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Basic Sensible Mechanics Improvements

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Mon, 08/26/2013 - 01:11
Azox's picture
Azox

Eliminate Crowns Entirely

Get rid of crowns entirely and replace crown costs and drops with energy equivalents.

A single currency would greatly reduce complaints over the "cost of energy". It would also add to the lore and make the currency have a sort of integrity.

The knights of the spiral order crashland and have to create a makeshift currency to get by. They use crystal energy, which is useful and in abundance, to do so. It makes sense.

It would also reduce the crown clutter from defeated mobs.

It's understandable that you could harvest energy from monsters in the clockworks. Why would mobs carry coins?

This is just something that makes sense. If crowns have no purpose, why have them?

Understandable and Sensible Crafting

Get rid of energy costs to crafting almost entirely (leave enough to reverse entropy) and replace them with higher costs of material components. This would be far more believable and lore-friendly.

AKA "Crafting is CRAFTING, not pouring money into the shape of a weapon."

Unfortunately, this would lower the pay to win ability of 3 rings' whale players. Almost definitely I cast this suggestion to inevitable failure.

Better Gear and Upgrades

Replace damage and defense increases across tiers of gear with new abilities and effects.

Make the Leviathan hit just as hard as the Proto Sword, but have some elemental damage, longer range, a wider swing, and stunning and sleep effects. With maybe a blurb that says something like "It'll knock your opponents right out."

This would allow higher tier gear to be more interesting, instead of "MOAR POWER LOL" close-minded thinking.

It would allow items to have a nice set of effects that really reflect their name.

Don't nerf gear at lower tiers.

This is pretty simple. There's no point in making high tier gear weaker in lower tiers. It doesn't make sense in lore and prevents people from showing off or reveling in their power.

The only possible reason for this is to make snarb/jelly runs hard for high tier players. However, if a beast of a knights shoves the handle of his barbarous thorn blade up snarb's behind, snarb should roll over and die. It's just basic reward/believability.

If someone wants to take on difficult snarb again, they can don their proto sword.

Normal Pet Heat Progression

With 100 levels to burn through and the cost of food, pets being charged by runs like any other gear would just seems like a natural progression. I honestly don't see a problem with this.

Auto-Attacking Pets

I don't use my pets at all in the clockworks. I just don't remember to. Whenever I use the one skill I've unlocked, it takes a while to be useable again and I just don't concentrate on fighting AND the skills/cooldown timer.

Also, it doesn't make any sense that your pet is just going to sit by while you fight until you tell it to get nasty.

It seems simple and obvious that your pet should automatically attempt to beat the stuffing out of everything in your path.

Weapon Heat Levels

Weapon levels should be limited by ingredients that would naturally upgrade the weapon, not arbitrary heat crystals.

Again, it just makes sense and suits the lore better.

The upgrades should not be chance-based. (this is based on a personal opinion that chance-based systems are terrible, unintuitive, and strictly worse than the alternatives unless the system needs randomness to accomplish something)

Drops Redesign

The difficulty and loot of any level is the exact same.

More players does not mean an increase in enemy health/damage, nor an increase in loot.

Anyone who picks up loot puts it in the loot pool. Multiple people do not have to pick up the same loot drops.

The loot is then distributed equally among the players at the end of a dungeon.

This leads to understandable styles of gameplay. Partying up makes things much easier, though it also reduces what each player gets.

This doesn't lead to favoring solo runs, though. Partying makes runs much quicker, and more reliable.

This leads to less scrambling for drops and more having fun.

Also it makes SO MUCH SENSE. Ugh I am crying right now from how much sense it makes. Thanks Obama.

Better Market Mechanics

The marketplace should group all items of any type (like all Light Shards) into one and only display the cheapest one to Buy. (not bid)

And allow just listing for buy, without bidding options. This speeds up the economy and makes trading simpler.

And lower listing costs to a cap of 5%. Preferably 0% or 1% for realism, but I assume 3 Rings is milking it for all it's worth. 10% is unrealistic and TOO DAMN HIGH!

No Bound Items

The only point of this is to prevent people who are leaving from giving their gear to someone else.

It's HARD to get gear. If I get end-game gear, I should be able to do whatever the hell I want with it! Maybe giving it to someone else resets its heat level because it "hasn't bonded with the player" or something, but some arbitrary "no you can't" restriction?

It doesn't make any sense and just spits in the face of hard work.

Minimalist UI

Add a minimalist UI option and maybe a way to rotate the view in-game, or like 1st-person rotation or something.

Conclusion

I'm sorry if this all comes off as entitled or pretentious. These are what I see as basic improvements to the current systems.

I understand that 3 Rings is almost definitely not going to implement any of these due to their limited actual game content and limited community. With what little community they have, they need to slow down their progression immensely to keep them playing.

However, these improvements would really make the game a lot more enjoyable. Frankly, I don't care if some people are paying to win as long as the rest of us have a good time. Cosmetic stuff could be pay to play for all I care.

For me, it's all about natural game mechanic progression and a polished game. I can understand if people reply with stuff like "lol this will never happen" or "noobs asking for free stuff again lol". If that is the case, I am sorry for blemishing your suggestions forum.

Please tell me how I can improve these suggestions or why they are bad/good.

Mon, 08/26/2013 - 01:39
#1
Hearthstone's picture
Hearthstone

Bring Buddy Revives back? Yeah, when my sister learns how to cooperate when she's the one revved.

Mon, 08/26/2013 - 01:49
#2
Azox's picture
Azox
.

lol, but that's the idea.

You naturally would play with people who understand the mechanic more and only revive those who are reliable.

Mon, 08/26/2013 - 02:20
#3
Troll-Lolo's picture
Troll-Lolo
ahem

Aren't those words not allowed on the forums? Correct me if I am wrong. -nevermind, it was fixed-

And I am sure some forumgoer will point out all the economy destroying things in this post, but I won't be that forumgoer.

Mon, 08/26/2013 - 02:13
#4
Azox's picture
Azox
ahem

kk editted out swears. thx :3

Mon, 08/26/2013 - 02:26
#5
Niichi's picture
Niichi
~

Eliminate Crowns Entirely

So if crowns are gone, what happens to the game's pay model? Would a variety of items be locked behind paywalls and be completely inaccessible to free to play players? If not, what method would Three Rings use to profit from the game?

