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Sparks of LIFE

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Sun, 03/02/2014 - 04:21
Defenderknight's picture
Defenderknight

Do anyone thinks that the update on Sparks of life isnt good? I do
I think it is better and it is much more cheaper to use energy( previous ver ) and not sparks of life to revive during an expedition.
Anyone agree?

Sun, 03/02/2014 - 04:40
#1
Flowchart's picture
Flowchart

depends on how often you die.. if you don't die a lot then you will probably have a lot of extra sparks, so will like the spark system better.

Sun, 03/02/2014 - 04:41
#2
Whyna's picture
Whyna
Short live the trojans....

Yes but the elevator prices were agony

Sun, 03/02/2014 - 04:58
#3
Mystrian's picture
Mystrian
Either way...

Your paying three rings cuz someone had to put up energy prices. So if you "like" the game offer support and buy...in a game that offers services for free :)

Sun, 03/02/2014 - 05:51
#4
Blazzberry's picture
Blazzberry
I have no mouth and I need to scream

I personally prefer to give my mates full health rather than giving half to my myself and the other half to them.

And revives costed 10 E then doubles, then doubles then doubles etc. rather than a single item that Can be found for free.

Its absolutely bonkers anyone can think this was better.

Only way I can see it being better right now is if we could go over teammates and revive with a spark/see ithers spark count for obvious reasons.

Sun, 03/02/2014 - 06:49
#5
Onekone's picture
Onekone
>And revives costed 10 E then

>And revives costed 10 E then doubles, then doubles then doubles etc. rather than a single item that Can be found for free.
And now they cost 20/50E flat

>Can be found for free.
Can, but good luck searching on non-Elite / getting more sparks than losing because on Elite everything 4 shot you. Especially without Vitapods (I really hate getting killed, using ER, killing monster back and getting empty Vitapod).

>Its absolutely bonkers anyone can think this was better.

Sparks don't replenish so when you run out of them (unlike mist), you're basically screwed doing to 2HP bars run, unlike health share, where you could get support when downed.

Sun, 03/02/2014 - 07:07
#6
Shamanalah's picture
Shamanalah
my 2 cents

Can, but good luck searching on non-Elite / getting more sparks than losing because on Elite everything 4 shot you. Especially without Vitapods (I really hate getting killed, using ER, killing monster back and getting empty Vitapod).

I run too many FSC to up my torto shield to consider that a valid arguement. I do Vana no vitapod quite often with chaos set and a 3*-4* shield no problem... I have 200 spark of life after all those tortodrone farm (which some didn't require any SoL)

depends on how often you die.. if you don't die a lot then you will probably have a lot of extra sparks, so will like the spark system better.

This.

Also get better. Vets (like me) used to run FSC no MSI boost, no sprite perks and no consumable buffs... If you are having trouble with all this then you should train to get better.

Sun, 03/02/2014 - 07:26
#7
Onekone's picture
Onekone
I got enough "GET

I got enough "GET BETTER"-elitism from Terraria folks and don't want to hear this stuff here, so in short - I will get better, but it doesn't excuse for spark shenanigans

But am I really that bad?

Sun, 03/02/2014 - 09:49
#8
Mystrian's picture
Mystrian
so yeah...

I is noob Full chaos, Bar thorn sh., and lvl. 10 combuster is really all you ever need...for anything.

Sun, 03/02/2014 - 09:29
#9
Whimsicality's picture
Whimsicality

SoLs are an improvement over the old system, and emphasizes your responsibility for your own life.

Tier 3 elite too hard for you? Do Tier 3 Normal. Tier 3 Normal too hard? Do Tier 2. Tier 2 too hard? Go to Tier 1. Tier 1 too hard? Consult the Helix Fossil.

But, hey, let's go back to the old days, when complete idiots would hit "Revive All" for every death during your UFSC run, causing the revive costs to go up to 1k per revive even though you insist "just split health and stop using CE" and that person winds up blowing well over 10k CE on a run that doesn't even get finished anyways. Back to the old days, when you'd have that one person who would refuse to revive anyone and take 15 mintues to fight something that could have taken 2 minutes if they just revived anyone. The old days, when you didn't get a free revive every floor.

