Greetings,
Me again, that annoying knight that wont shut up.
I have another suggestion that has bugged me since my time in Spiral Knights and that is the presentation of Rare Drops.
Here's the bottom line: Players like shinies.
In most games, there are many many players (such as myself!) who will hunt day and night for the chance at something amazing. In Spiral Knights? We have a SINGLE valuable rare drop - Darkfang shield (Although true love locket is a rare drop, it is exactly the same as an easy to acquire item. I don't see how that's unique).
So here is my suggestion on a new Rare Drop system.
1: Rare spawn enemies should be made SLIGHTLY more common. We shouldn't see only one every few months, we should have more opertunities to run into them.
2: Every Rare Spawn should either have an Item to drop, or a Material to craft an item, but of course not guarenteed to drop it. We should grind and work for it.
3: Many NON RARE spawn enemies should also have unique drops. These drops, unlike the rare spawn drops, should be EXTREMELY rare. Rare spawns are rare just in finding them, their drops should be more common. but a Common Enemy's rare drop should be much harder to achieve to balance it out.
4: ALL Bosses should have a Rare Drop. Give us a reason to grind bosses, not a guarenteed item from Tokens, but a chance at something, be it item or material, you can only get by working your butt off.
5: Cut it out with the Promos reskins. These aren't rare drops, they're a money sink. They are only rare because you force players to pay tons of money just for a shot at them. Rare Items should be earned with hard effort, the biggest wallet shouldn't be the deciding factor. Let's keep the promos to unique and exciting costumes, and leave hard earned equipment out of this.
6: Rare drops, or Materials for rare drops should be avalible ALL YEAR ROUND, Not during certain time periods like promos (such as Margrel). That's not to say you shouldnt have some that are specific to time of year, these are great promos (I love that margrel is only during the Kat event, honest!) But the majority of rare drops or rare materials should be year round.
7: A Rare Item crafter - Add a npc who specifically caiters to Rare Drops. Have him give hints on enemies that may drop items under certain conditions, As well as be the Crafter for rare materials. DO NOT show the player what every rare item is! Have the player present the rare material to the craft master npc, and have them show the player then what they can craft out of that one specific material. this keeps the identity of all rare drops secret, until you have the material needed to make said legendary item.
8: Properties of rare drops should be similar to any 5*, but offer a unique lineup you don't usually get out of items. For example: an Alchemer that does Poison, or a Avenger that does piercing. But above all, Make unique items too, not just overwrite existing items properties. Tortodrone Fists were a fantastic new addition, I'd like to see more creative additions that people can earn through Rare Drops.
I believe my suggestions on rare drops will keep people playing even standard content, to hope for those mythical items that require more than just a wallet to win. As said before, players love shinies. Give them something to work hard for. I believe these adjustments will be a good step in the right direction to inspiring knights to explore the clockworks once again.
Thank you for reading!
Thoughts? Comments? Insults? Post em!
I for one get very disappointed when I find a rare spawn enemy and get nothing of merit for this rare encounter.
I also like the uber rare drops from normal enemies suggestion; since we run and fight them a lot, it should stand to reason they can at least have something beyond rare; it's more likely in our gameplay history to get a drop from them.