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Does spiral knights need a revamp on the play style?

21 replies [Last post]
Thu, 11/14/2013 - 11:05
Dekuinanutshell's picture
Dekuinanutshell

Is it just me or is spiral knights just waaay to repetitive? With the missions all being the same (which I dont mind since it is a story) and the arcade being exactly the same every time with hardly no change in combat systems or challenge, would you guys say that the game in itself needs an uplift? Something to make beating up skelly's and punching gremlins more enjoyable? I had posted a suggestion just recently about this and wanted to see a general discussion about it since the suggestions area is a warzone more then an actual discussion about suggestions. But over here I wana start a discussion about the play style and what could be expanded or pinched (please note I dont care about hearing about the achreon being nerfed we already have 2 million pages about people ranting about it.)

The original link can be found here >>>>> http://forums.spiralknights.com/en/node/92958 <<<<< and if you feel something else could contribute to expand this idea.

Thu, 11/14/2013 - 13:11
#1
Lanieu's picture
Lanieu
I would like to

I would like to see:

Bombies/Almirian Knights spawn in Undead levels.

Mini-mobs spawn in all their respective levels.

OCH units spawn in Gremlin Levels.

Little-mineral dwelling monsters pop out of mineral deposits from time to time. Those rooms are stupidly plain.

An occasional Roar Twin that spawns in the middle of an empty hallway that must be destroyed to move on.

Explosive boxes may occasionally be Blast Jelly Cubes.

...but I dream.

Additions to the spawn pool in levels would add variety and change up our play styles.

Thu, 11/14/2013 - 13:14
#2
Skayeth's picture
Skayeth
@Dekuinanutshell

As much I applaud this idea, this is a suggestion. But +2 anyway.

Thu, 11/14/2013 - 15:45
#3
Aplauses's picture
Aplauses
@Lanieu

+1

Thu, 11/14/2013 - 15:48
#4
Bitsbee's picture
Bitsbee

"Little-mineral dwelling monsters pop out of mineral deposits from time to time. Those rooms are stupidly plain."

I want a spawn of 5 Mineral Mini Jellies to come out.

Thu, 11/14/2013 - 18:48
#5
Lanieu's picture
Lanieu
I hijacked this and made it

I hijacked this and made it into a suggestion.

:D

Thu, 11/14/2013 - 19:47
#6
Crashburnboom's picture
Crashburnboom
It doesn't NEED a revamp It

It doesn't NEED a revamp
It SHOULD HAVE a revamp
Big difference.

Thu, 11/14/2013 - 19:59
#7
Skayeth's picture
Skayeth
@Suggesters

What I think: Instead of gremlins in these levels just wander around, they should interact with each other when not fighting, or just shown working on something mechanical.
More interaction would be nice.

Thu, 11/14/2013 - 20:14
#8
Sirius-Voltbreaker's picture
Sirius-Voltbreaker

Good job Lanieu. I award you the 'best thread hijacker' for 2013.

Thu, 11/14/2013 - 20:28
#9
Skayeth's picture
Skayeth
@Lanieu

The box is certainly gone, its been replaced by a electric slime.

Thu, 11/14/2013 - 20:32
#10
Cinoa's picture
Cinoa
No, NO!

Wait! Don't change it till I'm super rich and have everything like everyone else! I like the game how it already is :(

Thu, 11/14/2013 - 20:35
#11
Skayeth's picture
Skayeth
@Cinoa

Me too, but monsters still needs more interactions with each other.

Thu, 11/14/2013 - 21:16
#12
Xtweeterx's picture
Xtweeterx
/think

slag tango...

Thu, 11/14/2013 - 21:52
#13
Skayeth's picture
Skayeth
@Xtweeterx

I like that idea, but it is....VERY CHEESY.

Fri, 11/15/2013 - 04:12
#14
Dekuinanutshell's picture
Dekuinanutshell
This is my original comment.