Sun, 03/02/2014 - 09:39
#10
Orkorrior's picture
Orkorrior
I really like this game.

I really like this game. Maybe a little too much actually. I paid for elevator passes before and really liked that. I do prefer sparks to the way revs for self worked before. I do like the way you could rev friends by giving them half you life. I also liked that you used to be able to drop items in your inventory, sharing was frequently helpful. Overall I think I enjoy it more now than I did in 2011 when I first started playing. But there are certainly things I miss.
The argument for getting "better" assumes that most of the time your dying isn't from lag/latency issues, which I think is mostly wrong. I would gladly contribute more money to this game if they could fix that one problem. I have a brand new PC and excellent internet connection and I spend most of the game avoiding situations where lag will get me killed. With this connection problem your forced to play like a tier 2 player even when you know exactly how and what to dodge. This doesn't work well on T3. I've heard this is more of an issue with steam players. If so I'm screwed because I'm not starting over and there is no way to transfer my gear to a non steam account, and unlinking from steam isn't possible.

Sun, 03/02/2014 - 10:29
#11
Mystrian's picture
Mystrian
^

post or search your issue about your lag in the technical support subforum.

Sun, 03/02/2014 - 11:53
#12
Wavara's picture
Wavara

"Can, but good luck searching on non-Elite"
I play GitM/LoA/WCC in Easy and I've found sparks. And I consider myself unlucky. I guess you have worse luck than me?

"Vets (like me) used to run FSC no MSI boost, no sprite perks and no consumable buffs..."
And fixed difficulty! There was no "easy mode" back then.

Sun, 03/02/2014 - 12:39
#13
Mystrian's picture
Mystrian
Wavara (post #12)

"There was no "easy mode

There is still no "easy mode". There is normal but no easy

Sun, 03/02/2014 - 12:40
#14
Whimsicality's picture
Whimsicality

Advanced is the difficulty SK used to be before difficulty settings even existed. Ergo, Normal is Easy Mode.

Sun, 03/02/2014 - 12:46
#15
Mystrian's picture
Mystrian
Rabid-Shooter (post #2)

"Yes but the elevator prices were agony"

weren't they 200 cr? How's this agony?

Sun, 03/02/2014 - 12:54
#16
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

mystrian, if you used mist it was free, if you used ce, it was around 700-800, depending on ce prices. elevators costed 10 ce.

Sun, 03/02/2014 - 13:07
#17
Mystrian's picture
Mystrian
this whole seems interesting

just wanted to know cuz I is curious n stuff.

Sun, 03/02/2014 - 13:38
#18
Warriorrogue's picture
Warriorrogue

I miss health revives, and hate the forge, but otherwise I'm fine with what came out in the massive change, and the sparks of life.

Sun, 03/02/2014 - 15:02
#19
Atlas-Snowcap's picture
Atlas-Snowcap
...

Things for me feel far less... cooperative than they used to. I'd happily give half my health to revive a random party member if they were a fair player, with the knowledge that it would save energy and could be replenished with capsules/heart drops. Spending SoL to revive teammates feels pointless, because you feel like it's their fault if they don't have any and you want to keep yours to yourself.

Sun, 03/02/2014 - 15:25
#20
Skepticraven's picture
Skepticraven
Prepare to be math'd

Solo (no one to revive you):
Prior to SoL's
1 death = 10E, 2 death = 30E, 3 death = 80E
SoL = 1 rev = 20E in Haven

After the third death solo, you are spending less with the SoL version.
Soloers that die a lot rejoice with the introduction of SoLs.

Full team:
1 death = teammate loses hp
Full team death = 10E, skip a few... 10 team deaths = 200E, 11 team deaths = 240E.
SoL = 1 rev = 20E in Haven

After the 11th full team death, your team is spending less with the SoL version.
It is a LOT more dangerous with the entire team having lower hp because they kept reviving fallen allies.
Teams that die a lot during a single run rejoice after 11 full team deaths.

My Conclusions
If a team has one player that can solo the run, SoLs are worse off at the expense of the one player that always seems to revive the party.
Some players got used to being the last one standing and soloing everything for the party.
Those players are now happy that teammates are now responsible for their own health/revives.
I'm glad I no longer have to put up with having very low HP because my allies always died.
You can tell I was usually playing this role by my inability to use the spark drops I find.

