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A collection of suggestions

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Mon, 02/27/2012 - 14:05
Speedran's picture
Speedran

I have a lot of suggestions in mind right now, so instead of making a whole array of topics, I'm just going to make one.

Before I go into this, I would like to ask whoever is reading this to please read through this completely before just throwing out criticism that may possibly be far from accurate.

Suggestion #1 - A few improvements to Guild Hall

In games where guilds have their own special area, it's normally worth having, it's used often, and it's a big part of the guild. With SK, the guild hall is a little empty space that is unused due to having no real purpose other than guild meetings, and then those aren't even needed. No, I'm not suggesting it be gotten rid of, I'm suggesting it be improved so that there is a reason for it's existence.

Improvement #1: Guilds like to have competition between one another, either for fun, or just to see who's better than who. SK does have lockdown with a guild option, I am aware, but sometimes people would just like to do it for fun - not have to have an intense competition every single time they just want to duel for something to do with their fellow guild members. So, here's the idea; remove the barricades on the left side of the Guild Hall, this will lead to another room where guild members can arrange a "battle" with each other, having as many as 8, and as few as 2 guild members fight in teams (if there are 4, 6, or 8 players), or in free-for all, there would be no fee for this feature, and no earnings as a result. It's just a feature for fun, for guild members to fight one another. This would also provide a reason to use the guild hall.

Improvement #2: Right now, there is very little "cooperation" among guilds. Not as in, they conflict and hate each other, but what I mean is that guilds simply don't really have much they can do as a guild that is any different from what them just being a group of non-guild members would allow them to do. So, here's a little idea; It's called the "Guild Storage", This would be accessed via an elevator located on the right side of the Guild Hall, against the wall near the crafting station. This elevator is free to take. It takes you to a room where there are various "storage stations", one for each type of possession - Crowns, CE, and equipment. All 3 have a public and private feature. The private feature allows you to store CE, crowns, and equipment separate from your arsenal, acting as sort of a bank. Why would this be helpful? Simple. Ever had CE you bought, but didn't want to accidentally use? Or a similar situation with crowns? You could store them in the private guild storage, and then just get them when you wanted/needed to. As for weapons, when crafting new weapons, you tend to not really use the weapon you are crafting until it is at the level of your other equipment, because, until then, your other equipment is much better (the only time you'd really use it is to get it to the right heat level for crafting), but if you're crafting a large amount of weapons/armors/shields/etc, then it can quickly clutter your inventory, which is annoying to look through when it gets quite full, with this, you can store these excess, temporarily-unused weapons in an additional guild storage, and then have them available, separately, when you need/want them. To your convenience, there would be an additional crafting station located in the storage room. Then there's the public storage; this allows you to publicly store crowns, and CE in a "guild pool", which is available to ALL users, allowing any user to use the crowns and CE in the guild pool, which is provided collectively by other guild members. In addition, you can store weapons publicly, which gives guild users a "secondary inventory", what this is, is it is a collection of all the weapons and armors stored in the public guild storage. The only one who can remove their weapons/armors/etc from the public storage, is the one who put it in there, it is then returned to their inventory exclusively. However, other guild members may use anything stored in the public guild weapon and armor storage, but only when in the clockworks (this prevents noobs from equipping 5-star weapons and armor from the guild storage and running around haven and the like trying to show off stuff they don't even own), in addition, weapons/armor that you borrow from the guild storage have a symbol on them that shows they are weapons borrowed from the storage, and it displays who the real owner is. If a weapon or armor that you are borrowing is removed from the storage while you are using it, you will still be able to use it for the depth you are currently in, however, as soon as you go down to the next depth, you will be forced to change equipment.

