Forums › English Language Forums › General › Suggestions

Search

Reduce Elevator costs

14 replies [Last post]
Sun, 10/30/2011 - 10:52
Nodocchi's picture
Nodocchi

Well I've read a couple of reviews and complaints on forums about Spiral Knights and the main thing that seems to turn off new players is how quickly they spend their energy and then are forced to wait until the next day to play again. My idea is simple, greatly reduce drop rates for everything in Tier 1 depths but at the same time also reduce the energy cost for entering a tier 1 depth. End result is that it takes the same amount of energy for new players to earn crowns but they have to play for longer to get it. Which from what I've seen is all they want to do. That is, play longer when they are most interested in the game.

Energy to profit ratio is not affected and new players get to play for longer and getting to tier 2 will be much more meaningful, since even though more energy is required to enter it, it also has greatly increased drop rates.

Sun, 10/30/2011 - 11:06
#1
Khamsin's picture
Khamsin
I started the game on a power

I started the game on a power surge weekend. You still blow through your energy too fast tier 1 even with half energy unless you're just constantly doing arenas. Also, when you craft your own gear, it cuts into your playtime as well. Most of my time early on was spent playing bomberman because I could play that endlessly. Eventually the game gets better tier 2, but honestly, elevators should just be free for the first 5-10 days for new accounts. They already do IP tracking to prevent shared energy, they could track if you make a new account if you already have an account.

Sun, 10/30/2011 - 19:34
#2
Starlinvf's picture
Starlinvf
Most of this can be resolved

Most of this can be resolved with having a better tutorial setup. Your given a decent number of Mist tanks, but the learning curve usually leads you to wasting it on reviving and item crafting. If they shifted the focus to obtaining all 1* gear and defeating a T1 boss first, that would take a lot of pressure away from trying to craft a lot of 2 star gear early on, because of the T2 access mission.

Another problem is trying to break the mindset of unlimited access and better explanation of the energy system. Energy is still an intangible concept, so people don't apply value to it the way a weapon does. If there was a way to change that perception, even if it had absolutely no change on the mechanics, people would catch on to it a lot sooner. Extending the idea into ressing and death penalty would be highly useful as well.

Tue, 11/08/2011 - 14:23
#3
Nodocchi's picture
Nodocchi
@KhamsinThe reason I don't

@Khamsin
The reason I don't want elevators to be free is because I do not want new players to get used to the idea of having free elevators and then see the 10 days as a sort of "Trial Period" and the rest of the game as something they would have to pay for, because they really don't have to pay anything. I also don't want them to come on to the forums and complain about how this is supposed to be a F2P game so whats with all the cash grabbing after the 10 days are up.

@Starlinvf
Even with all those explanations it doesn't really allow new players to play for much longer than they can now, which does seem to be the main issue people have, that they play for an hour or two, get into the game and then get completely blocked. My suggestion will hopefully lower elevator costs enough that people can play until they are fully satisfied and still have enough mist energy left over to craft some equipment (Provided they earned enough crowns, because that's going to be hard with a severely reduced drop rate).

Took a while to reply because I forgot I made this topic until today. :/ Also, I'm going for a better title to get more views.

Tue, 11/08/2011 - 16:14
#4
Nicoya-Kitty's picture
Nicoya-Kitty
I think the real answer is to

I think the real answer is to improve the tutorial levels to better impress upon new players the importance of shielding and dodging, and especially shield bumping. Elevator costs aren't what depletes new players' mist reserves, it's the energy revives that do it.

I see it over and over: new players go through the tutorial and the first level or two of the clockworks where the monsters basically just slap them around with wet noodles, and they get the impression that they can just right-click their way to victory. Then they get down a few floors where the monsters start actually hitting a bit harder, die a bunch of times and spend 62e on revives, and either die again and leave the party, or hit the elevator with not enough mist to continue.

I think I'd like to see the attack strength in the abandoned depot buffed a lot, and the energy revive option disabled until the players reach haven. Sprinkle some heart generators here and there in the level so that as long as they don't have a complete party wipe they can still revive. Then in place of the energy revive screen, put up a tutorial video that shows how to use your shield to block and bump, and how to health-revive other players.