The dual currency system is a necessary one in a free to play game like this so paying players have a reason to be selling the paid currency energy to others. Unless you can explain how this can work and not screw either free players or Three Rings then I don't think it would work.

Understandable and Sensible Crafting

Three Rings already hand players free orbs to reduce or eliminate energy costs, depending on how much you want to grind. If you don't want to grind then you use the paid currency. That's part of how they make money.

Better Gear and Upgrades

You want a 5 star weapon to have exactly the same amount of power as a 0 star weapon? I'm not against alternate effects at upgrading (although this kinda exists to a degree with split crafting paths - you don't have a chaos cowl at 2 star for example) but progression of increased power and defence should go hand in hand. They don't have to be mutually exclusive.

Don't nerf gear at lower tiers.

I imagine this is to stop players just rolfstomping everything in sight, especially important if players are joining parties with other knights. That said, higher tier equipment is still noticeably stronger in the lower tiers, if not as much as you'd hope.

Normal Pet Heat Progression

It's a material sink, and a much needed one. It's amazing that stuff like Flame Souls and Reaper Ribs are worth more than trash now. Perhaps the heat progression could be scaled so that low level sprites gain more heat from runs than currently so that players get a feel for sprite progression early on, while higher levelled sprites have the same very slow heat progression to continue encouraging material consumption.

Auto-Attacking Pets

I don't want my pet auto attacking. Heart Attack is at its best when it hits a large group on enemies at once. I'd be annoyed if my pet fired it against a single enemy. Likewise, it would be a problem if it used the angelic barrier by itself, forcing me into a lengthy cooldown when I want to use heart attack.

If it's an option then that would be fine as I could continue to personally activate mine. Only thing is, how would you approach multiple skills? It seems unlikely that the AI would be smart enough to "know" the best time to use each of its attacks.

Weapon Heat Levels

Ingredients such as what?

I think the drop rates of heat crystals aren't really that bad, although I can't speak for normal setting. I don't have a personal problem with the random drop system for them because I still get quite a few in each run. That said, I certainly have no issue in making the acquisition of them more standard, but chances are it would have to still play into the idea of limiting player progression since I'm sure that's the intention of the forge.

Drops Redesign

I think no matter what drop system is used there will be players unhappy with it.

I imagine a number of players would favour solo if it means more profit to them. Meanwhile we have players preferring to solo now because they have to run around collecting loot themselves.

I like the current system. Even though watching knights swirling around in circles picking up loot you can't see is funny. I've always liked playing with others both for the gameplay advantage and for the social element, and now I don't have to sacrifice loot drops to do it so that's a bonus for me.

Bring Buddy Revives back

I like how players are encouraged to not lie on the floor waiting for someone else to pick them up so I would be happy to not see these return. However, I would be happy to allow for health sharing between two living knights, similar to how we could drop a health capsule before for an injured knight. This allows for the team work in helping knights that have taken a beating while not putting the burden on active players when someone gets KOed.

Better Market Mechanics

You can search by item (eg Light Shard) using the search box at the bottom-left of the AH window and then sort the results using the option at the top-right, so you can sort by buy price for example.

You can list an item as buy only essentially by putting the starting bid price the same as the buy now price.

I don't sell a lot of high price items so I don't have much of a comment on the costs.

No Bound Items

You can unbind for energy, although of course the costs of doing so are much higher than if you were to craft from scratch and the supply depot sells premades at a cost less than the unbind fee.

I'm positive the reasoning for this is to encourage players to craft their own equipment instead of just getting them from end game players. Even though they could buy premades from the depot, the high costs surely act as a deterrent to that. I feel you're unlikely to see any change in this.

Minimalist UI

Yeah, sure, why not? I like the current UI but I can certainly understand why others would have an issue with it.

Mon, 08/26/2013 - 05:40
#6
Thunder-The-Bright's picture
Thunder-The-Bright
are you ready?

first things first, this is a game. making thing more real don't make it better. especially half of those things up there.
here we go.

removing cr:
double currency is made to slow down the player in the progress, and to have a strong currency. if enemies would drop ce, ce would be as worthless as cr now. also, you could actually make it to 5* in a very short time and get ready to get bored.

crafting revamp:
again, you are not supposed to craft gear straight away and this slows you down. it works, nobody is complaining about it but you, so don't fix it.

upgrading:
this game is simple. keep it so. also, you don't know what you are saying. if you had a weapon with 3 specialized attack types, a normal damage weapon would be better. also, upgrading gear is practically all about getting more power in 90% of the games.

nerfing gear at lower tiers:
so you can go practically unharmed through t1 devilites, because your ancient plate/snarby suit will protect you by any damage. no. it's useless too, you don't need to have higher defenses or attaks, a 5* weapon already does ridiculous damage in t1.

pet is heated in runs. it's little, but it is. even morlin says that is not an optimal way. you should feed it with mats.

auto attacking pets:
do you use mecha knights? those dumb guys that die every second? the pet would be just like that. also, it would mess up with the ones who use the pet like it it supposed to be used right now.

drop redesign:
nope. things are already easier if you are in a full party, and it gives more loot. you want it easier and with less loot. it's unneded.

health sharing revive:
lose hope buddy. they won't do that. besides, this has changed things a lot for the better. now you can't go reckless, so you party up instead of running ahead saying "they will revive me".

AH:
bidding works well. if it's not boken don't fix it.
if you don't want to make people bid, either use trade channel or make the bid price 1 cr lower.
listing fees are too high? real world auction houses charge 15-20%. it's not too low, and it's a crown sink. let is stay so.

bounding:
The only point of this is to prevent people who are leaving from giving their gear to someone else.

no it's not. it's not to make items lose rarity, so that they cost less, crushing the AH fee which is a great cr sink. as you said, gear is hard to get, and you should be bound to the gear you make even without binding.

UI option:
old UI was verrrrrrry good, 75% of the people want it back, but it won't happen.
rotate view:
this is not a 3d game. many things have only a 2d rendering. it won't work, unless there is a major re-do of the textures. which won't happen shortly.

EDIT: forgot the final rant.
all I see is the removal of everything that would slow you down in the progress. if you want to progress faster, you have to pay. if you don't want to pay, grind. that's the rule.

