The only way your favorite health sharing, forge removal and other nostalgic features are ever going to come back is that they bring back mist energy, but lots of consideration has to be made and revamps have to be done. A lot of damage has already been done, and considerable compensation has to be made if the old energy system wants to return.
- Bring back Mist Energy Why?
- You have the issue of people complaining about how little energy they have. The only way I can see through to solving this is that the deeper you go down the clockworks, the more energy it costs (considering the deeper you go, the more crowns you'll earn). This balances the payout and helps provide more gameplay per session, whilst not risking the economy.
- Energy Market Balance
- How does that help the economy? The more you want to travel, then you ought to pay up. This is where demand starts shifting in and supply becomes willing to follow. Is there too much demand? No, because if you want to play more, you'll also have to expend your time, another valuable resource. You can play as many Snarbolax as you want, but you'll never reach the efficiency of a KoA run. Considering 1.5kcr/run and 30min/run for Snarby and 10kcr/run and 1hour/run for KoA, you'll still earn more in KoA than in Snarby.
Comparing current prices and possible prices if mist energy were to return, it can be expected that there will be a slight increase in prices of crystal energy due to demand, however, with the same efficiency of a suitable energy-sink, as well as more energy purchases, lowered prices can be expected and energy can also be purchasable for even the low tiered players.
So what is the optimal price for each level? My suggestion is a tier-based system. This is on the assumption that every level pays out approximately the same, which is not happening as of current.
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Depth 0 -- 0E
Depth 1-3 -- 1-2E
Depth 4 -- 0E
Depth 5-7 -- 2-3E
Depth 8 -- 0E
Depth 9-12 -- 3-5E
Depth 13 -- 0E
Depth 14-17 -- 5-6E
Depth 18 -- 0E
Depth 19-22 -- 7-8E
Depth 23 -- 0E
Depth 24-28 -- 9-10E
(Prices subjected to change)
An alternative suggestion would be to implement an entry fee for any knight entering at the start or at any level after the start.
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Depth 0 - 0E
Depth 1-3 -- 3E
Depth 4-7 -- 7E
Depth 8 -- 0E
Depth 9-13 -- 15E
Depth 14-17 -- 25E
Depth 18 -- 0E
Depth 19-23 -- 35E
Depth 24-28 -- 45E
(Prices subjected to change)
If there is any suggestion to be made, please do so.
- What about rage crafters, alternate accounts?
- Ah yes, our most favorite enemies, alternate knights whose sole purpose in Haven is to rage craft popular items, hoping to get perfect UVs and to make a huge buck on the market. ON THE MARKET. The reason these guys exist is because the market exists, you guys all wanted ASI HIGH Caliburs and Toothpicks, or SHOCK HIGH on your fur coats. Every MMOG out there will probably have a farmer, existing to sell some of the most popular products to earn the virtual currency they sought after. Let them exist, they actually benefit the market by providing a stable stream of products that people can purchase at a low price.
Alternatively, if you wish, you may want to limit alternate rage crafting by, I don't know, removing UVs forever, then maybe.
- What about alternate farming?
- You think it was solved? I think you can solve my...
Anyways, yes, people complain about other people using alternates to farm, again, this is their decision on trying to earn as much crowns as possible. If they want to take twice the effort to earn twice the money, then they have successfully earned their share. Who am I kidding?
My suggestion, retain the current death system, if you die, loot that should spawn will not spawn. Unless you have a better suggestion or completely disagree on the whole bring back energy system idea, then ignore it
- What happens to the revival system?
- We go back to where we started. Why the old health system? Not that it's nostalgic, but rather the sense of cooperation in it (yes, this is cliche, but it's a coop game for a reason isn't it?). Again, assuming the new death system is in place (read above if you skipped), dead players will not gain any loot, and also because they are not really helping, logical isn't it? Now, another player see him goes down, immediately helps him get back up, both kill the enemies, both get loot, everyone wins (except the player who gave away half his health), and this is because the player trusts the other guy.
Isn't coop about trust? Trust others and everyone benefits, the fundamental basis of health revivals. Of course, you get your trolls and sillies, then don't bother reviving them, they won't gain anything, you may still benefit. What's to lose?
- What about Spark of Lifes / What is the cost to the new reviving system?
- Spark of Lifes can continue to be used as a flat rate for each revive, as well as the current emergency revive, instead of the logarithmic revive system that the old system served.
However, due to the increased amount of health revives made, either change has to be made : Decrease the drop rate of SoLs or Increase the price of SoLs... if you have an alternative, please sound off...
- Forge system and why it must be removed
- This is an extremely game breaking feature that has to be removed. It has been met with many failures, very conspicuous to all fellow players out there. The concept that you have to "gamble" for your gear to help level it up is blatantly inequitable and unfair for all. Or to allow it to level up, just farm for enough of the required resources to guarantee a success, or pay up.
We all know we had our radiant drought, and also look at the amount of shinings we have from farming KoA over and over again. The worse to see is that you may have enough heat to level it from 1-3, only to be met by a brick wall and you have to manually level it up to level 2 before being able to capture more heat for your gear. Unless a better alternative or system is introduced, the forge system is the most redundant system in the whole game.
- Compensation for fire crystals
- The damage has already been done, there is a need to compensate for all the fire crystals people have earned (or even purchased). My suggestion is that fire crystals can stay, and be used as an additional exp boost for all the gears. However, they provide only a minute amount of heat, and more fire crystals are needed for a significant increase in the heat level of a weapon/gear. Additionally, the greater the rank of the crystals, the more exp they provide.
The crystals can be dropped as per normal during clockwork runs, and can also be used to even boost weapon/gear to a higher level without wielding them. It can also be suggested to level up unbound weapon/gear so they can be crafted to weapons of a higher rating, and can continually be sold in the marketplace in substitute of the unbinding system.
- Alchemy
- Orbs can still be used considering that their energy exchange rate is equivalent to the old system. Orbs can also continue to drop via normal clockwork runs. I think it is better considering that we may want to promote the ownership of more weapons/gear in the game.
- Energy passes, Mist Tanks
- Latest thread that got my attention
- Another ranting thread
- Some Logic behind Health Revives
- How SoLs can still be used
- The day the world changed
- These stuff can return too, I guess
That's pretty much all... if you got more contributions that can be made, please do so. Any suggestions/criticisms are helpful, and if you don't agree, please pitch in too and provide reasons why. I wish this to be a community-driven approach to help improve Spiral Knights.
Disclaimer : This is only a suggestion, and is not the only way that the old energy system can return and integrate back to Spiral Knights. There may be other ways to help, or it can be impossible too. Oh well.
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All previous threads, information and others in here :
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