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Bring Back Mist Energy Suggestion Thread

8 replies [Last post]
Tue, 05/06/2014 - 05:51
Zaffy-Laffy's picture
Zaffy-Laffy

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.

        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.

        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
      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.

    =======================================================================

    All previous threads, information and others in here :

    • 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

    -End-

Tue, 05/06/2014 - 07:02
#1
Hellscreams-Forum's picture
Hellscreams-Forum
@Zaffy-弟弟

Tue, 05/06/2014 - 10:07
#2
Skepticraven's picture
Skepticraven
↓

Your numbers are a bit off.
KoA is around 9.3k and SotB is around 2.2k. Source.
Timing is also a bit skewed.

Refer to my math thread prior to the last radiant buff for why the forge is fair for F2Pers, as well as my suggestion because P2Pers got the short end of the deal (F2Pers saw increased farming/progression rates).

-1.
Mist can and always will be abused by alts.

Tue, 05/06/2014 - 10:22
#3
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

-1

I am happy with this system. I am not happy with missions, but that's for another day.

Tue, 05/06/2014 - 20:37
#4
Jason-The-Lord's picture
Jason-The-Lord
-1 u cannot do this!

dude are you serious?
after the problem with people quitting the game, OOO has fixed it by removing mist there are less starters quitting the game after they finished using their first 100 mist.

so... -1 for bring a issue back to this game

Wed, 05/07/2014 - 04:25
#5
Zaffy-Laffy's picture
Zaffy-Laffy

@Skeptic

Thanks, I'll read through.

@Jason

Exactly what I'm addressing... the issue that the rate of consumption of mist energy at lower ranks being equal to that of higher ranks really irked many newcomers. I suggested a change in the rate of consumption of energy, so that the payout per each unit energy can be balanced. It also helps bring the illusion of more gameplay, thus benefiting all newcomers while not ruining the whole economy.

@Rest

My suggestion thread is not really a suggestion or a petition, it is more of a heads up to the issues that needs to be addressed (as well as my input on it) for a better system through the use of mist energy. I agree that the old system is bad, but I do not agree that the new system is good either. I only wish to balance the two together, so please (please) read through the issues, and comment for helpful discussions, instead of negatively push aside just because the words "bring back mist energy" pops up.

Wed, 05/07/2014 - 04:40
#6
Flame-Shinobi's picture
Flame-Shinobi
=0

I like the Idea of Health Revs coming back... And the death fo the forge...

But I like the infinite Clockworks runs too...

Wed, 05/07/2014 - 07:44
#7
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Okay, then. I'll refute all of your points ONE BY ONE!

Bring back Mist Energy Why? No
Energy Market Balance Nē
What about rage crafters, alternate accounts? Nչ
What about alternate farming? Não
What happens to the revival system? Non
What about Spark of Lifes / What is the cost to the new reviving system? Hindi
Forge system and why it must be removed ਕੋਈ ਵੀ
Compensation for fire crystals Nicht
Alchemy Aon
Energy passes, Mist Tanks OH MOST CERTAINLY NOT.

On a serious note, I will actually make a detailed examination of your wall of text. Keep in mind that, before I made my previous post, I did skim your OP. I didn't just see the title and then post. That's silly.

Wed, 05/07/2014 - 08:07
#8
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Before I begin, let me say one thing about the energy system: It forced players to strategize on where they go. This isn't inherently bad, but it has a drawback, in that everyone would grind FSC. "But, Autofire, they still do that!" That's because those people are...never mind. I'm just saying that it...well...isn't the best idea. You can't forge your gear there, for one thing.

Energy costs on exploring the Clockworks
This is a good idea. If energy goes back in, it probably could be like this.

On crafting and rage crafters
Keep orbs. They cannot be removed. They're a must. Remove those and I'll punch you. Metaphorically. (As in, I'll get a picture of you and punch that. I wouldn't hurt you.)

On alt dragging
Isn't a big problem.

On begging for tabbing
Oh gosh I'm glad these beggars are gone. I can party without knowing someone will want a tab. This is the biggest thing that makes me want no energy. I can sense more cooperation without energy.

On reviving
Nick expressed that HP revs hurt more than helped. They hurt because you would ALWAYS end up with everyone having 1 sliver of HP, and they would constantly die. Speaking of which, if you had a good player, a party could literally NEVER DIE. It was because of this that they removed HP revs. They cannot add them back.

Forge isn't game breaking--only unbalanced
You see, a level 10 5* item should be the crème de la crème. Right now, a lvl1 5* is worse than it's lvl10 4* counterpart. This needs to be fixed. Then I would build 5* things for their functionality. Heating would only be to completely max it out, and would be fully optional at that point.

Also, lower-star things need to not need so many heat crystals.

HOWEVER, we don't need the forge if energy is in place. I just want to point out that forge isn't hopelessly broken...it just needs to be fixed.

About fire crystal compensation
The damage has already been done,...
This gets my goat. I oughta-

Breath...in...out...

Okay, better. Now where were we?

Ah, Crystals. I would suggest that they drop rarely if they aren't used for forging. At the current drop rate (usually 3 for every 3-5 boxes opened), you would be flooded with the things.

Alchemy
Mmk. Fine.

Energy passes, Mist Tanks
Problem with E-passes: specifically p2p. Not a big problem, but I feel that it probably messed up the market when you compared to the f2p base. Mist tanks are fine.

*Wipes hands against each other repeatedly* Done, done, and done. I'll wait for your reply.

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