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Randomized Maps & Difficulty

4 replies [Last post]
Thu, 05/24/2012 - 08:33
Rionled's picture
Rionled

I'll try to keep this short so more knights would read it and maybe input some of their own ideas.

I loved playing Zelda as a kid and now that I get to play a multiplayer version of it now in Spiral Knights is awesome. This game is really addicting and any casual gamer can start playing and have access to all content quite quickly and easily (although it will probably take you a longer time if you dont buy a starter pack). I love that the clockworks cater more to problem solving skills rather than countless hours farming to get ahead in this game unlike some other MMORPGs and ARPGs.

With the recent barrage of patches that addressed gameplay (Gun dmg buffs, monster attack nerfs), the trend of watering down the content and turning the game into a haven for attack button smashers is really disheartening. Like I said, I love that you dont need to be a hardcore gamer and grind for countless days to have access to the items required to kill the hardest bosses (Inferno Diablo, anyone?). But at the same time, I'm not too fond of making the endgame content much easier as well. Give us the tools, don't pre-build it for us.

Last night, my guild wanted to see how fast we could clear regular Vana if we didnt mess around. Having memorized every inch of FSC, it look us just under half an hour to clear the entire thing without once getting into trouble and I'm sure there are far more experienced knights who can clear it even faster.

Heres ONE idea i propose: Randomized maps. A good team will already have killed trojans, slags, gun puppies, or whatever you name before it even gets a chance to attack. This lets you react to challenges as opposed to memorizing where to stand after each wave; every run can be unique and present its own challenges.

What do you think fellow knights? What are some of your ideas? (aside from just increasing/decreasing dmg which is kind of a boring solution)

- Ikkimotku.

Thu, 05/24/2012 - 09:48
#1
Golgomath's picture
Golgomath
The thing about pre-set

The thing about pre-set levels is that they are PRE-SET. I think Clockwork tunnels are more or less random.

Thu, 05/24/2012 - 10:07
#2
Rionled's picture
Rionled
I know that levels are preset.. I address that is the issue.

I mentioned that the fact that levels are indeed preset is precisely what makes it easy. I am aware the clockworks are random, I never said anything regarding that. My suggestion of creating random maps (maps being each level's layout incase I was unclear) would create more challenges and up the difficulty without simply increasing enemy hitpoints/damage.

I appreciate feedback but i would like it much more if you took some time to read and criticize properly or suggest some of your own ideas. :)

Thu, 05/24/2012 - 10:17
#3
Juances's picture
Juances
~

No. Just making random spawns isntead of rpedefined rooms wont increase the difficulty all of a sudden.
I havent even memorzed a single level outside of FSC and have no problems since i just throw mist bombs every 2 steps. besides msot monsters tend to satre for 2 seconds before reacting.

Yes, randomized maps will break monotomy, but thats it. Unless you make it spawn trojans with a sword already charged on my face, where's the difficulty gain?

Thu, 05/31/2012 - 12:21
#4
Rionled's picture
Rionled
Forgot about that new charging mechanic.

Thats right, i forgot about the new charge mechanic where you maintain the charge even when taking damage (A terrible change that does not reward good positioning and game awareness anymore). That does indeed make trapping easier as you can stand on fire and still drop your shiver.

And its true, the randomized map layouts per level would break the same old cycle and i am getting tired of the same 4 dungeons over and over.

The difficulty would still be raised due to random spiked areas and environmental challenges. An example of what im thinking of would be adding randomized breakable blocks, spiked floors, fire traps, and trojan/slag spawns in the final rooms in FSC and UFSC 27. That would just be one example.

I believe that that would indeed increase difficulty without simply raising and lowering numbers (which is very boring). Any ideas as to how to increase difficulty without relying on numbers though?

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