Mon, 08/26/2013 - 04:11
#7
Mickmane's picture
Mickmane
No.

I don't like any of the suggestions, and disagree with your reasoning.

They're either outright annoying, or just go against what's sensible in the game.

Niichi had more patience and willingness to type a lot. From me no more than: No, it all feels just wrong.

(Even the UI one; I don't like the current one, but you including rotating just made it a no for me too.)

Mon, 08/26/2013 - 11:12
#8
Azox's picture
Azox
.

Eliminate Crowns Entirely

"So if crowns are gone, what happens to the game's pay model? Would a variety of items be locked behind paywalls and be completely inaccessible to free to play players? If not, what method would Three Rings use to profit from the game?

The dual currency system is a necessary one in a free to play game like this so paying players have a reason to be selling the paid currency energy to others. Unless you can explain how this can work and not screw either free players or Three Rings then I don't think it would work."

The way it currently is, players that have crowns can buy energy anyway and have access to everything tradeable. Players that buy energy trade for the other currency when they have to buy something. Eliminating crowns doesn't mean the game's pay model collapses. You can still buy energy for far cheaper than you might get it in the clockworks.

Peoples' incentives for buying energy would be the same as they are now: Get unique items and a bunch of currency.

Understandable and Sensible Crafting

"Three Rings already hand players free orbs to reduce or eliminate energy costs, depending on how much you want to grind. If you don't want to grind then you use the paid currency. That's part of how they make money."

I'm not saying we should grind less, though we should.

I'm saying here that crafting should have its costs almost entirely in ingredients. If this means you have to use a lot of ingredients to craft in order to balance the grind, okay then. It's a change in how the game is played, not grind.

You'd still be able to buy more ingredients from other players with all your purchased energy.

Better Gear and Upgrades

"You want a 5 star weapon to have exactly the same amount of power as a 0 star weapon? I'm not against alternate effects at upgrading (although this kinda exists to a degree with split crafting paths - you don't have a chaos cowl at 2 star for example) but progression of increased power and defence should go hand in hand. They don't have to be mutually exclusive."

Sure, but increased power and defense should be unique effects, not just something all the gear does. Naturally big swords would have this effect. (but only one or two levels of it)

This would allow noobs to check out the higher tiers and understand why they lost when they did. More effect-based fighting would also develop the combat and just be more interesting and relatable.

Don't nerf gear at lower tiers.

"I imagine this is to stop players just rolfstomping everything in sight, especially important if players are joining parties with other knights. That said, higher tier equipment is still noticeably stronger in the lower tiers, if not as much as you'd hope."

A bit of balancing would accommodate this change. Having weapons upgrade less but be use-able to the same effect on all tiers would make upgrading seem more like upgrading and less like a gate lock.

That said, if I want to curb-stomp Snarble with end-game gear, I should be able to.

Normal Pet Heat Progression

"It's a material sink, and a much needed one. It's amazing that stuff like Flame Souls and Reaper Ribs are worth more than trash now. Perhaps the heat progression could be scaled so that low level sprites gain more heat from runs than currently so that players get a feel for sprite progression early on, while higher levelled sprites have the same very slow heat progression to continue encouraging material consumption."

Yeah that sounds good.

Basically my only complaint here would be that heat doesn't work the same way as heat in other gear, so it's unintuitive and takes way too long.

Auto-Attacking Pets

"I don't want my pet auto attacking. Heart Attack is at its best when it hits a large group on enemies at once. I'd be annoyed if my pet fired it against a single enemy. Likewise, it would be a problem if it used the angelic barrier by itself, forcing me into a lengthy cooldown when I want to use heart attack.

If it's an option then that would be fine as I could continue to personally activate mine. Only thing is, how would you approach multiple skills? It seems unlikely that the AI would be smart enough to "know" the best time to use each of its attacks."

Having an option sounds good. Multiple skills would just be used on single enemies to begin with.

Alternatively, a basic bite or bullet attack could be added to pets that they do automatically.

Weapon Heat Levels

"Ingredients such as what?

I think the drop rates of heat crystals aren't really that bad, although I can't speak for normal setting. I don't have a personal problem with the random drop system for them because I still get quite a few in each run. That said, I certainly have no issue in making the acquisition of them more standard, but chances are it would have to still play into the idea of limiting player progression since I'm sure that's the intention of the forge."

Like the last or second to last ingredient on the item's recipe.

Again, this could be rebalanced to slow player progression while still changing the mechanics.

Drops Redesign

"I think no matter what drop system is used there will be players unhappy with it.

I imagine a number of players would favour solo if it means more profit to them. Meanwhile we have players preferring to solo now because they have to run around collecting loot themselves.

I like the current system. Even though watching knights swirling around in circles picking up loot you can't see is funny. I've always liked playing with others both for the gameplay advantage and for the social element, and now I don't have to sacrifice loot drops to do it so that's a bonus for me."

And a number of players would favor teaming because it's easier, more reliable, and they can play with friends.

Again, this is based on play-style. Soloing would probably be balanced to be about twice as hard as it is now.

Playing with four would then be twice as easy.

Bring Buddy Revives back

"I like how players are encouraged to not lie on the floor waiting for someone else to pick them up so I would be happy to not see these return. However, I would be happy to allow for health sharing between two living knights, similar to how we could drop a health capsule before for an injured knight. This allows for the team work in helping knights that have taken a beating while not putting the burden on active players when someone gets KOed."

I guess I just think buddy revives are a cool game-play element that emphasizes teamwork and is realistic.

To each his own?

Better Market Mechanics

"You can search by item (eg Light Shard) using the search box at the bottom-left of the AH window and then sort the results using the option at the top-right, so you can sort by buy price for example.

You can list an item as buy only essentially by putting the starting bid price the same as the buy now price.

I don't sell a lot of high price items so I don't have much of a comment on the costs."

The fact that searching by buy price is not default is somewhat annoying. :/

The main thing is, if nobody buys your item, people bid on it and get it for a much lower price than you intended.

And listing fees are pretty high. 10% is ridiculous and you'd be laughed out of the economy if you did that in the real world.

No Bound Items

"You can unbind for energy, although of course the costs of doing so are much higher than if you were to craft from scratch and the supply depot sells premades at a cost less than the unbind fee.