Improvement #3: Sometimes guilds like to do in-game shopping and the like on their own, versus being bugged by random users who send them random guild invites, and friend requests, and/or demand free gifts for nothing. So, to allow for this, another expansion would be added to the guild hall. The barricades that are located on the right side, blocking a hallway that leads to the south of the screen, would be removed, opening the path to another room. This room would be quite large (about the size of the town square in haven), and would have everything the guild members need. In this "guild shopping center", there would be an auction house (which is linked to the one in haven), a crafting machine, gun, bomb, sword, shield, and armor shops, an accessory shop, brinks (token trader), a spiral quartermaster, and a Basil-like character who sells 5 recipes for each star grade at a time (5 1-star, 5 2-star, 5 3-star, 5 4-star, and 5 5-star recipes at once), which are selected at random, his wares change every 12 hours (or 24, depending on which seems better). This would again, provide more uses for the guild hall.

===================================================================

Suggestion #2 - Elevator voting and other small improvements

Improvement #1: This idea occurred to me a long time ago. I've noticed that most people (myself included), when doing runs, tend to wait at the elevator for the desired level to be switched to when applicable (say there's an elevator that has the option of going to Devilish Drudgery or Ice Maul Arena - I'd wait for Ice Maul Arena because my equipment is better suited for it, and it's more profitable), but it is annoying to sit there waiting. So I thought of an idea - Elevator voting. When you step on the elevator as a group, the group can, if applicable, vote on which level they'd like to play out of the ones available, the one that gets the most votes, is the one that is chosen, if the voting comes to a tie, then the level is randomly selected between the levels that had votes. Voting would NOT occur on elevators that only have one level it can go to, nor would it occur on randomizers (so that people can't just automatically go to Treasure Vault or Graveyard all the time). This doesn't harm anything, really, because people just sit there and wait for the desired level anyway, so all this does is remove the long waiting process, while still providing the need for luck on randomizers. And before someone says "but then they'd just go for arenas all the time", I'd like to say that's not true, yes, Arenas are more profitable than normal levels, and yes, people prefer them over other levels, however, people are just going to sit there and wait for the elevator to switch to the Arena anyway if that is the level they're determined to play. In addition, sometimes people actually would like to AVOID the arena where it is possibly too hard for their skill level and/or equipment (such as ones with fiends and shock at once).

Improvement #2: When soloing, it would be nice to have the elevators (at least in arenas) not automatically activate the moment you step on them by the slightest inch, I've had a few moments before where I went to the right of an arena "victory room" to destroy the lamps (which sometimes gets you 50 crowns), and, out of habit of doing coop, walked across the elevator as a shortcut to the second lamp, and it activated and I just missed out on the possibility of doing the other two sections of the arena. So, when soloing, it would be nice if elevators are activated by the user standing on them, facing the monitor on it, and pressing the right mouse button.

Improvement #3: This is a small addition to the prize spin at the end of levels. After your spin is complete, you could have the option to spend a bit of CE for an extra spin (I'd suggest 10 CE, since that's the price of one level), this adds a little more use for CE, and a new feature for the prize spin.

