First I would like to add that my IGN is "Chris", many of you know me as the Guild Master of Knightmare and one of the oldest players still playing spiral knights. I am making this thread because I have seen every phase of this game, and I know I don't speak for myself when I say that it has been going downhill for a while. I would love some GMs/Devs to at least consider my feedback and possibly even post a reply.
I started playing Spiral Knights after me and my friend IRL Exegunso got our long awaited beta invites. I have played almost every major MMO for extended periods of time since I was 12 years old (19 now). I wanted a game that wouldn't consume my life (like WoW), had a more mature community (unlike runescape) and wasn't money hungry (like League of Legends). Spiral Knights DEFINATELY fell into this category at first. I remember my first impression of the energy system made me think the game wouldn't go far, as I would have to keep spending money to play, or could only play for 100 energy a day, but once I bought my first $.75 worth of energy (200ce) I saw that you can work for energy in-game via crowns.
I would like to point out that I have absolutely no problem with the energy system, as long as it is kept in check.
Recently, as many of you have noticed, OOO has decided that they want to make it EXTREMELY hard to acquire energy in means other than purchase for $$$.
Some examples of this:
1. The update that increased the costs of 4 and 5 star recipe energy costs by a ridiculous ammount.
2. Decreasing the crown return rate on levels.
3. Making 4 and 5 star items cost ridiculous ammounts to unbind.
4. Taking massive crown fees on the auction house, making it hardly worth using.
5. Reduced material worth due to less items being crafted due to higher crafting energy costs and high unbind costs.
This has made the game boring once you have farmed vanaduke and gotten multiple pieces of 5* gear (I'm up to about 30 pieces of 5* gear bound to me that I don't intend to sell, and over 100 pieces or so that I have sold)
Spiral Knights is nearly impossible to "grind" for your gear. As in 90% of the levels in the clockworks, you actually lose crowns (using CE to complete the levels). This brings players to abusing exploits such as looping arenas to make constant profit.
If I were on the OOO Dev team, here is how I would have changed the game, before the auction house update:
Instead of increasing existing energy costs on crafting and lowering the cost of recipes (this over values energy and undervalues crowns), I would have introduced new and harder content.
For example: OOO could have implemented a "Tier 4" that goes down from the core. This Tier 4 could require you to be in all 6* gear to enter. 6* gear could be obtained from a basil vendor who is at the core. 6* recipes could cost 90k crowns a piece, and cost 800 energy to craft, as well as multiple 5* materials. This new and harder Tier would make players rush to get into their 6* gear to gain access, which would make energy sales skyrocket. Tier 4 could have a new boss that would be considerably harder than vanaduke, and give awesome rewards. This would make people rush to get into Tier 4 even more. Tier 4 could drop 6* materials, which would be used to craft other pieces of 6* gear that could only be bought from a basil terminal in Tier 4.
These changes would make the game more exciting for all players, but especially the veteran players who have been in 5* gear for ages. So many of my long time friends have started to play less, found other games, or completely quit playing Spiral Knights because of the lack of new updates. Does OOO want Spiral Knights to become a game that is known as a money pit that gets boring fast? That is how I'm starting to view it, and to be honest if nothing changes in a few months, I will probably start telling people not to try the game out.
I have probably spent about $100 on Spiral Knights and I'm sad to see where the game has gone. It seems that OOO has turned into another company that is going to ONLY update to make money, rather than improve their game.
I will probably add more to this if/when I think of it.
I hate to sound like a negative commentator but if you can't manage to earn more crowns than you are losing by utilizing your ME maybe you have a fundamental flaw in your gameplay strategy.
And now we move to discuss things in a civil manner on a point by point basis.
1. The update to costs via crafting only changed the overall pricing of the crafted item by a difference of 5000cr per crafted 5* from a 4* item. The recipe difference helped alleviate this cost. As someone who lost 980kcr in recipe differences I was perturbed but understand the fundamental idea behind the decision.
2. Decreasing the return rate for crowns to certain levels, aka: Jelly King/Arenas was that a larger percentage of the F2P players were earning enough to purchase many more shares of CE and had driven prices up to 7-8kcr+ for 100ce. This was to curb farming behaviors that drove up CE prices.
3. Making the cost of 4* and 5* items higher to unbind was a way to keep the game from collapsing from entirely too many players reaching the end game content, growing bored and leaving. The fact that 3* items are not bound upon crafting stands testament to the fact you can help another player get a head start without completely screwing up the economy and power leveling. As is, there is a large number of players who have purchased their 5* gear despite these costs. So if you've seen them then obviously the model doesn't matter much. People will pay if they really want to.
4. The Auction house is a risk/reward model and is to be seen as a crown sink. You as well as a large portion of the player base from preview and initial launch are sitting on a veritable fortune, no doubt of gear/crowns/ce. The auction house is meant to be a crown sink and it's doing it's job fine. If you weren't overly concerned with listing your lowest bid price to be too high you were still likely to move your item at a markup. The listing fee is returned and you get charged the fee at the end of the transaction. I've continued to make financial gain. If I can, then you most certainly can too.
5. Lowered material costs may be difficult on newer players but they supply higher end players with a large volume of materials that we use to craft, then put out gear in the hopes for uv's at a markedly lowered price that allows newer players to then be better equipped to move into end game content. If you've crafted any number of items for UV's and then flooded the market then congratulations, you assisted in this "fail" economy you hate so much.
6. OOO Saw the initial problem with unbound equipment with their first sale of Rose Regalia in the following weeks. Many players, myself included hoarded these items and sold them for a fantastic profit. The reason those items are bound now is so we DON'T gouge the other players. Allowing players to unbind those items to make a profit starts to open an entire can of worms that I think is completely unnecessary. They're supposed to be a visual representation of our participation in the game. A visual cue to how we supported OOO, even if they are now making $50-100+ for every set being sold to a new player that wants it (via purchase of CE to get from us older players) I doubt they want the items to get to the point that it affects the economy like runescape party hats. As an avid MMO fan such as yourself you understand the implications behind that. If you are so upset that you can't unbind something to either make a profit, or give it to someone else then hindsight is 20/20. You had the desire to initially wear it, no one forced your hand into putting it on. As for the bombhead masks? Those are supposed to be a reward to YOU, not a means of additional income. If it's in regards to the double bombhead mask issue? Then it's a valid concern but the masks should be vendor trash essentially not unbound then used to turn a 5-6k ce profit.
Enjoy your day at work sir, and I hope that maybe another perspective from a fellow lover of games can provide fresh insight and perhaps elucidation.
-Repartee