I'm positive the reasoning for this is to encourage players to craft their own equipment instead of just getting them from end game players. Even though they could buy premades from the depot, the high costs surely act as a deterrent to that. I feel you're unlikely to see any change in this."

Again, if someone makes something hard-earned, they should be able to do whatever they want with it. If they want to sell it to low tier players, they should be able to.

However, you're forgetting that if the game is balanced with an emphasis on crafting with items, items will be worth a lot more and much of a low tier players' value will be in their ingredients.

Mon, 08/26/2013 - 11:09
#9
Azox's picture
Azox
.

"removing cr:
double currency is made to slow down the player in the progress, and to have a strong currency. if enemies would drop ce, ce would be as worthless as cr now. also, you could actually make it to 5* in a very short time and get ready to get bored."

Balancing. Enemies would drop about sixty to eighty times less energy.

A single main currency is stronger than multiple.

Also items act as other currencies.

"crafting revamp:
again, you are not supposed to craft gear straight away and this slows you down. it works, nobody is complaining about it but you, so don't fix it."

That's true.

So if you don't craft gear straight away, how does this slow you down?

Not complaining. This is the suggestions forum. I am making suggestions. :)

"upgrading:
this game is simple. keep it so. also, you don't know what you are saying. if you had a weapon with 3 specialized attack types, a normal damage weapon would be better. also, upgrading gear is practically all about getting more power in 90% of the games."

That's true, and normal damage would be better than two specialized attack types, too.

That doesn't limit gear from having other interesting effects instead of just more power.

Range, DoT, AoE, buffs, attack types, summons, projectiles, etc.

You can create very interesting gear by mixing and matching effects.

"Keep the game simple" is like saying "Don't release new content."

If you want to keep it simple while having interesting progression, simplify the info about gear while introducing the new progression.

"nerfing gear at lower tiers:
so you can go practically unharmed through t1 devilites, because your ancient plate/snarby suit will protect you by any damage. no. it's useless too, you don't need to have higher defenses or attaks, a 5* weapon already does ridiculous damage in t1."

Again, some amount of balancing, but floor 1 mobs shouldn't do anything to you if you have end-game gear unless you're standing still, waiting for them to attack you. (and even then it's questionable)

"pet is heated in runs. it's little, but it is. even morlin says that is not an optimal way. you should feed it with mats."

So little most people don't even notice it is not enough. Normal heating progression just makes sense.

"auto attacking pets:
do you use mecha knights? those dumb guys that die every second? the pet would be just like that. also, it would mess up with the ones who use the pet like it it supposed to be used right now."

No, pets would be how they are now: untouchable unless you die. It wouldn't mess with anything if you made it a toggle-able option.

"drop redesign:
nope. things are already easier if you are in a full party, and it gives more loot. you want it easier and with less loot. it's unneded."

Unneeded? It's balance. It makes more sense and creates an interesting gameplay mechanic.

Soloing is harder, takes longer, and more rewarding.

Partying is easier, takes less time, and less rewarding.

"health sharing revive:
lose hope buddy. they won't do that. besides, this has changed things a lot for the better. now you can't go reckless, so you party up instead of running ahead saying "they will revive me"."

If somebody is doing that, have the party leader kick them. Also, with the above drop redesign mechanics they could just not get loot if they aren't alive at the elevator. That would be a great feature and JUST MAKES SENSE YO.

"AH:
bidding works well. if it's not boken don't fix it.
if you don't want to make people bid, either use trade channel or make the bid price 1 cr lower.
listing fees are too high? real world auction houses charge 15-20%. it's not too low, and it's a crown sink. let is stay so."

Can't sell items without bidding. If a completely normal option doesn't exist, fix it. (setting bid price at sell price looks weird and costs more)

Real world listing and sorting places like Ebay and Amazon cost 10%, but Ebay and Amazon are known for having high selling fees.

"bounding:
The only point of this is to prevent people who are leaving from giving their gear to someone else.

no it's not. it's not to make items lose rarity, so that they cost less, crushing the AH fee which is a great cr sink. as you said, gear is hard to get, and you should be bound to the gear you make even without binding."

Usually people trade for around the worth of their item. There's a strong incentive to not just giving your item away. It's like giving away cash.

However, if someone wants to do so, they should be able to. Binding is just some arbitrary "no you can't" in order to slow down progression.

If you want to still slow down progression, just balance the game so that it takes longer.

"rotate view:
this is not a 3d game. many things have only a 2d rendering. it won't work, unless there is a major re-do of the textures. which won't happen shortly."

Darn. :P

"all I see is the removal of everything that would slow you down in the progress. if you want to progress faster, you have to pay. if you don't want to pay, grind. that's the rule."

No, just changes in the way stuff works. Balancing easily fixes the resulting speedup.

Mon, 08/26/2013 - 14:21
#10
Thunder-The-Bright's picture
Thunder-The-Bright

you know history of OOO at balancing? chaos, oRSS ect? major revamps of mechanics take long to them for that reason.
second raid incoming:

removing cr

Balancing. Enemies would drop about sixty to eighty times less energy.

players won't feel rewarded at all with this system. if your currency doesn't increase at least at a "medium" speed, you either quit becuase you don't go up fast enough, or feel like you are grinding for ages. oh, yeah, they already do that. for those very reasons. well, imo that would get worse, and fast.

The way it currently is, players that have crowns can buy energy anyway and have access to everything tradeable. Players that buy energy trade for the other currency when they have to buy something. Eliminating crowns doesn't mean the game's pay model collapses. You can still buy energy for far cheaper than you might get it in the clockworks.