Sun, 03/02/2014 - 15:41
#21
Wavara's picture
Wavara

"and you want to keep yours to yourself."
Now I realize (I'm slow), if SoLs weren't so hard to find*, ppl wouldn't mind reviving teammates. We didn't care with Sharing Health because we knew we would find a Health Pill later on (if we didn't have one ATM).

Also, there's a major flaw with the SoLs: the only way to revive someone is through the PARTY MENU. If you are in the middle of a battle, you will be dead BEFORE finding a time gap to revive your team.

ETA: * I'm comparing them as "free resources", that's why I don't include buying them on Haven.

Sun, 03/02/2014 - 16:38
#22
Atlas-Snowcap's picture
Atlas-Snowcap
@Wavara

Also, there's a major flaw with the SoLs: the only way to revive someone is through the PARTY MENU. If you are in the middle of a battle, you will be dead BEFORE finding a time gap to revive your team.

With that said, I don't think it's that bad a trade-off, as before you had to be next to their body in order to revive them. Now you can do it from any location: monster infested or not.

Sun, 03/02/2014 - 22:38
#23
Fehzor's picture
Fehzor

Really? I haven't paid OOO anything for revives since that update.

Sun, 03/02/2014 - 23:26
#24
Malignant-Manor's picture
Malignant-Manor
I always hate seeing these

I always hate seeing these threads where people whine about not having people carrying them through levels when they repeatedly die. You get free health up to a decent sized health bar or revive each level. People happily soak up damage in most levels now because of this.

You no longer have shared pills so there is a lot more health to go around from that too. You have a passive pet skill that can boost your defense (or offense) and some nice active ones as well on every pet. There's even an easier difficulty to help a bit more if you are having issues (It's not usually much help if you are failing badly though).

Mon, 03/03/2014 - 00:03
#25
Blue-Flood's picture
Blue-Flood

Darn right Malignant, fight the gripe!

Mon, 03/03/2014 - 02:27
#26
Onekone's picture
Onekone

>You no longer have shared pills so there is a lot more health to go around from that too
Actually, less. Sure, each got their own pills, but when you die, your pills and pills that lying around are useless, where when we had shared loot, we could die and drop extra health for knights nearby
>You have a passive pet skill that can boost your defense (or offense) and some nice active ones as well on every pet
Defence. Eeeh. Drakon. Eeeh.
>There's even an easier difficulty to help a bit more if you are having issues (It's not usually much help if you are failing badly though).
There no Offline/Local mode and there no No-Shenanigans mode either.

>After the 11th full team death, your team is spending less with the SoL version.
It is a LOT more dangerous with the entire team having lower hp because they kept reviving fallen allies.
Teams that die a lot during a single run rejoice after 11 full team deaths.

Okay. 10ce for first round, he revives everyone, team at 1/4 health (if possible) pops health capsules, +12HP. That's usually enough. If not, other one revives and does the same.
(Through escalating) 40ce versus 16x20ce sparks for everyone every wipeout. 40ce vs 320ce. And then 80ce. And then 160.

Mon, 03/03/2014 - 03:09
#27
Hexzyle's picture
Hexzyle

Actually, less. Sure, each got their own pills, but when you die, your pills and pills that lying around are useless, where when we had shared loot, we could die and drop extra health for knights nearby

So you're telling me the ability to pass 1-3 pills to another person while dead is better than having 4 times as many pills drop in the first place so everyone already has 3 pills, hence plenty of health, hence not being dead?
If someone dies while still holding onto pills, they're an idiot.

Mon, 03/03/2014 - 03:17
#28
Mortem-Nex
Without mist the previous

Without mist the previous system would truly suck.
However everyone using their own sparks to revive themselves doesn't promote the team spirit or co-operative play that SK is all about. We now usually revive ourselves and there are no incentive to doing missions with others because they don't really help us.
I am torn on deciding whether I like the new system or not.
I personally find sparks once in hours and hours and hours of elite T3 gameplay, but if sparks are fairly abundant for you, then you probably think the new system is great. If your drop rates aren't so good, you'll miss the old system.

Mon, 03/03/2014 - 06:29
#29
Shamanalah's picture
Shamanalah
my 2 cents

I can't believe we have a debate of SoL at this very moment.

