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Fixing the issues at hand

5 replies [Last post]
Sat, 06/28/2014 - 05:54
Taki-Snow

First off let me tell you what I think is wrong with the game as of now.

*ISSUES*

-Revive system being item based
-Client side drops removing cooperation (includes dropping usable items)
-Crafting system now taking an item rather than just CE
-Arcade is now empty
-Free revive every level is making everything that was once challenging simple
-Forge system (Mist)

Now with all of this on the table I would like to suggest what can be done to fix each of the issues at hand with reasoning behind each.

First off the revive system, this system makes players obtain an item if they want to revive in a mission even though other players are in the same lobby with them. To fix this issue I would like to suggest that the revive system be changed to be how the game had it originally. With the old revive system players would use half of their remaining health to revive other players. This system made going through levels more challenging and strategic because you had to weigh out pros and cons of who would revive someone based on their total hp, how many health caps they had, and if they could survive on what health was given to them. This also made reviving another player in the middle of a fight or arena a lot easier due to the fact that you could just run up and give them hp and then use your own capsule to heal back up.

Next we have the Client side item drops. This system is all around causing players to be more solo oriented as you have to individually loot everything that is killed before the loot disappears. What I would suggest to fix this issue is that you reinstate the server side drops so that the loot that is grabbed is obtained by every player in the game and will make running with a group more beneficial as well as make some runs faster. On the same point by putting back in the server side drops that would allow players to share the usable items and help each other out during missions by letting people with lower health have their health capsules for instance.

Now onto the crafting system. While this new crafting system may not directly take CE to craft your item you can still use CE to obtain the item that you need to craft the item. I just don't see the point of making everything require more materials to craft and still say you are removing the CE cost. To counter this I would suggest that the old system of crafting be re-added to the game. Not only does this system use less materials to craft items but it also would take the same amount or less time to obtain the necessary crafting materials (CE).

Next is about the Arcade. Because of missions being added I have seen the market in game influx heavily causing more things to get farmed and get farmed faster than ever. While this is in some ways good it also causes a lot of disturbance in the original reason that the Arcade existed to begin with. So my suggestion for this is either 1 of 2 things. Either 1 remove the Arcade altogether because with it only now being used to get basil recipes I don't see a point keeping it in the game, or 2 remove missions, while I know missions have improved since I first played them I've seen nothing but trouble come from the missions being added including an extreme market influx of CE prices.

Onto the Free revives that we get every floor. This system is quite strange to start out with because it causes players to gain a sense that it is now to easy to beat the missions/floors of the game. I personally just see this system being used to bring in newer players and cause them to have a false sense that the game is easier than it was meant to be originally. The new revives make it so that if you originally were not geared enough to beat a certain mission or floor of the clockworks now you have a second chance to do so which makes the game far too easy and misleading. I would like to also like before suggest 1 of 2 things to be done to this. Either this revive buffer is removed entirely or that there is an option that you can check to turn it off for more of a Crown reward during runs.

Last but not least the forge system and why I personally consider it to be a step in the wrong direction. This system I believe was put in play because of the removal of the Mist Energy system. For anyone that doesn't know Mist Energy used to be a refillable energy source that you used to either craft lower tier weapons or do clockwork runs. While this system was not the most efficient, you only had 100 energy and elevators were 10 every floor you went down, it was a system that players like myself that played more than the 10 floors that it gave you for free could bypass by purchasing an elevator pass (gave free elevators for $2.49). With this system removed they had to balance the now free elevators and this is why I believe they did this. Now to the point. I believe that if Mist Energy was reinstated into the game that the forge system could be removed. While a lot of people would miss the free elevators I think that Mist Energy is in fact more beneficial than it is not.

Take what I say with a grain of salt but please consider what I say. While I may not have played as long as some of the more well known members of the community I did play long enough to fall in love with all the old systems of the game that are now gone. Please consider my suggestions and tell me what you think.