Peoples' incentives for buying energy would be the same as they are now: Get unique items and a bunch of currency.

do you know why premium currency exists in many games? to make people feel like they are rich. same here. get rid of the popular currency and ce will lose popularity. becuase you can get it directly only by buying now, but when everyone has it, it's not desirable anymore, if not for really special occasions.

crowns have a high spawn rate, separate the ones who pay, that have the strong currency they need right away, from the ones who don't, and have the weak currency that can pay off eventually.

crafting revamp:
materials are abundant. if you nerf the rates, again, players won't feel rewarded. if you don't, progression will be sped up a whole lot. don't fix what is not broken. you are not "throwing money at the weapon so it gets stronger", you are using energy to upgrade. energy is hard to get. binding of gear ect.

upgrading:
Range, DoT, AoE, buffs, attack types, summons, projectiles, etc.

swords don't need range, many guns don't either, bombs already have that I suppose.
fire is DoT.
most hits have a big AoE.
we already have buffs.
more attack types are either OP or UP, depending on what you add.
summons are unviable, unless they are meatbags that don't attack; and even on that case, the game is easy enough.
GF/DA, brandishes. oRSS and it's nerfing.

we don't need to complicate things, to make things more interesting, to make this game better. (sentence structure: we don't need to(insert thing here) to (insert consequence here)) we need balance. adding effects won't solve anything. it could get things worse. and 50% of the gamers would agree with me in saying that we don't want things to get worse.
balancing would take time. getting this upgrading system on would get time. we already have a survey in for this system. see what they will do, then talk.

nerfing gear at lower tiers:
still seems useless. again, farming with no risks or effort is a no-go. balancing? it's already balanced. nobody has ever complained about that.
on this, if you are suggesting to change a thing, it means that the thing that it is is bad for you. otherwise is a nonsense. thus, you are indirectly complaining about that thing you want to change.

I want to curb-stomp Snarble with end-game gear

if you have friends in real life, and what them to make them stick to the game, then yes, it is a good idea. but practically, it would open the road to all the engame players that want to farm snarby. it would be really easy to get 2* snarby things. then we go on RJP/IMF, and everybody has a sealed sword and a pulsar. nope, not a good scenario. 5* players could help newbies to get gear, speeding up the progression curve over the skill curve, and it would leave them unprepared to t3. it would make a whole bunch of noobs, if you really want.

pet heat:
Basically my only complaint here would be that heat doesn't work the same way as heat in other gear, so it's unintuitive and takes way too long.

pets work like normal gear. just, at level 20, FSC doesn't do anymore. again, it's meant to slow down progression. it takes "too" long on propouse. remember you should stay at the same star rating as your pet, and this does it's work.

auto attacking:
no, I was talking about the "dumb" part. mecha knights charge recklessly, get unneded aggro, and overall mess up with your targets. they are just annoying.

weapon heat levels (apparently forgot about this one)
oh dear.
you are removing the slowing down on the weapons. not only materials that are common, but getting rid of the chance.
fire crystals are already enough to craft a weapon if you grind for 2-3 days. it's not much. you get rid of the chance by forging always with 100% chance. and again, wee need a better forge tutorial.

party/drop revamp:
partying is already easier, it already takes more time, and it's more rewarding. also, you know all the guys running only for profit? those (imo) are the 50% of the randomers. all those will go solo. no, ty.

health sharing:
I already said that once in another thread.
unless you have an "idiot detector" or something, you will revive the idiot and he will go doing idiot things with your health. it takes 2-3 revives to understand, and in the meanwhile your health is gone. also, what if he's the party leader? go solo? that only works well with your system.

binding:
Binding is just some arbitrary "no you can't"

no it's not.
you can unbind things. 5*s unbound on the AH are overpriced for this reason. preserving rarity is more important than giving away your gear becuase you are leaving.

If you want to still slow down progression, just balance the game so that it takes longer.

it is already balanced.

No, just changes in the way stuff works. Balancing easily fixes the resulting speedup.

so, you can accept the way things are, or changing everything to make thigs easier. also leaving some flaws.
also, "balance things". how would you balance things? tell me something that would balance all of your flaws. don't just say "when the problem will arrive I will solve it". it will be too late.

Mon, 08/26/2013 - 14:31
#11
Waffleconecake's picture
Waffleconecake
thunder wins this argument.

I agree with Thunder on everything he has said(in this thread).

Mon, 08/26/2013 - 21:07
#12
Azox's picture
Azox
.

Thunder-The-Bright, most of the complaints you've made can be easily solved by balance, and not some complete overhaul of variables or an incredible amount of testing.

It'd be very simple: Replace all crown drops with equivalent energy drops from enemies strong enough to warrant energy drops. The assumed equivalency in the value of drops automatically balances this for you.

It seems to me that you're complaining that if the game is balanced towards what it is now, people will feel unrewarded. I don't know if you're trying to say the game's progression should be sped up, but the fact is balancing things towards what they are cannot make the balance significantly worse in any way, as it will very closely mimic what it is now.

The gear rebalance would be by far the most difficult thing to implement and then balance. The idea here is that instead of gaining more base attack power each generation, swords would differentiate by gaining different style of gameplay and different suites of effects. This progression stops for the most part at 2* gear for spiral knights.

Farming lower tiers is completely eliminated with a linear with respect to depth reward system. Balance the linear growth to what is currently in place and you get the same reward for depth 15 and double or triple the reward for FSC.

I don't see the issue with high tier players helping noobs. It'd be like a high tier player giving a noob 400 ce. It wastes the high tier players' time and effort and isn't interesting.

Pets should level as quickly as players? Currently I'm 3* all around gear with a lvl 10 pet. If the pet were gaining heat passively like anything else, it might be lvl 40 now. (except evo catalyst stuff makes this longer) You're forgetting pets are still food-locked for leveling.

For weapon leveling, presumably you'd pick an ingredient that is about as common as the heat you'd usually use to 100% level on average. (like the second the last ingredient for each level) Boom. Instantly balanced.

For parties/drops, presumably double the difficulty for soloing would cause most people to party with two or more so they could deal with the new difficulty. It balances itself here honestly. The guys running for profit would only solo when they could handle it, and with a linear progression of reward and difficulty on gates, the most stable source of income would be something like FSC with four so you could pretty reliably destroy Vanaduke and get awesome loot.

For revives, yeah I wouldn't be too opposed if no revives existed at all.

Binding: There are not enough people who reach full gear, quit, and give all their stuff to someone else for this to be worth considering. However, if you're serious about this, there's a very simple answer.

Even with the current system of binding/unbinding, any person can just give their account to someone else when they're done with it. An unbinding system does nothing except make the trade and economy around 4 and 5* gear extremely throttled and almost nonexistent except for gear with high UVs.