The debate was held and fought for a long time and we had/have come to a conclusion.

SoL benefit solo player and doesn't help teamplay. Having a half HP rez helped teamwork but also helped tooo many scrubs/noobs get everywhere and get through SL. So good people were actually boosting noobs. Which, in all, if you are a noob you kinda like it. But when you are one of the guy pulling all the work, it gets boring and annoying pretty fast to go rez that idiot who keeps on dying and don't want to get better because I AM HERE TO SAVE THE DAY.

All in all SoL are good, it cost less to revive if you do fall. EMERGARHDZYY REZ is decent enough for new player but feel really too easy for older player who are used to not die in a solo FSC. And party revive were either zerg rush or a savior would carry the team and rez 1 guy so he go rez the others...

I think most of us like the new SoL system since you have 1 free death per depth + you can find SoL in treasure boxes

Mon, 03/03/2014 - 06:48
#30
Krakob's picture
Krakob

Pill management is pretty easy. Just remember that a dead knight can't eat pills. Eat them before you die and hopefully, you don't die. Don't stockpile them.

Mon, 03/03/2014 - 09:10
#31
Malignant-Manor's picture
Malignant-Manor
It's usually eat them before

It's usually eat them before you die a second time unless you are likely to get more pills in the level.

I don't remember free health refills and there were certainly no free revives. A dead player in a party can contribute when their auto-revive kicks instead of waiting for a revive. Players with lost health will regain up to a large amount every level so they should be able to contribute more. I don't see how this isn't beneficial to team play. More people are able to play at a given time due to no energy cost on depth gates which should mean more teammates.

You may have people spam for SoL, but you don't have spam for pay gates anymore. Party play is ruined by people deliberately wasting time of other members or being a annoying. Unfortunately some people have extremely low loading which can be a bother but a lot of areas make it so you have things to do while waiting (unless you are going for speed runs). People not pulling their weight and causing the rest to struggle also causes issues. Neither of those is made worse by SoL.

Mon, 03/03/2014 - 23:43
#32
Amnimonus
My only issue with Sols

Sol may be better in the long run if you solo or doing and thing you will die a lot in but me feel less willing to lend a helping hand to another player. Some people I party with die rather frequently and I want to revive them I can do this easily with friends and guildies but not as easily with random players. In a sense it feel that SoLs keep me from partying with random players and in that sense from meeting new people.

Overall though I've grown used to Sol's (and soloing most of the time) and the only thing that still bugs me is when I die at the end of a level and need to use and spark life even though there a heart pad or health boxes up ahead.

A possible solution to this problem could be to make a pickup that actually revives fallen members with a certain amount of health, they would be rare-ish and are only usefull when partying. They could be bought ahead of time from basil but you can only carry 3 so it not necessarily a replacement for the always useable SoL that restores you to full health while granting you huge attack boost and no to mention it damage and stuns surrounding enemies.

Wed, 03/05/2014 - 07:46
#33
Megawatt-King's picture
Megawatt-King
Sparks of life is a good

Sparks of life is a good thing since you can no longer use mist to rev, and if you git gud you can amass a buttload of them for the events with old arcade machines tier difficulty.

What annoys me, however, is that you can no longer rev other party members by sharing health and instead we have a free rev every level, which favors solo runs over full party ones.

Wed, 03/05/2014 - 09:46
#34
Seiran's picture
Seiran
...teamwork, DUH

@thread:
...wtf?

Veteran player here: I gain sparks over my regular runs on Elite, and I use them when doing difficult content.

I also see the entire spark system in context of the rest of the changes:
- Loot system change:
Run together with your teammates so you collect loot together

- Difficulty addition: Elite adds more HP than enemies used to have;
Run together with your teammates to kill them faster.

- Battle sprites: Many of them have area-effects.
Run together with your teammates to get the most benefits

- Emergency Rev: More forgiving for some mistakes; If you don't spark, 2 strikes and you're out.
Run together with your teammates to stay alive with teamwork.

- Sparks of Life: Better players are awarded with extra revives, and they can bring back the teammates that die and use theirs. Don't want to use your own sparks?
Run together with your teammates to keep them alive

:|

The whole system is like subtly trying to tell people to stick near each other to prevent bad things from happening (instead of the old system's "fixing the bad things that happened"), but somehow everyone's managed to take it the wrong way lol.

