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An 8 player event or mission!

11 respuestas [Último envío]
Mar, 10/07/2014 - 07:31
Imagen de Dr-Fantasticulas
Dr-Fantasticulas

Greetings to you all fellow knights.

I think we all know of the Advanced training hall, no? It is the place where more than 4 players can do the things people could do in the clockworks for example attack and use your shield and so on and so forth. I was thinking, why not make a large scale event or mission where you can have up to 8 players in a single party, this could be an attack on haven, a war or large scale battle, I don't know what the mission could be but it's an idea that maybe with your help can be worked on to be something more, tell me what you think, lets work together to create an all new mission like no other!

Thanks for taking the time to read this suggestion!

"May glory follow your path."
- Boyjakey

Mar, 10/07/2014 - 08:07
#1
Imagen de Holy-Nightmare
Holy-Nightmare
The lag would increase (think

The lag would increase (think of 8 DR bombs going off together) and make the game difficult. It would be fun but I'm not sure if the game could support it.

Mar, 10/07/2014 - 08:43
#2
Imagen de Avihr
Avihr
Hmm, I've fought worse.

Not only that having 8 knights attacking simultaneously would cause lag, but the monsters would also have to increase by double the ammount to be able to put at least a minimal opposition for 8 knights to take on...

maybe if there was some kind of puzzle solving or just something that would not involve fighting huge groups of monsters at the same time, there could be plenty of things that could be done.

imagine a labyrinth that you have to get through, and there could be various puzzles or obstacles and traps that would require teamwork to get past them, have knights separating some times and stuff like that, would require a lot of work though, but it would be a very unique event and most likely the best one ever in the history of SK.

Mar, 10/07/2014 - 09:21
#3
Imagen de Fangel
Fangel
Eh...

I wouldn't be concerned about the whole "lag" from 8 knights. We already have up to 12 knights active and fighting in a PvP environment, so this wouldn't be a huge jump forwards.

It would be interesting to see the game play out with more knights. Granted, we need larger-scale battles before we can start adding knights. If we ever have a horde mode of any kind, that's where I'd personally like to see an 8-knight limit.

Mar, 10/07/2014 - 10:35
#4
Imagen de Mystrian
Mystrian

You mean "raids"? (http://en.wikipedia.org/wiki/Raid_(gaming)

Mié, 10/08/2014 - 09:27
#5
Imagen de Dr-Fantasticulas
Dr-Fantasticulas
Let's work on a mission / event

I agree with Fangel, lag with 8 knights is no issue due to the fact 12 already play at the same time in the same place in lockdown, with the monsters lag issue, what I think is, there can be a balance of adding more monsters and adding to their strength and yes, "Raids" is what I mean by 8 Knights being able to be in one party, thanks for pointing that out, Mystrian! Also the non-battle idea is cool but that would waste a perfectly good fighting mechanic, I am more than sure the game can support it!

I have made a recent post on asking for the Spiral knights lore or at least what there is of it, with that I think we can make a mission or event for this 8 - knight idea, with that being said as I think of things for this mission, I shall post it here to see what you all think and if you have an idea feel free to post your idea, your help is of course helpful and if you see a problem with it you know what to do!

"May glory follow your path."
- Boyjakey

Mié, 10/08/2014 - 19:51
#6
Imagen de Gbot-Vtwo
Gbot-Vtwo
+1

Good suggestion!

Mié, 10/08/2014 - 20:48
#7
Imagen de Klipik-Forum
Klipik-Forum
+.5

I like the general idea, but how do you design a level where 8 knights versus monsters is a balanced, interesting fight? If you just scale up the current enemies and leave the level design the same, you get bullet-spongy enemies that take hours to die but aren't actually difficult. And OOO hasn't exactly inspired me with their ability to ramp up difficulty through level design, apart from Grinchlin Assault the general idea seems to be "cram more high-dps mobs into small spaces and make everyone use bombs".

Vie, 10/10/2014 - 02:35
#8
Straight-Line

Example RAID

Vie, 10/10/2014 - 10:31
#9
Imagen de Fangel
Fangel
Well here's an example.

A good example might be something like splitting the groups up into two teams of 4 and having multiple paths that require someone on both sides to progress. We would have "split party" buttons for these levels, where half the players are on one end, half on the other (if uneven, it will still work. n on one side, n+-1 on the other side as long as n+-1=/=0 on either end), then having a shadow lair-tiered bossfight while in a grinchlin assault environment at the end that joins groups together. Large arenas would show up that require puzzles to complete/neutralize threats (eg. bombie spawners on the left side arena on the second floor in Legion of Almire), and after a short bit of fighting as a team you would have to split up again.

When an option to split is given, players can split into any sort of group they want. Perhaps have different types of enemies on either side to encourage teams to stick together?

What would be really cool is if certain levels had split arenas, so that there were respawning turrets on a border on the outside, and a bunch of enemies in the center. Players in the center would rely on the border knights to fight off the turrets and maybe provide cover fire, and after the fight a gate is lowered so that the border knights can access the loot on the field, and the teams join up.

Mié, 10/15/2014 - 12:29
#10
Imagen de Klipik-Forum
Klipik-Forum
@^

Wouldn't it be even better if the levels didn't mechanically force a split, but made it extremely beneficial for teams to split up? That way you have the same overall effect but it feels more natural. Plus, it would force the level design to actually be challenging.

Mié, 10/15/2014 - 13:04
#11
Imagen de Fangel
Fangel
Definitely.

I'm thinking more certain puzzles require players on either end. Only reason I force a split is so players don't want to run over the other side to grab all the loot, and thus making the game a little less fun in those sort of levels.
Unless we had some sort of loot vacuum that sucks things from one side to the other for every client. In that case I wouldn't make it mandatory.

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