Hey guys I understand you guys want the revamp but if the community seriously is begging for a revamp I'd recommend that we atleast carry the conversation over to the suggestions area as well to have a discussion about certain things a revamp could have. Because for one I'm one person in the whole world, if I make a suggestion its weight is less then that of a feather compared to what a communitys opinion is. So if you guys could please toss over a few comments, criticisms and even a couple suggestions as well it'd mean a lot towards bumping this discussion to victory.

Fri, 11/15/2013 - 08:13
#15
Skayeth's picture
Skayeth
@Dekuinanutshell

I will help you. Carrying this over to the suggestion right now.

Fri, 11/15/2013 - 12:56
#16
Dekuinanutshell's picture
Dekuinanutshell
This is my original comment.

So in other news, how would you guys like a combo system to be unique for each person? Do you think that could be functional for the game? If so what would you guys look forward to? I know for me I'd love to see a combo system where you can drop the main 1, 2, 3 combo of the weapon and start a new combo with another enemy (something awesome for slag hoards.) An idea I was thinking would be the fallowing:

Imagine having 5 skelly's infront of you, you'd have your basic brandish or flourish and you could do one of 4 things you could:

- Do the simple 1, 2, 3 combo to do a decent amount of damage.
- Do a 1, 2, combo dropping the 3rd hit by going into a command grab chain, then continue your 1, 2, 3 swing doing more intense damage.
- Do a 1, 2 combo dropping the 3rd hit by shielding, instantly continue the 1, 2 combo, command grab then switch to a flourish and finish with a low damaging but stunning 5 hit combo knocking your enemy back with a medium stun.
- Do a simple 1 hit swing with the flourish knocking him back, cancel that into a shield bash, dash forward behind them as they're stunned and finish a 1, 2 combo while doing a elite command grab since its from behind adding to the stun, then finish off with a 1, 2, 3 hit on your flourish, then a 1, 2, 3 hit on your brandish since the stun is not yet over.

Fri, 11/15/2013 - 13:11
#17
Shamanalah's picture
Shamanalah
my 2 cents

I have stopped playing SK and will stop until something worth while happens.

But what I never understand was why the bombs only have 1 attack (sword have charge + normal swings, so does guns). I always wonder what SK would be like if I could lob mini-bombs like those Demo gremlins (bomber). Like you can toss 6-7 mini bomb at a fix distance (like 3-4 block) and wait until they blow up to throw another set.

You would still have the charge so you could send 6 mini shivermist/Venom (or even vortex?, mini vortexes that drag 1-2 mob) then switch to another to fully charge it...

If OOO can do this, I would def play again

Fri, 11/15/2013 - 13:54
#18
Sweet-Hope's picture
Sweet-Hope

i dont think the play style should be changed in fact one of the main reason i liked spiral knights was the simple and easy control it have without mix a lot of combo just because to make it look cool and take lot of hits to kill something.

what i think spiral knight need its give player more challenge and not "warm them until they die or somehow managed to survive" there tons of nerfs for the enemies which make them pretty boring to fight i remember how wolvers used to be a challenge before they got the bite tracking nerfed. with a alpha wolver giving them a buff yeah they were pretty dangerous now like the zombie and the rest of the enemies in the game are just a plain joke.

also i remember back in 2011 when i was a new player how nice was everything exploring everything and how arcada give you random levels. but once you have lot of time in spiral knight you tend to know every enemy spot, every enemy spawn and every trap you can expect so the surprise factor which made fun the game when you started its gone.

the lack of freedom you can have in a level and also lack of freedom what you want to play is also one of the main problems here. there lot of linearity in the game. go to point a to point b. lack of puzzles. some of the puzzles in apocrea was a bit fun (specially the puzzles of the tombs) but they dont expand the puzzles just keeping on "find swicht" "find key" which make you get bored too.

now g oing in levels, go to point a to point b. and thats all. spiral knights tends to tell you "try to exploring everything to be rewared" yeah just find the small spot where boxes are and thats all. danger rooms are fun but well you know as i said everything get boring once you know what would spawn with them.

with the lack of freedom: missions have a default set of levels. arcada have "random" levels but you cant choose what you want to play, also arcade gate construction got removed since players used minerals to feed pets. so now we cant generate a stratum theme with minerals so you can expect a "random gate generation" with a predefined set of levels. but what if they spawn a bunch of level you dont want to play? or they got spawned in a stratum which will give you less rewards?.