===================================================================

Suggestion #3: Nerfs and buffs

No, this is not for any weapon, or armor, or some noob QQing about 5-star shock weapons in Krogmo Coliseum, or any of that. This involves enemies specifically, namely, Fiend and Undead. While playing SK, I've noticed that Beast, Construct, Gremlins, and Slimes are just right when it comes to the difficulty increase as you go into deeper depths, and the challenge they provide with the tactics you must use depending on what enemy it is and what weapon you're using. However, Undead and Fiend are different when it comes to this. Not all of undead, but some of undead needs a buff, Howlitzers are perfectly fine, so are Kats, and Phantoms, however, Zombies are not even a remote threat, when I do runs, I tend to view Zombies as free heat, crowns, and materials. Their attacks are easy to dodge, deal little damage, and it doesn't take much to kill them. They should be buffed a bit so that they deal more damage when they hit, they're a little faster with their attacks so it's not so insanely easy to dodge, and they have a little more health, so they don't die so easily. This would make Graveyard more of a challenge versus an easy enemy-filled version of Treasure Vault, because that's pretty much what it is right now. And then there's Fiends. Before someone reads this and goes "lol this noob probably doesn't have good weapons or skillz, lolz", I have a Blazebrand, Blizzbrand, Avenger, Faust, Calibur, Brandish, Nightblade, Blackhawk, Antigua, Strike Needle, Pepperbox, Blaster, Blast Bomb, Heavy Plate Shield, and Ash Tail Cap/Coat. So no, I'm not some inexperienced noob who knows nothing about the game or how to play it. Fiend is insanely overpowered, even against weapons that they are supposedly weak to, they have high accuracy, they're very quick, they're quite hard to dodge, the deal heavy damage and status effects, and they come in groups quite often. They need a nerf, not a huge one that makes them so easy to beat that anyone can do it, but at least to the point that it's not a death sentence if you happen to be forced into an arena with fiend in it. Decrease the speed in which they attack a small bit, slow down Greavers a small bit so they will not be able to just trail you and always hit unless you shield (which doesn't help much because then they just surround you, and keep unleashing blows and status-inflicting patches that beat down your shield along with their attacks), decrease the damage Greavers deal, and the time their status-effecting area lasts down a LITTLE, and decrease Devilites' accuracy just a slight bit, and slow down their attacks a small portion. Trojans and Silkwings do not need any nerfs/buffs.

===================================================================

Suggestion #4: Mission creator

This was an idea I had for an addition the missions system that would allow players a little more creativity, fun, and interaction. When players select the "mission creator" tab, it gives them a list of player-created levels, and lists their rewards, along with a button that you can click to begin making your own level. Each level you design costs 10,000 crowns to create, the mission "editor" has various "parts" you can add - level "parts", backgrounds, enemies, special items (like ally knights and the like), and the background of the mission, with a limit on certain things (such as treasure boxes and enemies). Once you have put together your mission, you get to name it, however, before you can actually put it up on the list of player-created levels, you must beat it yourself (it gives no rewards, and costs no energy to do), once you've completed the level, you are given the option to have it give out a reward, which is given out from your inventory (you do not get to keep whatever you take out of your inventory and use as a prize), once the level is completed by another user the first time, the prize is no longer given out anymore, but the mission can still be played by other users, they will not however, receive any special rewards.

===================================================================

Suggestion #5: New Antigua line

Recently, there was a patch involving the modification of the Blackhawk/Sentenza, and the Silversix/Argent Peacemaker. Don't get me wrong, I love these changes, they make these weapons much more useful. However, I feel there should be an Antigua line added that deals piercing. The Antigua itself deals Piercing, and the Blackhawk/Sentenza and Silversix/Argent Peacemaker used to have piercing split with their shadow/elemental damage. Now that the Blackhawk/Sentenza are officially Shadow guns, and the Silversix/Argent Peacemaker are now completely Elemental, it only makes sense to add a new line that deals piercing. This would be great for fighting Beast, and the ever-so-annoying Fiends. I've seen a suggestion on the forums for a "Snarbolax gun" and it looks like it would be a pretty good idea for a 4-star/5-star piercing Antigua. There are not many piercing weapons as it is, so adding a new piercing line for the Antigua would be great.

And that's all, feel free to provide constructive criticism, and feedback.

Mon, 02/27/2012 - 14:33
#1
Severage's picture
Severage
o.o

#1: Nothing to say here.

#2: (Improv. #2): +1 to this one.
(Improv. #3): 10 CE is a bit much..there's nothing except for a Mod Calibrator or sometimes a Lockbox that you can get that is actually worth 10 CE.

#3: +1 to making Zombies more powerful (PS: They're so weak because they've had probably like 5 nerf patches), but -1 to Fiend nerfs. I like that there's at least one hard family of monsters in this game, I don't think they should all be equally powerful. The only thing I'd change on Greavers is to make the status-effect cloud visible after they attack.

