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Striated+Arelics List of Suggestions?

5 replies [Last post]
Mon, 01/27/2014 - 17:07
Striateds's picture
Striateds

So I was chatting with Arelic for a long time, and we touched on a whole bunch of stuff, and now I'm funnelling those ideas and a few others into a mishmash of decent, okay, and (please don't rage at me because these are terrible) ideas. Also Arelic, you have full credit for everything on this page <3.

Also I'm fairly certain some of these aren't completely original. Just comment below and I'll get rid of them if so, thanks :)

1. DVS Charge Fix. The problem with DVS charges right now is that they make the player stationary for a long time, and uncancel-able and really, don't fit in much with a sword that emphasizes fast attacks and speed. So Instead of having the player stand through the whole charge, since we've established ghost blades, why not, upon using the charge, create a "ghost player", which will do the charge as it is now (then disappear afterwards), while the player, after swinging the first swing, becomes free to continue moving or attacking independently.

It may be a bit OP, but since the "ghost player" is stationary, unless the enemies stay inside the small hit-able area of it, they'd only take one or two hits before moving through it. Also compare this to *cough brandish charges cough*.

2. Pet Trinkets. This may have already been suggested, but since pets have what looks like 2 slots on their harness, make pet trinkets! These would be different from Normal Trinkets, they could be things such as: Increased Shield recharge rate, Increased #slots (for vials and stuff), Mineral Bag (to carry more minerals), Secondary Vitapod, Sprite Power Changes, Second Emergency Rev

3. Mini Bosses.
I thought it was pretty good of an idea, but I know its been said before. I think the idea speaks for itself (scenario rooms).

4. More Guild Functions, level Design. So the game engine of SK looks very suited to player based input, but the issue is a. developing a usable, public interface, and b. some sort of quality control, because inevitably if everyone could make levels, good stuff would be flooded out. So we were thinking that level design could be put in as a guild based function, guilds would collectively submit levels, and OOO would check them out. Similar to the way we can build guild rooms, this would allow players to create public levels. As Quality Control, it would cost say: 200CE or something like that to submit a level, and if OOO rejects it, then you lose 200CE. If it gets accepted, they would get payed back say 500CE. This would encourage better level design, for more rewards.

5. Doppelganger type phantom players, and phantom-esque larger enemies (like nature spirits for beast levels, flame spirits for fire levels). These would be similar to phantoms in graveyards, ie. have charge attacks, move and look like players, only they could be killed and drop loot. They'd be like harder mech knights, and be similar in role to lumbers and alpha wolvers.
Arelic has a better explanation for this than I do (see below).

6. Random *harder* enemies. Similar to how mewkats and soul jellies and whatnot can randomly be found replacing certain enemies, have other rare enemies that randomly replace normal enemies, only being attacking enemies. I.E. Crimson Order Commander Randomly replacing gremlin fighters, Almirian Guards replacing slags.

Wed, 01/29/2014 - 07:02
#1
Arelic's picture
Arelic
Not all the credit.

Thanks Striateds. But I would not claim all of the credit for the ideas expressed. Some were genuinely yours. However, if I would speak to an idea then I would most likely begin with the doppelganger

On the mention of that, I just found that on many occasions, some of my most and least favorite enemies to face were sword wielding enemies to face were those that wielded melee weapons, such as mecha knights, trojans, devilite overtimers, vanaduke, thwackers, phantoms, and others. However, there is only so much they can do against us until they become predictable. Moreover, I cannot afford to maintain a losing streaks in LD as the cost of those games can add up. So I suppose what sort of experience I wanted with the mention of a doppelganger was one in which I am left in a position to take what I dish out in a PVE setting, vials, bash, occasional shield cancelling melee attacks, and maybe sprite commands.

With Mecha Knights and Phantoms being the closest thing to the knights in game, some part of me would welcome a crowd of mecha knights or all four-five phantoms (if NPC allies ever get found in graveyards), sometimes it is not enough. Brandish or other weapons charges can dispose of enemies in a flash or three, leaving there to be less of a struggle. But what if we were to face similar threats?

In this motion, I would either ask that we get NPC enemies who are a step up from the mecha knights (actually using the shields for more than decoration), very rare doppelgangers that mimic either the first player dead in a level, the first player they slay, or the first to open a monster box containing them, or give us a severely handicap GM to battle (excluding Nick's Impostor). Well... maybe not that last one. >_>

Mon, 02/03/2014 - 17:47
#2
Striateds's picture
Striateds
Wait more?

7. Gremlin type shields. Probably already suggested, but shields that have alot of hp/defense in the direction the player is facing, but very little on the other sides. This would reward aim when using the shield, instead of simply having omnidirectional blocking. Perhaps they could remain active on the back of the player normally as well?
Also, perhaps to reward/punish players further dependant on their aiming, shots that are blocked by the stronger defines should inflict a bit more knockback as well, like the knockback gremlins receive when you hit them on their shields.

8. New Coliseum game....
(Content Here)

9. Weapon and Shield Accessories. (Probably already suggested)
Since we already have so many accessories for armour already, maybe we should have the ability to modify our weapons' (and shields') appearances as well? Perhaps introduce a new lockbox that contains these. The accessories could be in a few types:
Auras: Some weapons already have them, (DVS-> poison aura, Alchemers have them, haze/shard bombs) but many do not (brandish, antigua, all shields). The auras would include all the current auras and maybe status effect auras.
Effects: On attacks and charges, instead of just the swipe or the bullet/blast there would be a slight particle effect, maybe something like a few bits of confetti trailing bullets or poison bubbles appearing after each blast (purely cosmetic).
Styles: Something along the line of a "weapon mod" accessory which would change the style of a weapon, i.e. its colour scheme and maybe its graphic. They would be like regal, dusky and the rest.

