afford energy because you can't afford the trips, so you lower the price of the trips, which will only lead you to not be able to afford energy.
So what can be done? It's actually rather simple...purchase your energy through 3R. What?
Yes, if you SUPPLY the world with energy, then the price will go down...you say that most MMOs are in the range of $15 a month, then pay that much. If everyone in the game were paying that much, I can guarantee you that the price of energy would be settling around 3,000 crowns. I'm not saying that YOU have to put the energy you buy on market, but with enough people supplying the game with energy allows the price to drop, allowing those who cannot afford it enjoy it.
Quit telling people to pay, that's not how F2P works.
You are giving it a bad name by doing this.
People shouldn't have to pay if they dont' want to or are unable.
You need to realize that about 80% of the game population is the free players.
Stop scaring new players away by telling them they HAVE to pay.
I'm also pretty sick and tired of hearing that the system isn't broken when it is. All we need is an Auction House and some Crown sinks and the economy and prices will adjust accordingly
I didn't tell them to pay, nor am I scaring them into it...I'm saying that to lower the price of energy, you need to have more people buying energy from 3R. The only other option is to RAISE the price of the gates, not lower them, do you even know how economics works, supply/demand, or game theory in general?
The AH I can agree with, I already posted a reply in that topic about it....but more crown sinks will only increase prices in order to adjust for the loss. In a completely player-based economy, your theories may work perfectly, but SK has no AH, and the markets are set prices. Since it's not, and it doesn't have them, then the current system isn't flawed for the issues it solves in both 3R and player concerns.
By the way, the first 100 energy I used, I wasted it on stupid stuff learning the game....the next 86 or so energy I had got the next day, allowed me to gain upwards of 50,000 crowns or so, which is more than enough to purchase another 100. I don't see a problem.
there are other ways of getting money on sites , 1 letting other sites advertise on yor homepage/forums(while annoying it can really take a chunk of the change. 2) cash shop, maybe trinkets or temporary items that last 1-3 hours, but boost how much crowns, or better drop rate of items , or even amplify Exp. besides 20k energy for 50 bucks suck. WoW ,which has way higher fan base, only charges 15-20 bucks a month. while that still is alot it still cheaper then the energy cost in this game. Yet WoW is doing horrible in sales . if your gonna do a free MMO and expect it to be successful, take a look at the other SUCCESSFUL free mmos. not their game styles but their obvious tasks of mantaining funds to keep servers up. i mean if i see some one buy 20k energy for 50 bucks i call them idiots cause it will be gone by next week. if i see some one buy small items like lets say i make up an item call a Chrono Capsule that allows infinate energy for 2 hours costing at 2k store credits and 20k was 50 bucks. that would be reasonable people would go out of there way to get the 20k to stock up on those pople would use them and sell them probably around 75k-100k a pop. what im saying is there are way betters to go about it what i listed were just examples.
I see all of you have come up with ideas, so I decided to post my own. Personally, the point when I got frustrated was when I discovered that extra energy was needed for crafting. I mean, that's just ridiculous, demanding you to pay or grind endlessly to complete a recipe. I have come up with an option to solve this:
Make energy tank capacities upgradeable with crowns.
If you can increase the energy cap to 500, there won't be a problem with crafting or going deep into the clockworks. The cost for an upgrade should be expensive, but accessible. Crystal Energy would remain, and perhaps early upgrades for mist energy tanks could be purchased as well. To make up for a loss in demand for Crystal Energy, a Cash Shop could be formed.
Please tell me what you think of my idea. Thanks!
I think what they should do is make a crown sink so people will want to sell their energy. What I think they should do is turn that useless fountain in the town square into a wishing fountain that would be like a slot machine, where people can toss in crowns for a chance to get some recipe. There could also be some rare fountain only recipes so more people will want to spend their crowns.
You gained 50 thousand crowns using under 100 energy?
I call BS
I'm sorry but the game isn't meant to be that easy, it already is easy to attain high grade gears, so energy costs dropped it would be 1week of gameplay tops to get all high end gear, and that wouldn't be good would it?
Even if your unlucky at tier 2 you'll get atleast 200 energy for each 100 you spend... and the CE prices finally stabilized, let's keep it like that.
Peace :)
Techhead - "You gained 50 thousand crowns using under 100 energy?
Sorry, I meant 5,000....I'm still fairly new at the game, and I keep thinking that the energy price is 40k for 100 energy, but it's 4k for 100. I just knew that it was a bit over the mark when I completed my first round, enough to purchase a tank. Which I did, and resold for higher, than bought it back for lower, resold higher (repeated for 6 times or so just to find out the volatility of the market...made 600 more crowns in the process in a matter of 5 minutes -- if only they showed real-time graphs like stock markets, I'd be in heaven lol).
