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Bring back a real reason for mineral turnin

7 replies [Last post]
Mon, 04/23/2012 - 19:05
Jaerin

Instead of using a confusing and complex system that has no real impact on the game add something much more acute and gratifying.

In the arcade when you step on the elevator have the a system that allows you to "buy" bonuses for that set of levels. Maybe you know that its going to be shock levels so if you turn in 10 blue 10 yellow minerals you have 10% shock resist for the levels. Or maybe make it that you can manipulate the level and instead of a shock level its a poison level or it "rolls" a new type. Something much more accessible and meaningful on an individual or group level.

Mon, 04/23/2012 - 19:24
#1
Luguiru's picture
Luguiru
Hold your horses

Before I begin for this thread I must make one thing clear: stop constantly making new threads for small things. Having one concept in a thread is for big things such as new bosses or enemies which require substantial information. Your threads thus far have been to increase an existing drop rate of items in the Clockworks for using the Arcade over missions and a warning noise for when your health is low. These are small and should all be in the same thread to conserve space on the front page while keeping your suggestions in a more easily accessible base.

There are several implicit rules when it comes to rebalancing existing content, one of them being to stay away from "pay to win" and "veterans only". It has been agreed that the crystals/minerals obtained in the Clockworks may not exceed their current cash in rates (1-5 crowns per single mineral varying by scarcity or excess) or provide a benefit over other players. Wait, that was the rule I was referring to: "only your equipment gives you stats*". No, no to buying buffs unless they are part of your equipment such as UVs or natural stats (i.e. Wolver has pierce and freeze defense). Also, ten blue and ten yellow is easy to get; +10% shock resist is too great a payoff for only twenty minerals. There are many players with thousands of minerals accumulated.

* Vitapods are technically not a part of your equipment but add more maximum health while in the Clockworks.

Also, this concept has been addressed and shot down already; multiple times if I remember correctly.

Mon, 04/23/2012 - 19:25
#2
Pokenuevo's picture
Pokenuevo
-1

http://wiki.spiralknights.com/Gate_construction
Seems good enough to me.

Mon, 04/23/2012 - 20:54
#3
Hexzyle's picture
Hexzyle
@Luguiru

Actually having a small thread for each idea is more prefereable, it helps players to comment on ones they like, and let the bad ideas die out.

His low health notification I reckon is amazing, but this one neeerrgh not so much.

Minerals are kinda a useful item if you know what to do with them. Otherwise, just leave them as the rather useless item they are.

Mon, 04/23/2012 - 23:41
#4
Fehzor's picture
Fehzor
With missions minerals are

With missions minerals are almost entirely useless. I'd love to see a new use for them, but it needs to involve construction of levels, and not pointless buffs.

Ooh, I've an idea-

How about a place where you can sell you're minerals to create a level of a given type! Like a custom gate, except that you're able to make merged levels, and it only lasts one level. The way it'd work-

Several gate dumping mechanisms accept minerals; then it finds their themes. It then merges the themes together, to create a level for the knights playing on it.

So lets say you end up making-

Gremlin
Slime
Ice
Beast

It would then take all of the permutations of the areas as status versus monster type, generate them as random segments, and stick them together in such a way that the beast/slime/gremlin/ice areas were closer together with 'random' as an added element. Like a giant merge, sort of.

Gremlin/Ice
Gremlin/Random
Slime/Ice
Slime/Random
Beast/Ice
Beast/Random
Random/Ice

Would be all of the possible themes for the levels that would generate; with a 25% 'chosen/Random' chance per segment, and a 75% 'chosen/chosen' theme

On the actual level, there would be no minerals, and the crown payout would be relatively high. This would make up for the fact that you aren't directly selling them, and would mean that players would be able to do said gate over FSC and jelly king to still make a profit- after all, that is the most attractive thing in a level. However, it would also prevent farming due to the need to acquire the 200ish minerals it would take, and would make an attractive area to play in.

Level generation from such a system would be epic, and would truly benefit the game in terms of staying a creative challenge for people. If only...

@Pokenuevo If the game "seemed good enough" then we wouldn't need this section.

Sun, 05/06/2012 - 13:01
#5
Blandaxt's picture
Blandaxt
its good.

@Fezor: i agree with your idea of a mineral dump. having a custom level would be exciting, but i have an issue to what happens when your in a party. is only the party leader allowed to customize the gate or the whole party?

@Jaerin: i'm not sure a buff is a good idea, just cause having an extra edge seems unneeded.

Sun, 05/06/2012 - 13:03
#6
Softhead's picture
Softhead
Why?

Seriously, why are you blind?

Sun, 05/06/2012 - 15:38
#7
Bluebrawler's picture
Bluebrawler
@pokenuevo

for once we agree on something

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