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Spiral Knights: Old vs New

7 replies [Last post]
Sat, 08/16/2014 - 19:21
Turbo-Storm's picture
Turbo-Storm

I would like to start off by saying that I officially started playing in about 2011.

Now that being said, let's start off on a positive note.

Oh wait, there isn't one.

In the early version of the game, the gameplay favored all players, poor or rich, inexperienced or experienced. With these new updates coming out, I've seen the "poor and inexperienced" favoring going down, and the "rich and experienced" favoring soar upwards. I don't see whats so good about that. Fire Crystals, Alchemy Orbs, the Revive system, its all gone down.

Now for those of you who didn't have the pleasure of playing this game before everything went downhill, here's how it was:

Crafting didn't require these ridiculously overpriced orbs and required a small amount of energy and crowns and boom, you could make anything. No Orbs needed. Making things to get to a higher level was a breeze.

Heating was more pleasurable in which items just leveled up and didn't require these ridiculously overpriced Fire Crystals. Once again, making things and getting to that higher level was a breeze.

Oh no! You went down! That's okay, because with just 2 energy, you can be back on your feet! And then it went up yo 4, then 8, then 16, 32, 64, and so on and so forth. Completing levels was a breeze and you didn't have to waste your money.

Those were the good ole days. Now they don't exist. And this really angers me. Now everything is ridiculously overpriced (there it is again) and seeded so that OOO can make some money. But about gameplay? Wasn't that an important part of games? Or has this game, just as many other games, succumbed to greed and business. I'll take an example of a game with quality gameplay, while at the same time makes money. Wizard 101. I used to play it in my childhood days. All you needed was a membership, and you had some fun MMO gameplay that lasts for monthes, years even.

Now in SK, we have to buy everything for the game to take forever to finish. I ask that you please bring back the old system. This new system is horrible, and reduces the quality of the gameplay greatly. Its just not fun anymore.

Thank you for your time,

Turbo-Storm

Sat, 08/16/2014 - 19:22
#1
Turbo-Storm's picture
Turbo-Storm
PM me, send some mail to me,

PM me, send some mail to me, do whatever if you would like to contact me in the game. Thank you.

Sat, 08/16/2014 - 20:54
#2
Vaked's picture
Vaked
My view:

Ever since the big update on revives/heating/crafting, I've found the game less fun. My reasons are a bit different than yours though. (I also am a VERY endgame player.)

I no longer find the levels challenging. With 1 free revive per level I go all "kamikaze". I hardly ever die once per floor, never mind twice. When I do die, it is not because it is challenging, it is because I get impatient with the "puzzles" (spike traps, status traps, shankles, etc.). I literally just run right through them. Back when we could use health to revive teammates I had an incentive to stay alive. Every health bar mattered and I tried to not take any damage. Now when need I revive someone I need to fork over 20CE so they don't have to pay 50CE. They should keep the old revive cost system, but start it at 20 CE. (1st revive=20CE, 2nd revive=40CE, 3rd revive=80CE, etc.) I don't think health splitting should be brought back because OOO needs to make money somewhere.

Heating system is only broken for 5* weapons IMO. I see a lot people with a lot of 5* gear that isn't heated all the way through and I feel bad for them. All of my gear that I use is heated to level 10. I don't have anything that I really need to heat to level 10, but when I do I despise getting radiants for them. They could easily fix this problem by allowing radiants to start dropping at D21. Shinings could still drop throughout T3, but people NEED more radiants This would also give people an incentive to run arcade instead of spamming FSC and allow them to heat their gear a little bit faster. I doubt anybody pays 700CE for 50 radiants anyways. Maybe I'm wrong though.

I think the crafting system was an improvement as it encourages people to hunt for orbs and actually play the game to get good gear. Back in the day, the only way to get good gear was to pay for it. Now you can actually craft things for almost free. I think OOO still makes a lot of money from selling orbs. I know I buy all my orbs except for eternals. The cost for alchemy is still the same, so I don't see it being a bad change.

The elevator change was necessary to make Spiral Knights truly F2P, and I understand that OOO has to make money somewhere. I think the game is better off the way it is now, but I found it more enjoyable before all of these changes. I thing the only massive problem is the revive system now. However if you bring back the old system, you bring back elevator passes. That makes Spiral Knights P2P. I am fine with the way the game is now, but must admit I did like it better before. I can't really understand this game from a new players POV though. This is just my opinion after playing the game for a few years. I think it is almost like an entirely different game for newer players compared to when I started. Sadly I don't think newer players post on the forums as much as older plays, but I would love to hear their opinions.

Sat, 08/16/2014 - 21:31
#3
Turbo-Storm's picture
Turbo-Storm
I can't say I agree.

But I don't disagree. I like the original things minus the elevator costs.

Sun, 08/17/2014 - 02:45
#4
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

yay, first long response in a while.

orbs aren't overpriced, they cost the same as old crafting costs, and they can be found in the clockworks. if you refer to the times in which crafting costed half of what it is now, I think you can blame mission grinding for that.

the forge was put in place to balance out free elevators, and it's effectively better for new players and way, way worse for endgame players because radiant drought (have to test this out due to rumors, but let's just say they're rumors for now). before, a newbie had 100 mist to play the game and then it was stopped by a 7kcr wall for 100ce, wall that you could go around by the time you were 3*, but it would have taken a while. now there are free elevators and fire crystals are less required and less rare at lower depths than they are in T3.

sparks cost 200ce per 10 pieces, and can be found in the clockworks. here the matter is a bit iffy. if you want to gain ce over the old revive system you have to die 5 times and revive (counting the ER). maybe with the old spark drops this could have worked, right now there are guys like me that have 12 sparks and don't want to waste them.
health sharing could drag down a team because of one member, and induced a whole lot of alt dragging. OOO solution was a bit radical but hey, works for me.

tackle, challenge is something that OOO has slowly pumped out of the game, with the exception of SLs, and that's basically because they don't want to scare newbies out. pretty much all end-game players want something more challenging without having to spend 1.8kce.

Sun, 08/17/2014 - 12:44
#5
Xdarkstarx
I did hate having to spend

I did hate having to spend energy on crafting though... Maybe keep the orbs, but make them less rare... Or maybe you get them from somewhere.... That you can do easily... Not like farming rare orbs for hours...

Mon, 08/18/2014 - 09:44
#6
Hyiaku-Clone
I want the old back too, but...

Unfortunately it probably won't happen because if it changes, the new people who are used to the new will complain and there would be a huge fight between the vets and the noobs. Then OOO will have to pick sides. If one side loses they get upset and leave and vise versa. It's time to just either except it the way it is or just stop playing and move on to something else.

Tue, 08/19/2014 - 10:55
#7
Fangel's picture
Fangel
No.

The game has evolved. It's direction is a good one for the sake of the game.

Crafting costs the exact same. In the days of mist, you could get a 100-energy discount, however then you would be unable to play the game for another 22 hours. Mist gave incentive to log in every day, but not to actually play the game. Now, with no mist, we play the game when we want, not because we have regenerating money to spend.

And in the days of mist, revive didn't start at 2 energy come tier 3. You're learning the ropes on tier 3 and you go down? If you revive even once you won't make it to the final depth because it cost 10 energy to revive. Better hope you don't go down again on any floor, or else you're sacrificing another 2 floors just to get back up.

Everything that is "overpriced" in your example was priceless before 7/30/2013. The fact that we got a price tag on those things that are reasonable and you can find for free doesn't make them overpriced. Every spark of life you find is 20 free CE, or if you had none before it will save you 50CE. The current system makes the beginning of the game easier to get into, but end game longer to complete.

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