Regardless, it isn't hard for a newcomer to make enough to purchase his first tank with 1 run....if he's not a good enough gamer, there are plenty of guilds and helpful people. A run through a map yields the same money and heat no matter if you have 1 person or 4 (I verified while running with my brother today), the only downfall is item dispersal...which isn't that bad at low levels. In fact, the first "tough" area you come across in the low levels (the one that costs 3 energy) can be easily beaten solo (the more the merrier, as long as you know the strategy involved) and yields in the range of 600+ crowns by itself (not including the 400 from the level you are striving for, paying back the 3 energy it cost to open it would be 120 crowns). I got a better gun and was able to do the first 2 of these areas without a problem in T1. After 3 days, I have the wolver helm and armor, owllite (sp?) shield, cobalt sword (if I remember correctly), a cold snap bomb and a T2 pistol....by myself I can go down to about depth 10 doing all the toughs and rake in about 10k crowns (or however many it takes that allow me to get 2 x 100 CE). I like the game enough that I bought 1600 CE from 3R and put most of it on the market just to float (price was high, I added volume and sold, then the price dipped and I rebought some this morning...hehe, I love player controlled markets).
So what's the problem?
Actually, an Auction House won't solve the problem, but you're absolutely right about crown sinks. The only way to stop the inflation is by removing crowns from the system. But how do you implement crown sinks in a way that is NOT needlessly punishing to new players? And how do you implement crown sinks that are not needlessly punishing to new players that doesn't make older, richer players feel like they're being singled out?
Those are serious questions, by the way. It's the only legitimate way to curb inflation, so it needs to be resolved.
Idk if I'm the only one that noticed, but CE prices have stabilized.
i don't know whats wrong with u guys... don't you have anything else to do? want to play 6hours a day or more? omg...I just play my daily 1 or 2 hours in the evening after work, sometimes I just log in, craft a new weapon and log out again so that I just don't waste my energy.
I just finished 4 levels in tier 2, earned me 2,3kcr and materials I sold for 2,9k - means roughly 5,2kcr for JUST 40energy - bought 100energy for the weekend.
dont you have a job or should u learn for school?... I think you guys are way to obsessed with this game and are so upset because u are not able to grab the sytem right.
i only get like 40 mins before i run out wich sucks, they need to remove the energy and just use crowns
At your level it takes a while to get 4400 crowns? It costs about 4700 now, and on levels where you might need more than 100 energy, you can easialy obtain enough money to buy it. If you're still in teir 1 theirs no need to get CE. Wait until you're crafting +100 energy items, about halfway through teir 2.
LEt me explain something. use the 6k trick. the firstr few days ro so, are prety broing. so, you find a vet who is nice (i guess u could try to find me...)
to get to tier 2 easy. then from moorcroft manor to emberlight (80 energy) you get about 6k cr. buy 100 enegry, make a 1k profit-ish rinse, repeat, have fun, slowly amass the extra eneregy to get better items. you also get mist energy, which has you make more cr for FREE.
I have the recipe for wolver coat and cap, in case some of you noobs want to find me, but i may or may not feel generous. i also have owlite shield recipe. 2* items, bam bam bam, and endless playing. just mail me (not REAL mail, in game mail lol) and if im feeling gnerous, ill get to wrok making your stuff. meanwhile, ill sned youa a message adding you to my firends list. this is basically telling you im feeling generous at the moment.
if any1 feels rejected, sorry.
As it stands I would like if the energy just recharges faster. I would like to play and enjoy the game however I feel left out when I see another person I know who is really into the game and is actually able to play all day with the money he makes.
This system is ok but the only people it's getting to actually pay for the game are just the people with "addictive" personalities.
*If a person wants to play a game they want to get lost in the game and if they get lost in a game they'll more than definitely pay for something.
*To be bluntly this type of system scares the crap out of players from playing the game. Especially the ones who are still in school.
*When it comes to cash shop I do not like the whole pay for power thing that most free mmo's do. So I only support clothing "costumes(hint hint)" and 20-50% more crowns/drop rates.
*At most a "normal" person who plays a game plays it to pass the time. If such time stops unexpectedly the more closed minded individual(Which sadly is like 80% of the consumers) will just stop playing and try finding a game worth more of their time. In which they would put money into after they enjoy around 20 hours of gameplay if they have a form of income. (Parents or actual work)
*Crafting can stop a player's ability to actually do anything else that day. People like to play with the items they just made instead of waiting another 24 hours to actually try such item.
"I am the person who believes in such "kits" to gameplay experience."
I think the game could use a "starter kit" That way a person can play a total of 10 hours(Of gameplay only not real time hours) to get use to the game and play enough to find the enjoyment of it. After that the person can decide how much they like the game. Then there can be normal kits that have recipe a few sets of weapons/armor already made with some energy to play it with the day they got it. (At about 10-20$ and probably with the first 5 levels in it).
Anyway that's just my opinion. This way starting people can have enough time to enjoy the game a lot and get use to it before they smack into the brick wall of "you either need to be this good or spend a few small dollars on us!"
I've only been playing this game for a few days now, and while I can see all the good points being raised, I still feel a couple things could be improved without hindering things too greatly. For example,
"Rechargable, non-tradable energy"
You mean the mist energy? And the mist tanks?