Also move the default shield button to something other than X. I can't possibly think of a more [doltish] place to put it. Stick it on left-shift or space or something, and put the weapon switch or auto-aim toggle somewhere else.

Tue, 11/08/2011 - 16:26
#5
Nodocchi's picture
Nodocchi
I think people underestimate

I think people underestimate the abilities of the average new player. In any case I highly doubt players will be able to play for more than an hour or two even without having to revive at all.

Tue, 11/08/2011 - 18:13
#6
Nicoya-Kitty's picture
Nicoya-Kitty
@Nodocchi Oh I'm sure they'll

@Nodocchi Oh I'm sure they'll still keep dying. However, getting them used to shielding and dodging should reduce the frequency thereof, and training them not to hit the energy-revive button unless their whole party is wiped would go a long way towards helping them get an actual hour or two of play time, rather than the ~20 minutes a lot of them get right now.

Wed, 11/09/2011 - 05:13
#7
Niichi's picture
Niichi
I'd think mixing the ideas of

I'd think mixing the ideas of Starlinvf and Nodocch would be useful for new players. Allowing for long play sessions but with the same amount of income per energy spent but setting up more short term goals for the early player to gives a sense of accomplishment more and sooner rather than the current initial goal of "reach tier 2" after reaching Haven.

Wed, 11/09/2011 - 10:10
#8
Master-Of's picture
Master-Of
Tier 1 is the most fun to

Tier 1 is the most fun to play, so it shouldn't be changed. It is good like it is. This adds nothing new to the game but takes away the fun of playing it.

Wed, 11/09/2011 - 15:49
#9
Nodocchi's picture
Nodocchi
It seems like someone is

It seems like someone is bitter about not being able to come up with good ideas.

Wed, 11/09/2011 - 16:21
#10
Jonathansiu's picture
Jonathansiu
@Nodocchi

Actually Desouler got a point there (and everyone here too). What he meant is that the current tier-1 levels are quite challenging and he thinks that it should be kept that way or else the game would be too easy and soft. I totally agree with the point that a better tutorial should be made because this game is not about smashing your way through but instead it mostly depends on your skills. But if we make tier-1 too easy for them we would be just like the over-protecting parents who have to watch every step the kid takes. Fun and compliment don't always have to be at the final stage when you reach the elevator and receive your heat, but also during the process where you die and learn and die again and learn again.

Wed, 11/09/2011 - 16:53
#11
Niichi's picture
Niichi
Well...

Correct me if I'm wrong, but I don't think Nodocchi's ideas have anything to do with changing the difficulty of tier 1. It's about reducing lift costs while also reducing income in order to balance it out and not adversely affect the energy market.

Wed, 11/09/2011 - 17:01
#12
Nodocchi's picture
Nodocchi
I don't even know how people

I don't even know how people interpreted my suggestion as reducing the difficulty of tier 1. My suggestion is to reduce elevator costs for tier 1 depths so new players can play for longer periods of time without complaining about running out of mist energy and balance it by reducing the crown payout.

Wed, 11/09/2011 - 17:27
#13
Master-Of's picture
Master-Of
No, I actually didn't mean

No, I actually didn't mean anything, I just posted the same meaningless reply as you did in my thread.

Fri, 11/11/2011 - 02:09
#14
Kevinblaze
Yeah all of my friends I've

Yeah all of my friends I've ever gotten to try SK dropped it because The first day you start playing you can not play for more than 1.5 -2.5 hours and then you are just done until the next real life day. Its simply not the way most NA players are used to getting into new games. Changing Tier 1 rewards to be lower but with 5 energy cost on elevators would help a lot. I'd have like 4 more friends playing this game right now <3.

Any friends I've had start playing since I started with those 4 I've just known in advance I'm going to have spot them energy to start for them to be able to get rolling in the game.

Powered by Drupal, an open source content management system