What i would like to see: is less linerarity in the levels mixed with the freedom of choose the level you want to play, what if arcade level have multiple exits which led you choose what kind of level you want to play? that would pretty awesome and would make me play more since now i can explore the level with more options instead one path to make wait for a level to change. but if you let me choose what kind of level i want to play you give me more reasons to play because i can suit what i want to play that day, one of the MAIN REASON and why i dont play SK anymore is because this the lack of freedom to choose levels (with this i mean that if the arcade gate have the level)..

i want a arcade gate with arenas in T3 (multiple arenas at least 2) and all what i get its compounds compounds devilites cities, so yeah i dont have a freedom to choose what to play and have to log off since everything else make me bored of SK.

levels with really a sense of exploring solving the puzzles and get rewarded and not the kind of puzzle "go find the key, go find the swicht, go kill the enemy" those are pretty lame. enemies teaming up to attack and more intelligent i mean if a mender saw an ally poisoned they just will stop healing them. alpha wolver buffing wolvers who are about to attack and not before (because that make them lose the buff) stuff like that.

with that SK would make me play more instead just "new beautiful combos" because the problem is in the linear gameplay, not the play style

Fri, 11/15/2013 - 14:58
#19
Dekuinanutshell's picture
Dekuinanutshell
This is my original comment.

You know that does make sense, but what happens when you're playing arcade and the enemies all become repetitive? When you're used to fighting skellys and kats in tier 3, or killing develites on a constant basis with greavers? Then what happens? Atleast having a way to attribute your own unique play style in the game would make the game more entertaining, now adding new puzzles, and things like that would also be great but then once you figure out all the puzzles then you're stuck with another repetitive game. This is why I recommended a new playstyle so that players can enjoy taking on the same thing with different routines instead of a simple 1, 2, 3 swing or smacking something with a toothpick and shielding after every hit. Theres just no uniqueness to it considering everyone can do that.

@Shamanala

The bomb idea does sound cool but having a shivmist spammer clicking away would get annoying very fast and it does sound cheezy. Unless the damage and playout of bomb spamming is balanced in some kinda matter (which sounds impossible considering the status bombs) then I'd find no problem with it but having someone spam a shock mist bomb everywhere infront of my spawns...aint nobody got time fo dat.

Fri, 11/15/2013 - 15:39
#20
Skayeth's picture
Skayeth
@Dekuinanutshell (and original comment)

What I think....is that there should be much more scenarios. There is one scenario where you find a dead gremlin camp, and you read a note that says: "Kill them all, do not let them know." Then a ghostmane stalker appears and tries to kill you. Another scenario is the statue over water and you hit the statue and beasts or coins spawn. Another idea is that maybe instead of players going through the clockworks over and over again to find Basil, there should be one rare area where there is a seperate merchant that sells Super-Rare items, like maybe, I don't know....Leafy Aura for 600,000?? XD There should be a lot more traps. The puzzles really suck, they are always the same puzzles over and over again, just like the famous "switchroom puzzle", which I hate. There should also be much more arena designs and size. I HATE THIS THE MOST. Over and over again I see arenas EXACT same size. EXACT same traps. EXACT same monster spawning patterns. Why can't we have a Super-Large arena like back in beta back? What a pity for SK to remove the Silent-City and Starlight Cradle levels. At least these were really really unique. Vog cubs and tortodrones had to be removed. Please, please....we need much more level diversity, in puzzles, traps, arenas, monsters, scenarios and much much more......

Fri, 11/15/2013 - 17:30
#21
Dekuinanutshell's picture
Dekuinanutshell
This is my original comment.

Dis is true, from what ive seen and heard spiral knights has watered down quite a bit which sucks cuz I wouldve loved fighting tortodone ._ . but over all i had another suggestion where there would be seesaws that launch you to other areas in the map which had the potental to lead you on new puzzles and areas in the depth which i felt was cool but who cares about 1 opinion?

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