IGN: Taki-Snow

Sat, 06/28/2014 - 06:32
#1
Fehzor's picture
Fehzor

I have a feeling as though OOO knew ahead of time that people wouldn't necessarily like the changes... but they still made them. Why do you suppose they did that?

Sat, 06/28/2014 - 09:39
#2
Fangel's picture
Fangel
Err...

The only thing I see in this idea is "I don't like how the game changed".
Three Rings found the current way to be better for their game. I honestly do believe it is better for free to play players, as their playtime is not limited anymore.
And besides, if the game got suddenly easier for us, then having revives be based on an item isn't all that bad.

The changes did change the game, but my only complaint about how things are set up now is that I have too many materials. It used to be that I would actually use tokens to get a material I needed, but now I just have a whole lot of them(but I understand the balance, as battle sprites needed to have material drops boosted). Everything else they changed about the game was for the better, in my opinion.

Sat, 06/28/2014 - 10:37
#3
Avihr's picture
Avihr
Box

I wonder how in the frick people get that many sparks... when the revive system changed i had like 150 at best, and i've been playing for a long time O_o

Sat, 06/28/2014 - 14:58
#4
Taki-Snow
other options

The only other thing that I can think of to bring back the SK that was what I liked playing is to make 2 servers 1 with old pre-mission updates and the other with the current setup. While I still play SK and try to enjoy the game I just cant with all of these updates they added. It may have made it so that players can play longer but if you think about it in detail you could spend longer getting yourself 5* than before so it makes the game even slower than before especially if you have people that will help you out.

Sat, 06/28/2014 - 16:47
#5
Fangel's picture
Fangel
The game has changed.

The developers have taken a stance in previous threads, one of which was controversial dealing with the legacy achievements. The game has changed, and changing it back is not progress. If the game becomes less appealing between updates, and you spend money on this game, then vote with that money. Three Rings will hear that silence louder than any complaint thread that simply tells them to reverse their changes.
If you do not spend money on this game, and it starts losing its charm, that is when you can start looking into other games or activities to take up your free time. If it still has its charm and you simply want to see it move in the right direction, suggest something that would work with the new system.

Here, I'll give some examples of the problems and possible solutions to what you have given:
-Revive system being item based
Make there be consumables that drop from monsters and boxes (health boxes only maybe) that allow you to revive like the old system, but not take half your health.
One reason behind removing health revives was because it slowly became a burden on the team as a whole. Now if you can't revive, you are the weak link, and it is your choice to either help the team or be useless.

-Client side drops removing cooperation (includes dropping usable items)
This isn't a good solution, but it is a solution: have consumables be party-wide and collectables (materials, crowns, heat) be client-sided.
One reason the drops were changed is because now you get what you see. Before you might really need that trojan horseshoe, but even when you walked over it someone else got it.

-Crafting system now taking an item rather than just CE
There is no middle ground here really. The costs are exactly the same, but without a discount of mist energy that you could either sacrifice to make an item, or use to play the game. Honestly, it seems like a rather dull game when you have to choose between playing the game (having fun!) or making an item and missing out on playtime.

-Arcade is now empty
Make the arcade mandatory to the game by unlocking missions via arcade play.
The arcade is not barren, it still has plenty of activity. The people who farm Vanaduke would have been doing that with or without the new missions anyways.

-Free revive every level is making everything that was once challenging simple
Allow players to share their ER.
The free revive is to balance out no more health sharing. You get healed to full health* once per floor, and it doesn't incapacitate anyone in your party.

*full as in, red bars only.

-Forge system (Mist)
Add a $5.95 rarity booster that lasts a month to replace the old elevator passes.
You used to have to pay to play, and get better gear for free (heated gear). Now you are free to play, and leveling up gear is not free. This is a fine balance, as it allows players to progress faster and get farther into the game quicker while making them stick around longer if they want better gear. If you're just playing to beat the game, then you go through, feel good about yourself, then leave. You used to have to be invested in the game to play it, now someone who just likes to complete things can beat the storyline, spend a few dollars to advance themselves and feel like they're finished and move on to beat other games. Those who were invested along the way will stick around.

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