10. Pet Accessories.
Now I'd hate for Spiral knights to turn into a game centered around collecting cosmetics (tf2), but I'm sure most pet users would like a degree of customizability to their pets, especially if that didn't come at the cost of making your pet weaker or less suited to ones playstyle.
These would be small things such as: Auras for Pets (All the current ones), Different Collars (Scarves, Bow tie, etc) and visual effects on the abilities (sparkle, sprinkle, love etc)

11. Status UV's.
I know it sounds pretty OP, but having UV's for Statuses would also make weapons more interesting, in addition to changing the fact that for the most part, ctr and asi UV's are the best UV's. They shouldn't be *that* effective, probably low med high and maximum, with maximum being about an alchemers current rate, and a low being the rate for a flamberge.

Thu, 01/30/2014 - 16:07
#3
Poomph's picture
Poomph
DVS Charge

I love the Cutter and catalyzer lines more than anything else, but the charge you suggested would be pretty close to overpowered. If the player can do anything, who's to stop him/her from charging up another one, or just putting in the normal DVS combo in them idle of the charge. Personally, I think that the DVS's main issue is that it has the wrong status, or too much knock back. The ghost slash never hits because of the knock back, freeze would be able to fix this, or just reducing knock back would work too.

Fri, 01/31/2014 - 01:18
#4
Dibsville's picture
Dibsville

"1. DVS Charge Fix. The problem with DVS charges right now is that they make the player stationary for a long time, and uncancel-able and really, don't fit in much with a sword that emphasizes fast attacks and speed. So Instead of having the player stand through the whole charge, since we've established ghost blades, why not, upon using the charge, create a "ghost player", which will do the charge as it is now (then disappear afterwards), while the player, after swinging the first swing, becomes free to continue moving or attacking independently."

-1. Just don't use the charge if you don't like it. Do you have a Pulsar? Same concept.

"2. Pet Trinkets. This may have already been suggested, but since pets have what looks like 2 slots on their harness, make pet trinkets! These would be different from Normal Trinkets, they could be things such as: Increased Shield recharge rate, Increased #slots (for vials and stuff), Mineral Bag (to carry more minerals), Secondary Vitapod, Sprite Power Changes, Second Emergency Rev"

I'd say +1, but almost all of those suggestions seem insanely overpowered, so -1.

"3. Mini Bosses.
I thought it was pretty good of an idea, but I know its been said before. I think the idea speaks for itself (scenario rooms)."

+1.

"4. More Guild Functions, level Design. So the game engine of SK looks very suited to player based input, but the issue is a. developing a usable, public interface, and b. some sort of quality control, because inevitably if everyone could make levels, good stuff would be flooded out. So we were thinking that level design could be put in as a guild based function, guilds would collectively submit levels, and OOO would check them out. Similar to the way we can build guild rooms, this would allow players to create public levels. As Quality Control, it would cost say: 200CE or something like that to submit a level, and if OOO rejects it, then you lose 200CE. If it gets accepted, they would get payed back say 500CE. This would encourage better level design, for more rewards."

Another suggestion for level designing? And it's actually good?! /clap +1.

"5. Doppelganger type phantom players, and phantom-esque larger enemies (like nature spirits for beast levels, flame spirits for fire levels). These would be similar to phantoms in graveyards, ie. have charge attacks, move and look like players, only they could be killed and drop loot. They'd be like harder mech knights, and be similar in role to lumbers and alpha wolvers.
Arelic has a better explanation for this than I do (see below)."

I already fall enough to Acheron in PvP, why you gotta suggest I fall to it in PvE as well? +1 to Arelic.

"6. Random *harder* enemies. Similar to how mewkats and soul jellies and whatnot can randomly be found replacing certain enemies, have other rare enemies that randomly replace normal enemies, only being attacking enemies. I.E. Crimson Order Commander Randomly replacing gremlin fighters, Almirian Guards replacing slags."

+1 if it's limited to Elite (and maybe Advanced), and if they're pretty rare.

Sun, 02/02/2014 - 13:37
#5
Brother-Zeke's picture
Brother-Zeke
DVS charge [as well]

When I crafted my first cutter over a year ago, I happened to craft a CTR VH UV. Sadly, I did not make this a WHB where the charge would be more useful, but instead a DVS. The charge is quite underwhelming, not doing much more damage and resulting in getting you hit. The only good situations are in FSC, the occasional turret, and using sleep vials. When in FSC, I can water the mask, start a charge, and then proceed to combo all in one phase (with ASI of course, med or high). Turrets end up damaging me half the time, the other half dying. Sleep vials actually help a lot since the enemy cannot move at all, and it allows me to just waltz on up and unleash a charge. But overall, the charge is pretty awful. The only other thing it is strong against is beasts, and gremlin knockers, as they are soft bodied and are knocked down. The charge you have suggested seems pretty overpowered, but I feel like in reality it wouldn't really be too strong. Of course if it were implemented there would end up being invincitinks on it for some reason [shards].

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