Once you get to T2, assuming you can make at least 500 cr per floor, and not revive more than once or twice (not much of stretch, as long as you're careful), you'll end up making 4-5k per run, which is enough to buy 100 CE. At that point, play becomes effectively limitless.
It's not that hard to become self-sufficient, just takes a few days. And with the AH now, if there's some 2* equipment you really ,really want, you can just go ahead and buy it with crowns. You started this thread in your first day of playing, probably as soon as you ran out of Mist, so honestly, I really hope six months of play has given you a bit of perspective
(Full 4* here, BTW)
Edit: @ChaosZeratul: If you revived eight times during a run, you're doing it wrong. You're just throwing energy away on a fight that is clearly too tough for you. Though I'm sure Three Rings appreciates the $10 in CE you burned. Next time, instead of just mindlessly mashing "revive" every time you go down, instead, take a step back. Think about why you're dying so much, and what you can do to remedy that, whether that be just fighting solo for a while, or changing gear, or getting better at the game. I know it's tempting to come back and have full health again, but if you're spending more than 10 CE on a revive, especially in a T2 run, without *very* good reason, something's gone wrong.
What i think is crazy is the new energy crafting prices. Its outrageous that a 4 Star Item is 400 Energy. And even a 5 Star is out of this world!
They could at least bring it down a couple hundred because this is ridiculous.
Another thing is that they could raise the limit of holding mist energy. They could use achievements or something to raise the top amount of holding mist energy.
________________________________________________________________________________________________________
Im glad there are people who are with me on this.
Seems my idea has turned true on the update. Only that it cost 20$. Not a bad idea I guess... Only that I spent 20$ two days beforehand! T.T
well if that happens,COMPROMISE,(http://forums.spiralknights.com/en/node/9561),(if you can't read well heres the shorthand:)
1-create UVs for amor that helps ME supply and Charge time reduction
2-Create energy saving trinkets that complements Me supply and/or charge reduction
3-lower CE prices and crafting fees
Its a game if you dont want to play it dont play it if you dont want to pay money dont pay just wait for a day for your energy.
The only thing I would change is the cost for the gates and crafting by 50%, bring it down 50% in that case. 10 energy is 10% of your daily energy and you expect that to last up to 10 floors?! HOW?! When there is prize gates, arena gates, and sometimes you have no choice to use energy because you DIE! You get off ok the first few deaths because it doubles everytime but going from 2,4,8,16,32,64?! That is just outrageous! I don't mean to whine but really..... it's not like you guys are going bankrupt, I should know >:/ I wouldn't change anything else though, other than that AMAZING GAME, just that is a major letdown, and no fanboys I don't care about how you like everything just because you can kill higher level area's and get more money for energy, that's because you have no life and played it from 2005-2011 |:D U MAD?! GET SOME TOAST TODAY AT JEWMART!!! |:3
Yes, reviving with energy costs lots of energy very quickly. That's why experienced players (A) play carefully so that they don't get hit, and (B) revive each other with health, unless everyone is dead.
Prize gates often they are not worth 3 energy. Sometimes, you can open the boxes before opening the gate, by chucking vials in there. This gives you more information. If you don't think the gate is worth the cost, then don't open it.
Arena gates do not cost energy. Maybe you meant danger room gates? These are definitely worth 3 energy if you can beat them, and may be worth 3 energy even if you can't (you get crowns and mats but not heat and have to end your expedition).
While it is true that 10 energy per elevator limits you to 10 levels, think about how much playing time this is. It's at least an hour. In the extreme case, if you start from depth 23 using well-placed friends, then you can play Firestorm Citadel twice, for several hours of play time.
Finally, this thread is ancient, so I probably shouldn't even have responded to you, but its antiquity is interesting in one aspect: If you go back to the first post, you can see people complaining about energy prices, when the prices are *4400 crowns per 100 CE*. Nowadays, people would be thrilled with such a price --- temporarily, until they decided that it should be even lower. Players' sense of what is fair is essentially arbitrary. No matter how much CE costs, players will always want it to cost less, so that they get more playing and more crafting. But remember:
Three Rings/Sega has given you many hours of entertainment for free.
I see your point with everything and yes i meant the danger room gates sorry, still new to this XD I don't have a problem with the market or anything it's just the elevator gates that cost 10 energy which isn't so bad but getting upgrades.....that takes quite a bit of money and energy, yet again that is a good idea so people don't upgrade in 2 seconds into the game :/ nvm so eh this thread is over for me :D It is kind of pricey right now though in the market 6k for 100 energy.
I suppose so, though I know OOO already safeguards against multiple accounts by setting the game up to see when multiple accounts are run off of one computer and causing them to share in the energy (not just the three slots in your account, I mean entirely different user/password accounts)--unless one is a paid account. I'm sure there are ways around this, but it would be a slight safeguard?
Though I agree that it could be a horribly easy way for people to farm, figure I'd throw it out there, there may be some way to make it a viable idea (or at least, said, shot down, and we can go on our merry way thinking of solutions...)