@Nechrome
Arkus MkII was a joke. Can't think of a good name
Guys, I would really appreciate it if anyone could help me come up with a better name for each boss
@Nechrome
Arkus MkII was a joke. Can't think of a good name
Guys, I would really appreciate it if anyone could help me come up with a better name for each boss
If there ever is a SK 2 (which will most likely never exist) this is how I think it would work.
Sidescroller.
Yes, yes, I know, kill me now.
But to this post, I like the idea. And if Nick acknowledges it that would be really fun. :D
If there will be SK 2. It would be close to impossible.
First, what is the size of the SK dev team? TELL ME!
Second, lag. lag. lag.
Third, the forums is already a war ground. It's gonna now become a slaughterhouse.
Fourth, this means adding new items. This also means the death of all merchants.
Fifth, imagine what impact it will have on the storyline. Imagine so many complaints.
These are sufficient reasons.
The game doesn't have to end if we open the core. We could like, open the core in an alternate universe, skip to the future to do it, or maybe open the core in a dream.
Oh wait...
So, you want the game to stay forever on cradle never ever reaching the core?
No one ever said the game was focused on cradle, It BEGUN on cradle, it dosen't have to end there or the game will end up with a sorry [bucket] excuse that will be boring. So far the lore in this game is PERFECT, but overstreching the plot for just 1 single thing forever....
you know all those soap-operas? they have no ending. they just stop when they close. MMOs should all be like that to me. if you kill everything and their mother so they can't reproduce, your problems are solved forever. there is pretty much nothing else to do. instead, if you just can't kill the problem you have all the hacking and slashing of the world.
So far the lore in this game is PERFECT
I can gather a group of people explaining all the plot holes, or I can say that there are many plotholes in the lore we have right now. here are some:
where are the jellies from? jellies, not lichens.
what's the apocrea doing here and why did they appear and vanish like that?
why did we escape from the morai wars and why whatever was trying to kill us is not here doing the same?
what the crap is the structure of Thinkinzar's reign if it has one? and why he isn't trying to destroy Emberlight?
I could go on, but I stop here.
the game is focused on cradle, but why? because of its unique structure. that provides us gamers a great way to play the game. if we leave the planet, we leave the structure of the entire gameplay (cause if I just wanted to kill things that are trying to kill me I would go to some other game) and so OOO might as well start another game.
Remember that prologue OOO added not too long ago?
Something about the Knights' home planet (props to the guy that remembers the name), how they're suffering major losses with the Morai Wars and had to retreat?
Yeah, may I remind you guys that this game's called Spiral Knights, and not Cradle?
For all we know, reaching the Core may just be the halfway point in the game. For we you know OOO is as we speak creating and developping the enemies, areas and events of the next half of the game, AKA the Knights' home planet.
Looking at other MMO-based games like Elsword (who just got expanded to one more area), I can totally see a whole new planet coming to us SK players.
That's what I want to happen, what I firmly believe to be the biggest Spark of Life for this game and its community in general.
But come on. Really? It will get stale and boring after looking for a way to open the core for 15 years.
at this rate, SK won't last 15 years. besides, you play this game because of the lore?
Sgt, with how this game is structured, another planet would only be an expanded clockworks level. we would get nothing new from a new world, cause really, OOO will not manage to create content fast enough and the game will turn to "when is the next planet coming out?" right now the only thing that bumps on my mind to solve the problem is a survival mode. but adding a new planet wouldn't solve much.
besides, all the LDers will stay on Cradle cause there is no King Krogmo on Isora.
Have the LDers seen King Krogmo in person? Have you personally seen him with an actual model? I sure didn't; for all you know he might be a battle entity that's revered by the Knights.
And aren't RPGs in general played for their attaching Story? As far as I recall, SK is a MMORPG, so the Story should be a mildly important part.
Take Elsword for example again. The Story at the beginning goes towards a wild goose chase for the El that's been stolen - making the protagonists even go to a floating island in order to obtain it - yet once you've accomplished that you have a whole new quest as Demons are now invading the world via Dark El portals.
There's a whole new bloc of a game waiting by Isora to be exploited and refined around the current story situation, and the fact that Cradle and Isora are different planets (one being artificial and the other being real) rules out the eventuality of same level graphics.
Finally, whether or not level layouts look a bit the same is irrelevant, because asking for entirely different layouts from one part of the game to another is like asking for entirely different game mechanics; the gamer, experienced with the general gamestyle, now has to throw all that away - making him wonder if the first half of the game was even worth playing.
Do you even know why SK is slowly dying? I do. Emotional staleness. Tier 3 (End-game) doesn't feel that much more different from the likes of Tier 2, or even Tier 1 (Early-game) for that matter. You still run into the same Clockworks levels from T1 - heck, you can even find Scarlet Fortress on T3.
The only real "T3 levels" are FireStorm Citadel and maybe Dark City; 2 levels out of the many others on Stratum 5 and 6. I would count to a certain degree the Danger Mission levels and OCH if it weren't for the fact they aren't included to the Clockworks structure.
SK has been dying for a while in the levels aspect, but it's not the levels, it's the AI that doesn't make you feel any progress into the game but damage done/taken. unique level layouts in a game structured as SK is are not so important; the important *should* be randomness (and progress and reward, but man, the arcade is awesome). to me, the game would be much better if we encountered more than 2 types of monster per level (maybe via monster boxes, or via random spawining points). imagine a couple of devilites in a slime level.
spiral knights has RPG parts, but it doesn't use them well. I feel that party has much less appeal than in any other game (probably due to OP weapons coughbrandishcough). even if partying makes things easier, nobody seems to care, because you can solo all the game perfectly fine. if we would add some reward to the fact that you should have 1-2 alive companions ("alive" means not alts, but who uses them anymore) like puzzles ect I think that the game would be better. then we need weapon balance and content, but that's another story.
I don't have much time to update my posts, so don't expect any updates so soon. This'll take a while
It's still just kill this wanly boss, and we get all the energy we want. But I don't see this as a bad thing. Instead of a core-opening being an endgame, I think of it as a reboot! I would love to see us knights, fighting in a darker setting, for Isora and the order, and using the energy for what we needed to.
P.S. Has anybody else noticed the correlation between the softkill weapon that destroys the skylark and the Apocrean Harvester? A three origin point weapon, and the Harvester has three eyes. I did the moment I saw both.