Wed, 03/05/2014 - 13:24
#35
Megawatt-King's picture
Megawatt-King
> - Loot system change: >Run

> - Loot system change:
>Run together with your teammates so you collect loot together

We could just split up and gather all the loot before, it was a lot faster and more convenient than now.

>- Difficulty addition: Elite adds more HP than enemies used to have;
>Run together with your teammates to kill them faster.

Enemy's hp also scales with the party size. Sometimes it's easier to solo than having a whole party.

>- Battle sprites: Many of them have area-effects.
>Run together with your teammates to get the most benefits

Most of those AoE effects are either barely effective or simply used solely for the player's self benefit (particularly the Seraphynx's barrier). Nobody ever takes advantage of my valkyrie barrier anyways.

>- Emergency Rev: More forgiving for some mistakes; If you don't spark, 2 strikes and you're out.
Run together with your teammates to stay alive with teamwork.

It's only more forgiving for solo. Before, if you died solo, the only option you had (other than annoying your friends) was to use energy to revive, while on a full party a teammate could share his health with you at the expense of losing heat. Plus, as long as your teammates had health, you could die as many times as you wanted.
Now after you die at least twice the only way to get rev'd is by using sparks. And rarely anyone ever bothers with that (see below).
Not to mention it can also be riskier to rev with sparks because you need to pay attention to the menus and all that in the heat of battle rather than bravely reaching the other player and "tag" him.
Also having a free rev for every level is too forgiving.

>- Sparks of Life: Better players are awarded with extra revives, and they can bring back the teammates that die and use theirs. Don't want to use your own sparks?
>Run together with your teammates to keep them alive

It's rare to see actual players reviving others with sparks because sparks are less readily available and more expensive than health.
The fact you have to spend 50CE in case you run out of them only makes it worse, because players don't want to spend that much just for that and will try to save as many sparks as possible, even if that means leaving a whole team on the ground behind; while in the older system it's a lot cheaper to revive because it only required one living player with two pips of health to revive everyone.

Wed, 03/05/2014 - 14:34
#36
Seiran's picture
Seiran
Let me clarify that my points

Let me clarify that my points are about how the system seems to be designed to encourage parties to work together, to avoid the very things this thread is complaining about. I'm not making any qualitative claims about whether the old system was better or worse, but how to live effectively with the new system.

That said, I won't respond to points about old vs new system because they're unrelated. And I probably also agree.

> Enemy's hp also scales with the party size. Sometimes it's easier to solo than having a whole party.
Sure, solo has the smallest HP scale, and duo has a forgiveable-enough scale that you can still split up and solo everything, but 3-4 person parties, that scale becomes annoying. But people still seem to push to try to separate from each other in actual parties, instead of at running in at least pairs.

> Most of those AoE effects are either barely effective or simply used solely for the player's self benefit (particularly the Seraphynx's barrier). Nobody ever takes advantage of my valkyrie barrier anyways.
Seraphynx barrier is a weird one because it's one of those things that 'lies' because of latency issues (when you're running with someone, you're actually 1-2 tiles behind them, so most people running with a barrier ... aren't really in it). But that aside, quills and haze, buffs and Heart Attack (I love that move) and Drakon's barrier/firestorm damage/effects are great for keeping health up and battles short when dealing with periodic waves.

> Sparks, revs
Again, all I'm saying is that death is more of a 'costly' mistake now. You outline all the costs related with dying and I don't debate that, but my point is that the new system seems to be designed for actual teamwork while teammates are still alive (running near each other and fighting the same enemies) to prevent death instead of remediating it after it has already happened.

-----

Of course, if everyone plays like before and just split up and try to solo everything, actual teamwork is nonexistent and you're just running a slower, inefficient round with a chatroom so you can talk with other people who happen to be in the same room, and you're punishing yourself for your (or your teammates') deaths by keeping monster HP scaled up when someone's "permanently" down. If you [reader] are staying away from your teammates and then complaining about deaths/lack of cooperative play, that's your own fault.