However, you could balance the boost in trade the economy would gain with a 10% increase in all crafting costs. This requires a bit of testing to balance, but would narrow itself down very quickly.

Balance explanation patch!

Tue, 08/27/2013 - 01:32
#13
Hexzyle's picture
Hexzyle

Eliminate Crowns Entirely
Get rid of crowns entirely and replace crown costs and drops with energy equivalents.

Without a forced dependency on a Paid currency, the income for this game would drop dramatically. Without the ecological system where paying and free players depend on eachother, the game would collapse. I'm not talking about just the economy, but everything.

A single currency would greatly reduce complaints over the "cost of energy". It would also add to the lore and make the currency have a sort of integrity.

No-one cares about the complaints about cost of energy. The cost of energy is as much as people wish to pay for it. The higher it is, the more it promotes people buying energy with real money. There has already been a system implemented for players to get by without using energy, it's called Orbs of Alchemy.

The knights of the spiral order crashland and have to create a makeshift currency to get by. They use crystal energy, which is useful and in abundance, to do so. It makes sense.
It would also reduce the crown clutter from defeated mobs.
It's understandable that you could harvest energy from monsters in the clockworks. Why would mobs carry coins?
This is just something that makes sense. If crowns have no purpose, why have them?

Lore and logic has no place in a debate where the entire economy and existence of the game rests in the balance.

Understandable and Sensible Crafting

Once again, you're destroying everything just to make it "fit the lore" in your eyes. I can easily explain how the crafting works lore-wise if you can't.

Don't nerf gear at lower tiers.

Higher gear is not only ridiculously overpowered in lower tiers, but so is the skill of the player. Snarbolax isn't a challenge, even in proto gear. Why do you need to make it so it's even easier? If you don't like the difficulty, play on normal.

Auto-Attacking Pets

Battle Sprites are not pets. Monster Pockets are pets. Battle Sprites are Knight Abilities, their processor parasites off the Knight's suit HUD and targeting systems. Thus, ordering a Battle-Sprite would consume the majority of a Knight's concentration, preventing them from engaging in intense combat of their own. Mechanically, sprites would mess up everything: something that has infinite health should not be allowed to attack nor draw aggro in PvE. And to balance the fact that you're having enemies have their health slowly sapped for free, the Battle Sprites would have to have absolutely pathetic offensive abilities, completely undermining the whole "auto-attacking" system anyway. What would stop your pet from attacking that pit boss first and causing all Yesman to turn into overtimers, or detonating blast boxes in Danger Rooms, or toggling switches unnecessarily in IMF?

Again, it just makes sense and suits the lore better.

Stop saying this when you haven't even bothered to explain or ask someone to explain the current lore.

Drops Redesign

Anyone who picks up loot puts it in the loot pool. Multiple people do not have to pick up the same loot drops.
The loot is then distributed equally among the players at the end of a dungeon.

Including alts? Yeah, good job destroying the anti-alt system.

This leads to understandable styles of gameplay. Partying up makes things much easier, though it also reduces what each player gets.

Most players would never party up if they knew loot was split.

This doesn't lead to favoring solo runs, though. Partying makes runs much quicker, and more reliable.

Not really. Other people tend to mess things up, rather than make things go faster.

Bring Buddy Revives back
Pretty obvious. More teamwork & more fun.

If you're not even going to bother to fix the problems that were with the original revive system, then don't bother suggesting this.

Better Market Mechanics

The marketplace should group all items of any type (like all Light Shards) into one and only display the cheapest one to Buy. (not bid)

What about the people who want to bid on items rather than buy them out?

And allow just listing for buy, without bidding options. This speeds up the economy and makes trading simpler.

Set buyout price to X. Set starting bid price to X. Problem?

And lower listing costs to a cap of 5%. Preferably 0% or 1% for realism, but I assume 3 Rings is milking it for all it's worth. 10% is unrealistic and TOO DAMN HIGH!

If you don't like the Auction House's fees, then use the trade channel. IT'S FREE! Cramming your items on a permanently active database isn't cheap. Not to mention this is a big crown sink. You don't like high energy prices? Lowering auction house fees will cause energy prices to rise! And unrealistic? 10% final sale fee is unrealistic?

No Bound Items

Have you any idea how many 5 star players there are, and how many unused items this could potentially throw into the circulation of economycirculation? Especially since now that players can craft heaps of 5 star items for free with the new Orb drops. Why don't we just make the entire game free while we're at it?
The third storey window is open. You can either go willingly or by force.

Sorry, but all these ideas seemed kinda naive. I hope I didn't come off overly rude. (I was aiming for blunt)

Tue, 08/27/2013 - 02:24
#14
Azox's picture
Azox
.

lol, you don't seem to understand how balancing works Hexzyle

"And allow just listing for buy, without bidding options.

Set buyout price to X. Set starting bid price to X. Problem?"

Pls go troll elsewhere

"Cramming your items on a permanently active database isn't cheap."

You're kidding, right?

And again, Ebay is a very bad example of "real world" auction rates as they charge through the nose.

However, even Ebay doesn't make you auction when you sell something.

Sorry, but all your complaints seem kinda like they don't know what balance is. I hope I didn't come off overly rude. (I was aiming for blunt)

Tue, 08/27/2013 - 02:42
#15
Azox's picture
Azox
.

To clarify a point that most seem to have trouble understanding:

The suggested Party/Loot system is meant to mimic scenarios modelled after the real world:

The is a camp of enemies.

If one person attacks the camp, he will be in for a difficult challenge.

If four people attack the camp, it's much easier for them to overwhelm it, but each one will want a cut of the spoils.

This kind of basic scenario setup would generate difficulty settings ON ITS OWN without any kind of health/damage modification.

Noobs will drag you down in this setup, because they won't help much and they'll take their share of loot.

Soloing will be HARD because enemies will be have health/damage bonuses suited for a two player team.

This feature would go well with invariable gear effectiveness and the nerfed but more interesting upgrades feature and linear difficult/rewards on depths because it would mean that a player capable of depth 20 in a team of two would then be capable of soloing depth 10, but he would get the same rate of rewards.

Also, feature to flesh out and add to the list:

Constant or very slowly increasing timeframes for each star level of gear upgrades. This would require a lot more balancing than the rest of these features and tbh I'm not sure how to make it work without destroying the economy.

