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Have a suggestion for Spiral Knights? We would like to hear it.

More feedback when someone dies

Submitted by Vasari on Wed, 03/23/2011 - 15:34
in
  • Suggestions

Right now it's a little difficult to notice when one of your teammates goes down in battle. It would help if there was some kind of icon above his head, or a flash around his portrait, or an audio cue (Or a combination of those) to help signal to the group that someone has died.

  • 3 comments

Less Crimsonite

Submitted by Magnus on Wed, 03/23/2011 - 14:55
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  • Suggestions

This is more of a demand than a suggestion. There needs to be less Crimsonite. This has gotten to a gate-breaking issue. Look at this:

http://img847.imageshack.us/img847/6569/spiral20110323173629.png
http://img8.imageshack.us/img8/3678/spiral20110323173640.png

FIEND, BEAST, BEAST, FIEND, BEAST, BEAST.
FIEND, FIRE, BEAST, BEAST, BEAST, BEAST.
FIRE, BEAST, BEAST, Royal Jelly Palace, FIRE, freeze (magically).
GREMINLIN, BEAST, BEAST, BEAST, a not yet filled stratum, and Firestorm Citadel.

  • 22 comments
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Tier 2

Submitted by SuperSamuri on Wed, 03/23/2011 - 12:24
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  • Suggestions

Having played a couple of days at Tier 2, I feel as though, I'm not supposed to be in Tier 2. I feel completely useless in Tier 2 dungeons. I don't know if it's the fact that my gear is completely terrible, or if the content is specifically designed for at least 4 players. Either way, every shot/swing I take feels like firing a bb gun at a freight train. This isn't a huge issue for a good third of the levels, but many of the dungeons include a mass spawn event or two, involving little space to maneuver and around 7 to 12+ enemies in the room at once.

  • 5 comments
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Limit the amount of Energy revives allowed in a single run.

Submitted by kakelgis on Wed, 03/23/2011 - 09:42
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  • Suggestions

Currently, energy revives are one of the biggest energy sinks on the game. And it's the worst one aswell, because 99% of the time, it's not worth it at all.

It's pretty simple. Every time you do an energy revive, the next revive doubles in the energy price. So if you were at 10, it becomes 20, then 40, then 80... Capping out at 1000... However, there's no limit as to how many revives you can do.

  • 11 comments
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Need more tooltips!

Submitted by Franpa on Wed, 03/23/2011 - 04:49
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  • Suggestions

At the computers where you deposit minerals you have collected, the interface can be very confusing to some people. It needs tooltips, one for the mineral progress bars and one for the mineral > crown icons. The tooltips should obviously explain what this represents etc.

Can we have popup dialogs or some such near each gate mentioning the name of the gate including popups near the computers mentioning what gate they are for? It would make it easier then having to walk right up to them and click on them to find out. The giant icons near them are pretty arbitrary and unhelpful.

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Hard to read text.

Submitted by Franpa on Wed, 03/23/2011 - 04:34
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  • Suggestions

The section headers for your Arsenal/vendor lists are too hard to read (Helmets, Armors, Weapons, Minerals, Materials etc. which appear with orange or blue background), except the section you have selected currently. Make the text brighter or the backgrounds brighter so that the text stands out more. (This would make the list style view much much much easier to work with)

  • 1 comment
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An in-depth look at the game's economy and a suggestion for a small implementation with a big effect. *Warning, VERY LONG*

Submitted by Seth on Wed, 03/23/2011 - 00:06
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  • Suggestions

The energy system as it stands is very good, with only one minor problem and one potentially game-breaking problem. The minor problem is immediately apparent- New players, who are at that crucial stage whether they decide the game is worth playing or not, have their gameplay severely limited by the current system. They do not get desirable loot from dungeons, and do often fail to get far enough to make enough crown to cover their dungeoning costs. As a result they have to wait for their energy to recharge multiple times, especially when equipment costs for entering Tier 2 are factored in.

  • 9 comments
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Previews?

Submitted by aceofbass on Tue, 03/22/2011 - 23:49
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  • Suggestions

I've noticed you can have costume armor but as i don't know what amour looks like until I've tried it on, I can't tell if what costume I'd most enjoy. I'm sugesting we get a preview weapon/amour so I can tell what set I'd rather have if stats are the same between two or whatnot.

i also think weapon costumes would be helpful as the game progesses to stop harassment of higher tier characters and maybe add an interesting twist in pvp. Thanks :3

  • 7 comments

Reservation Of Names Upon Lanuch

Submitted by aceofbass on Tue, 03/22/2011 - 21:22
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  • Suggestions

I was really hoping we'd get a chance to keep our character names upon launch, I understand that for fairness charcater information should be cleaned, but i'm rather attached to my name, and understandable Magic will be taken as a name quickly and the launch may or may not conflict with work :<

  • 13 comments

Spur series suggestions + Graviton Series

Submitted by Kawaii_Desu on Tue, 03/22/2011 - 18:37
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  • Suggestions

The spur series consist of fairly straightforward swords. Their distinguishing characteristic is their lunging and their useless charge attack, and winmillion's projectile after every slash.

The addition of a projectile to the spurs (especially winmillion since the thing has projectiles after EACH slash) is a bit odd considering you lunge much farther than any other sword in a full combo.

  • 1 comment
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