#4: I like this...but I fear that farming them could be very lucrative. Too lucrative.

#5: Since you mentioned you saw the thread, I won't post the link to it here...but I think you should post the link yourself in your OP.

~Sev

Mon, 02/27/2012 - 14:37
#2
Schattentag's picture
Schattentag
Er...

Didn't read anything in too much detail, but here are my preliminary responses to your thoughts:
Suggestion #1: Guild Updates
Suggestion #2: Might be cool, but I personally would never pay 10ce for another go at the prize wheel because hardly anything on there is worth that much
Suggestion #3: I know for a fact that there are several threads about how zombies used to turn while attacking and how they're super easy now, and about how fiends need a nerf (this is just the most recent iteration). But meh, +1 for zombies, -1 for fiends.
Suggestion #4: Might be cool, but it would be a lot of time. effort, and crowns seemingly for nothing...
Suggestion #5: Yeah, the Snarbolax Gun

EDIT: looks like Sev beat me to it, but my thoughts stand

Mon, 02/27/2012 - 14:41
#3
Speedran's picture
Speedran
@ Sev:

I did not notice your topic, I rarely come on the forums as it is, for I usually have little need to.

It's an extra spin you wouldn't normally have, but I suppose 5 CE could work.

They'd still be challenging, just not insane.

Not really, since you get pretty much the same earnings you would from a normal level, and it still costs 10 ME/CE to play each level in the mission.

Mon, 02/27/2012 - 14:44
#4
Aemicus's picture
Aemicus
Oh, you just created a thread

Oh, you just created a thread which strangely enough, is kinda copying this one...

http://forums.spiralknights.com/en/node/42637

Mon, 02/27/2012 - 14:44
#5
Serell's picture
Serell
I think 1 ce would be a good

I think 1 ce would be a good price to spin the wheel again, there really aren't any good items, you can't get a bigger crown prize than 50 cr, and anything else is super hard to get.

Mon, 02/27/2012 - 14:59
#6
Severage's picture
Severage
@Speedran:

I don't think they're "insane". Devilities are only hard when you're lagging, Greavers are arguably the hardest mob in the game. Flourish-lines dispatch them much more easily than most other weapons, having a large radial first attack and being Piercing damage. Trojans are just lumbers with shields.

But again, I don't think Greavers really need to be nerfed, just have the status-effect cloud more visible. I (think) I can see it on Shocking Greavers, but on Fire Greavers I can't tell it's there. The only way you know it's there is if your shield starts taking hits every .5 seconds.

Dang, with so many Fiend Nerf requests now, I can't wait to see when a T3 Fiend boss comes out and people try to do SLs...hehe..

~Sev

Mon, 02/27/2012 - 15:12
#7
Juances's picture
Juances
~

Easy way to tell user-created missions are unbalanced:

-Create a level full of healers and no enemies
-Trap melee enemies so they cannot harm players making them easy to finish with a gun.
-Put all treasures possible at the start of the level. Destroy boxes, go to heaven, repeat.
-Place an army of allied NPCs right from start.

The only 'fix' i can think of is letting GMs check and approve every mission, but it sounds too time-consuming.

Mon, 02/27/2012 - 15:17
#8
Triplescrew's picture
Triplescrew
#2 I like lift activation

#2 I like lift activation thing. But does that applied to parties too? Or it will still act like a trap when full party in?

#3 Zombs are ok now ( If u notised they now bodyslam us when attemping to grab and eat our jelly helm). About shock greavers...I think shock itself need a change. All same but remove "stop for spasm thing". Like while spasming u still can walk but cant attack or shield. Movement blocking is too cruel for me.

#5 I wunt a 6 shot piersing gun. BUT i dislike snarbo gun idea ( There TOOO much of snarbo ingame already). I mean really Snarb set got Sword,Shield,Bomb,Armor,Helm... Not enough?
My suggestion is Antigua - Rivet gun - Penetrator .