Wed, 03/05/2014 - 14:23
#37
Shidara's picture
Shidara
@Megawatt-King

>We could just split up and gather all the loot before, it was a lot faster and more convenient than now.
This applies to Charred Court and then bugger all. Besides, it only really benefits you if your team-mates are lagging behind. Competent Knights will keep up with you.

>Enemy's hp also scales with the party size. Sometimes it's easier to solo than having a whole party.
The argument is made on the basis that you're running with a squad. If you wish to fight monsters solo, you should play solo. The argument being made here is that if you're playing with a group, you should fight as a group.

>Most of those AoE effects are either barely effective or simply used solely for the player's self benefit (particularly the Seraphynx's barrier). Nobody ever takes advantage of my valkyrie barrier anyways.
Competent Seraphynx users will stick to their team-mates if they intend to take on the support class, and it does allow for some rather neat tricks if you know how to use it proper. It is however true that team co-ordination is difficult to achieve in most PUGs.

>It's only more forgiving for solo. Before, if you died solo, the only option you had (other than annoying your friends) was to use energy to revive, while on a full party a teammate could share his health with you at the expense of losing heat. Plus, as long as your teammates had health, you could die as many times as you wanted.
Now after you die at least twice the only way to get rev'd is by using sparks. And rarely anyone ever bothers with that (see below).
Not to mention it can also be riskier to rev with sparks because you need to pay attention to the menus and all that in the heat of battle rather than bravely reaching the other player and "tag" him.
Also having a free rev for every level is too forgiving.

The moral of the story is that you should work together as a team to better increase the likelyhood of survival. Even if the previous system allowed you to die more often, the goal is to stay alive so that you don't become a burden on your team and don't have to pay the price for your blunders. Communicating in the heat of battle can be tricky, but sometimes just observing the actions of your team is enough to give you an idea of what to do. If all else fails, discuss with your team about how to approach an area when in doubt.

>It's rare to see actual players reviving others with sparks because sparks are less readily available and more expensive than health.
The fact you have to spend 50CE in case you run out of them only makes it worse, because players don't want to spend that much just for that and will try to save as many sparks as possible, even if that means leaving a whole team on the ground behind; while in the older system it's a lot cheaper to revive because it only required one living player with two pips of health to revive everyone.

This is remedied by the Emergency Revive mechanic and really, if you die twice on the same level with a free 30 HP revival then you would probably just be a burden to those who stayed alive to revive you. Also, here's a cool tip: while in Haven you can purchase a bundle of 10 Sparks of Life from the Supply Depot under Rarities for 200 E, saving you 30 E per Spark!

Thu, 03/06/2014 - 03:41
#38
Onekone's picture
Onekone
>This applies to Charred

>This applies to Charred Court and then bugger all. Besides, it only really benefits you if your team-mates are lagging behind. Competent Knights will keep up with you.
But it's still applies. Also, Deconstruction Zones. Also, define competent. And I should just move on with my teammates after clearing a room, leaving the loot?

>This is remedied by the Emergency Revive mechanic and really, if you die twice on the same level with a free 30 HP revival then you would probably just be a burden to those who stayed alive to revive you. Also, here's a cool tip: while in Haven you can purchase a bundle of 10 Sparks of Life from the Supply Depot under Rarities for 200 E, saving you 30 E per Spark!
So, when I die twice because of random stuff going on, being blindsided by something (C42, mortafires), enemies swarming me, not being able to pop a capsule because of enemies or lagging (especially lagging) I should instantly forfeit my party? Even Shadow Lairs? Or pay for something that used to be mostly free (and still overall cheaper)? Don't think that everyone around you is scrubs that should made it in 1.5 lives or leave, that's really mean

>So you're telling me the ability to pass 1-3 pills to another person while dead is better than having 4 times as many pills drop in the first place so everyone already has 3 pills, hence plenty of health, hence not being dead?
You die at same speed wherever you heal or not. You can't overheal. It's still 12 pills per team. Basically, yes.

Thu, 03/06/2014 - 04:41
#39
Whimsicality's picture
Whimsicality

If you're going on a Shadow Lair and you have 0 SoLs, you're kind of shooting yourself in the foot.

On the flip side, if you're blowing revives in RJP or Snarby willy nilly, your numbers are going to dwindle. Nobody is forcing you to SoL revive when it isn't necessary.

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