But as it currently is, half your game time from 0 to core hero is spent upgrading from 4* to 5* gear. I imagine much more than half of the remaining time is going from 3* to 4*.

Tue, 08/27/2013 - 03:51
#16
Hexzyle's picture
Hexzyle
lol, you don't seem to

lol, you don't seem to understand how balancing works Hexzyle

Are you going to refute my arguments or are you unable to?

Pls go troll elsewhere

If you want to use a half-assed explanation of your suggestion, expect to get these sorts of answers. What does "And allow just listing for buy, without bidding options" even mean? If you're looking for just a list of "Buy Now" auctions, There is a "sort by 'buy price'" option, use it. If you're looking for selling items by buy now and not a bid, then follow my previous instructions.

And again, Ebay is a very bad example of "real world" auction rates as they charge through the nose.

Ebay is one of the largest auction sites on the internet, and to power this, they can charge premium rates.
The Auction House is the largest point of both sales and auctions on Spiral Knights, and to power this, they can charge premium rates.
Seems like a pretty good example to me.

However, even Ebay doesn't make you auction when you sell something.

Neither does the Auction House.

I feel like I mostly wasted my time writing that last comment if you're not even going to engage me in intellectual discussion over it. Your comment just then mostly consists of "oh I'm going to try to say something funny 'just because'" and you didn't bring up any points of considerable weight to counter my arguments. You then claim I don't know what I'm talking about, yet you are unable to respond to even 20% of my points and then just write nothing worth reading in that last comment. You can't afford to be snarky if you don't have a solid argument to stand on.

EDIT: Oh, I was ninja'd. This comment was in response to point 14

Tue, 08/27/2013 - 04:04
#17
Hexzyle's picture
Hexzyle
If four people attack the

If four people attack the camp, it's much easier for them to overwhelm it, but each one will want a cut of the spoils.

Unfortunately this sort of system can discourage party play, or make Soloing levels absolutely out of the question. Making it so that enemy difficulty doesn't scale up with increased party members means that soloing later levels will either be WAY too hard to be worth the unshared loot, or a 4-man party will be WAY too easy. Think about it: something that one person finds challenging, three people will find a breeze. Something that a 4-man party find challenging, will be impossible to solo. The system that Three Rings has chosen is a pretty good decision.

It's possible that your ideas be implemented. But they'd have to be all implemented at once, along with a massive overhaul, or none at all. They really wouldn't work on their own.

Tue, 08/27/2013 - 03:57
#18
Niichi's picture
Niichi
~

The suggested Party/Loot system is meant to mimic scenarios modelled after the real world:

Game concepts should not be dictated by real world rules. If we did that then revives wouldn't exist at all, for example.

In the case of the loot system we already have a basis to compare the split loot system with the instanced loot system. From those experiences I find that the instanced loot system is more fun because I don't feel like I'm having to choose between progress and playing with other people.

Tue, 08/27/2013 - 05:18
#19
Thunder-The-Bright's picture
Thunder-The-Bright

The assumed equivalency in the value of drops automatically balances this for you.

assuming is not automatic. testing is required on the actual value ce has. ce prices has gone down to 5k and up to 10k. as hex said, it's the value that players give to it, but we don't know OOO optimal value, nor an actual value, always that there is an actual value of ce.

balancing things towards what they are cannot make the balance significantly worse in any way

I feel this statement is very very wrong. balancing towards what it was before your change will have consequences, and those will have to be balanced. you are silly if you don't see that it's not only value of the drops to be balanced.

The idea here is that instead of gaining more base attack power each generation, swords would differentiate by gaining different style of gameplay and different suites of effects.

would differentiate

diversity is good. diversification is not. if I like a playstile, now I can choose between many weapons. with your change, I would be compelled to choose one. too much detail into one weapon will make it an hipster wepon good for only one propouse. making that on all weapons will make every weapon situational, actually killing all those all around weapons that are out there. brandishes, sealed lines and pulsars are popular becuase you can use them everywhere. the only thing bad about those weapons is that they are too good right now.

Farming lower tiers is completely eliminated with a linear with respect to depth reward system. Balance the linear growth to what is currently in place and you get the same reward for depth 15 and double or triple the reward for FSC.

it is already balanced. we don't need this because it would either be exploitable or would kill rewards for lower tier players.

I don't see the issue with high tier players helping noobs. It'd be like a high tier player giving a noob 400 ce. It wastes the high tier players' time and effort and isn't interesting.

I have made my statement with friends, not random noobs. you make them see how powerful they will possibly be, but then they hit t3, your weapons are not so OP anymore, and they die because of lack of skill.

Currently I'm 3* all around gear with a lvl 10 pet.

were you here before the pets came out? do you feed your pet regularly with some high star materials? or you just throw shards at him?

You're forgetting pets are still food-locked for leveling.

and so are weapons. with fire crystals. it's the same thing.

For weapon leveling, presumably you'd pick an ingredient that is about as common as the heat you'd usually use to 100% level on average. (like the second the last ingredient for each level) Boom. Instantly balanced.

I would laugh, but there is nothing to laugh for. fire crystals are uncommon. 2* mats for 3* are common. 4* mats for 5* is even more common. if you are talking about 3* mats for 3* knights, those are fairly rare, and you should use them for your sprite. it's not balanced.

I agree with hex for the parties. also, I'm gonna make a reference.
double difficulty of what?
double damage dealt by enemies doesn't solve anything. even doubling the health they have doesn't. inflated enemies are not difficult, they are only longer to beat. old enemies AI? that would solve the problem only for the skilled players that can handle it. please explain how difficulty would be balanced.

For revives, yeah I wouldn't be too opposed if no revives existed at all.

you don't know what are you talking about. enter t3 and advanced and start dying. oh, you will.

Even with the current system of binding/unbinding, any person can just give their account to someone else when they're done with it.

except it's against the ToS. you either break the rules or pay, while with your system, what hex said.

Tue, 08/27/2013 - 13:16
#20
Azox's picture
Azox
.

@Hexzyle

I've already responded to most of your points before you even posted. Just look up.

@Niichi

Maybe not, but they would make more sense and balance well with other features automatically if they did.