Mon, 02/27/2012 - 15:22
#9
Asukalan's picture
Asukalan
Suggestion #1 Yes Suggestion

Suggestion #1 Yes
Suggestion #2 No - with current crown sum up on end of lvl, and sites with statiscics, everyone would always choose most profitable lvs and then whin about lack of lvls, while they would on purpose skip all others. Also its the part of the game, wait or go what clockworks gives you.
Suggestion #3 - Another plea for help from crybabies who dont have right gear, dont know how game works, bough their way up to higher tiers and dont know how to play - NO TO NERFS OF FIENDS

And you having many weapons, you could even buy them with $$$ CE and went straight to battle. Knowing how to play =/= making use of it, in real battle and adjusting your information to always-changing situation in current fight. And at least, you can write anything here, but asking for nerf speaks by itself, no matter what you claim to have and know.

Spiral Knights ForumsWhat i wrote was about fiends, but apply to all pointless and silly NERF requests

Suggestion #4 No prizes and cost to make? Yes please, crown sink one more time.

Suggestion #5 Cant say no, cant say yes. Personally i would like to see Magnus Shadow damage line.

Mon, 02/27/2012 - 15:51
#10
Ulmyr's picture
Ulmyr
-

#1: I really can't see anything wrong with putting this in and it'd do really nothing but end up having there be more to do in the game. +1.

#2: I like the idea of the private/public guild storage for CE, crowns, and equipment, but I'm going to have to say that giving all guild members access to any equipment anyone puts in there would be anathema to crafting if you could just make one piece of equipment and suddenly all guild members have access to it forever if you put it in the chest and leave it there, nevermind what would happen if that player leaves the guild. In addition, having equipment not be bound in storage would lead to really unfortunate consequences, like exploiting the system to allow for crafting up to 5* without ever binding a weapon/armor/shield to a user. Yes to the first part, big no to the second. It just gives too huge of an advantage to being in a guild (especially a large one), and the amount of bugs and exploits this would create would make it dizzying to implement for both the coders and the players. -1.

#3: Zombies need a buff badly, YES (some others do as well, including the new Retrodes and the currently-pathetic Alpha Wolvers). I created a thread earlier about Fiends (Asukalanforum was kind enough to link to it and his insightful posts on the matter), but it was quickly derailed into a flame war, so I'm not sure how this thread will turn out. I'm just going to say now that I think that Fiends are a broken encounter which aren't fun for anyone, they're the only mobs in the game where you are reliant on equipment pieces specifically tailored to them to have an easy time against them, and in their current state they don't support skill-based play but instead just grinding up enough good gear to defeat them. Given the sheer amount of people (myself included) who want them nerfed, it's something to look into. +1.

#4: Like the last half of number 2, I have issues with this since it seems way too easy to exploit, and the vast majority of missions that come out would either be crappy, thrown-together abominations or gargantuan mazes with unstoppable armies of Scuttlebots and Gremlin Knockers for the biggest crown farm you'd ever dreamed of, with some others being filled with hundreds of Greavers, Mecha Knights, Devilites, Kats, and Phantoms just to annoy players searching for a worthwhile mission. Going to have to say no to this one, mostly just because of the sheer potential for abuse in the system, as well as the fact that the game Spore tried a similar system and the results were almost entirely negative, with waves upon waves of terrible missions coming out. -1.

#5: Yeah, now that the Argent Peacemaker and Sentenza are pure Elemental/Shadow, I'd like to see an equivalent Piercing gun, since it really makes absolutely no sense for the only antique HANDGUN in the game to only have upgrades that deal anything but Piercing damage, and it even starts out with it. Maybe have the line be called something like Antigua > Mediator > Ceasefire, for an ironic political/neutral bent. +1.

P.S. And don't get too riled up by Asuka, he's already been fairly explicit in being against all nerfs ever and likes to go into any discussion topic and muck it up with extremely aggressive flaming and trolling.

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