Like for example no revives, and if you die in a mission your character dies, or has a limited number of lives overall to make this less of a "I got up for tea and lost everything"

Suddenly beating the game really is tied to skill; it's a different kind of game now, though, and many people would be very mad.

Making a game have more realistic mechanics may be difficult to program and may not add to the game itself, but it will always make just a little more sense.

@Thunder-The-Bright

For CE, any price in this range is a good approximation, and OOO can just change one value after testing to get it almost perfectly correct.

I don't really know what to say about your next point.

It's like you don't think balancing will help balance.

idk it's just kinda an established thing; like by definition it will or something

idk man i don't understand what you're saying there.

For differentiation, it's not like I'm suggesting gear specialized towards one type of monster. Honestly I kinda think damage types should go away all together and extremely different types of gear should be added. Like extremely long swords, a laser gun (constant stream), shaped charges as bombs, aoe party effects (damage up, anyone?), "heavy" armor that is strong and adds small shields to your team but slows you down more than 14%, trinkets that add a gun puppy bullet to your attack at whatever you're looking at.

There's a lot of stuff that could be done in terms of differentiation that would be useable everywhere. I don't deny it would be extremely hard to code, design new models, and balance for this.

Also good, if you spoil your friends by giving them stuff and they die from diving ahead of themselves, they should learn from it.

Pretty sure pet feeding optimal strategies are not explained to noobs. "Preferred food".

@Weapon Leveling: So make pets a heatsink, not a material sink. Or just make those ingredients appear just enough more frequently to cover the leveling cost.

The double difficulty would just appear from challenging stuff that two or three knights feel more comfortable fighting.

There would only be one set of health/damage tables across all mobs of one class. Old AI would be better I guess.

Anyway, taking longer to defeat enemies as one knight means that they'll have more of a chance to get you in a bad position and deal some damage. Also they're all targeting you now. It's not just "lol just takes longer".

Can't enter t3 because I'm gear locked. I've solo'd Romulus without any trouble though. I think the challenge wouldn't be overwhelming.

For binding/unbinding, there's really no point. The argument against is "oh no there'll be too much good stuff in the market", but it does take a long time for anyone to make a new item. All of the "too much good stuff" will invariably fall into the hands of rich high-tier players and the noobs will still have a hard time on tiers.

You said it yourself. Give a noob a great item and he'll just die on t3 immediately. If the clockworks are skill locked instead of gear locked, that's a good thing.

Also, even with a bunch of good stuff flying around, the game still has a UV market. People giving away their stuff will still be rare.

They'll probably give their stuff to their friends, too. Not everyone.

Tue, 08/27/2013 - 15:16
#21
Thunder-The-Bright's picture
Thunder-The-Bright

why not adding gear instead of basically destroying everything? or you meant so before?
no, you are suggesting gear specialized on doing one thing, being hitting more enemies (range), locking something into a wall (lasers), buffing. thing is the game doesn't need it. weapons like that would be situational, compelling one to get more gear, instead of making them do a choise like OOO is doing right now. also, one of the game's strong points is simplicity. (and the reason why 90% of the people out there have a polaris or a brandish.) you are just throwing in lots of effect that will need a balance of everything, while we (again) we already have data of the unbalance here. we don't need new things if OOO is working on fixing the problems we have.

Pretty sure pet feeding optimal strategies are not explained to noobs. "Preferred food".

newbies should get skill according to the difficulty of their tier and the strenght of their weapons. and you chose the wrong thing. morlin tells you that all food info is on biscotti, which is in the same room, and tells you everything about food.

So make pets a heatsink, not a material sink. Or just make those ingredients appear just enough more frequently to cover the leveling cost.

like mats aren't common enough. and like we need a heat sink. leveling something from 7 to 10 needs time, fire crystals or not. another thing you need to balance out: the forge was created to balance free elevators. so if you remove the forge, you have to balance a lot.

Anyway, taking longer to defeat enemies as one knight means that they'll have more of a chance to get you in a bad position and deal some damage. Also they're all targeting you now. It's not just "lol just takes longer".

tell that to all players that have an experience with wolvers, devilites, kats, zombies, retrodes, lumbers. all those are prevedible to say the least. with their windup, you know exactly what they will do and when they will strike. only a large number of devilites that surrounds you is a threat, but that is the same thing as turrets: you need to sincronize with their speed, and you'll get hit 1-2 times.
also, health trinkets and UVs will take care of whatever problem you can have with them.

it's not only "oh no there'll be too much good stuff in the market". it's the consequences it will have. you say that prices will stay up? you have to remove the unbinding fee, and the added value of rarity, which for some 5* items is a lot. you can't rely only on the UV market for a cr sink. becuase a currency sink is the only thing we need from that.

other things I didn't tell are because I'm tired fisically and mentally. this thing requires a hge amount of balance that you don't seem to see. the things you suggest will have consequences that you don't seem to see. if this discussion goes on this way, I'll just quit it because you are not seeing.

Wed, 08/28/2013 - 00:34
#22
Azox's picture
Azox
.

I can see why you might think this stuff requires a huge amount of balance, but from my perspective it's basically the opposite. There are relatively simple ways to test and balance this stuff, and relatively simple variables to change in order to balance it. I'm just not sure why you think restarting the test server a few times and getting feedback is so difficult. This is the kind of balance where you pretty much just control for one variable, gather one or two datapoints, and get it well within "good enough" range.

For the simplicity thing, you can just not explain the buffs, much like you wouldn't explain the way the sword does combos, its charge attack, that its attacks are good against goblins, or how to play well with it, and it would be roughly the same effect.

Wed, 08/28/2013 - 01:53
#23
Feyi-Feyi's picture
Feyi-Feyi
Honestly: don't even call

Honestly: don't even call this thread improvements.

You're taking a lot of challenge out of a game that is already not that challenging.
It is another 'I want GIMME GIMME' thread, and I'm just so tired of those.

In essence: you are projecting your needs/wants on a game that is pretty much finished.
You're not making a suggestion to ADD TO the game, you are just CHANGING it up because it's not what you want.

Also: sorry to say, it may be blunt.. but you seem to lack an understanding of in game mechanics such as UVs and multiple weapon lines.
Even unbinding etc.

Let me give you some friendly advice: Get to vanguard, learn the game mechanics. If you still think the game needs these things.. feel free.

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