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Greater importance on the sub towns.

8 replies [Last post]
Thu, 07/26/2012 - 14:46
Videobun's picture
Videobun

I never really paid much attention to the towns in the clockworks before missions, and ever since the addition of missions, the towns really don't have much of a purpose at all. I have two suggestions that don't involve changing the crown or energy costs like others have suggested.

Missions at the towns: I though it would be cool if there were missions at the towns that would only be activated until you have gone through the previous depths on that gate (to prevent just starting up on the next tier to jump to them). These could involve things such as those ghost train tracks, the desk clerk asking for something, or the dark ritual in Moorcroft Manor. This would not only make the towns more important, but also make the Arcade more worth playing.

Make the towns like Haven: It would be kind of nice to have the towns like haven where you can see every other player in that instance. The elevators could be set up like they are in the arcade. In towns, each gate will keep their crown costs if the player has not gone through the previous depth. For example, elevators in Moorcroft will cost 200 crowns and 10 energy, assuming the player has not unlocked the same gate from the previous depth, and does not have an elevator pass. This would make the towns a hub similar to Haven, maybe with some nice little extra features only available in those places, so they are worth going to (I don't have any idea what would be added though).

Thu, 07/26/2012 - 16:07
#1
Ramorri's picture
Ramorri
I like both the requirement

I like both the requirement to go through the Arcade and reach the sub-town to do possible missions in them. I feel as if that can really spark some life back into the Arcade itself.

On Sub-Town Missions: There's some real potential to introduce more story into Spiral Knights with such missions (I for one would really like to see the sub-towns either expanded or explained-- for instance, what dark ritual?). One possible type of mission (discussed in another thread) could deal with the specific stratum of the levels below. For instance, a stratum with emphasis on beasts could have some beast-related missions. Using your example of a mission with the "dark ritual", perhaps the Kat requires materials from the floors below.

On Sub-Town Sub-Havens: I'm not too keen on this idea, if just for it seeming as if it is just a copy of the Haven above. In addition, with not many people playing the Arcade, the towns might seem pretty unpopulated. In addition, Emberlight could become a hotspot for beggers and spammers, who're attracted to the T3 knights.

Thu, 07/26/2012 - 16:16
#2
Videobun's picture
Videobun
I see what you mean by the

I see what you mean by the sub towns not really being too good for being like Haven, although Emberlight would actually only be accessible to people with 4*+ equipment, so it would actually do the opposite. It would be like a place for higher geared people to avoid spammers as well as be able to plan runs such as shadow lairs with other people they know are properly geared for them.

Thu, 07/26/2012 - 16:23
#3
Pdtopgun's picture
Pdtopgun
I'd love to see something

I'd love to see something even as simple as some more NPCs added, even the non-talking variety, just to give a greater sense of activity. For locations that are supposed to have a large number of undead or gremlins living in them, they're very much...empty. Emberlight in particular is a real ghost town, and there's a lot of potential there to add in some rogue gremlins talking about the King or the Crimson Order.

Thu, 07/26/2012 - 16:28
#4
Ramorri's picture
Ramorri
@Pdtopgun

I agree a lot with this! Some life to the otherwise empty sub-towns is a must!

Thu, 07/26/2012 - 17:28
#5
Little-Juances's picture
Little-Juances

Emberlight needs some love. But Moorcroft is actually a ghost town and should be left alone.

Thu, 07/26/2012 - 17:45
#6
Softhead's picture
Softhead
They used to be like that.

They them made it into it's current state to populate haven, yet ready room removes that need.

Fri, 07/27/2012 - 11:37
#7
Videobun's picture
Videobun
Alright, so this doesn't have

Alright, so this doesn't have much to do with the sub towns, but since each of those suggestions also deal with bringing more activity to the arcade, I think there could also be more of a reason to buy from Basil rather than to go to the Hall of Heroes. It's convenient, but also the same cost, so it's the only place to go, unless you're upgrading something like a token item (and a few other pieces of equipment, but the only one I can think of are the breaker series). The Hall of Heroes being convenient should also come at a cost, and Basil being harder to reach should have some kind of reward. I'm sure someone else has though of this as well, but I'm also putting it out there here for discussion.

Fri, 07/27/2012 - 17:13
#8
Firock's picture
Firock
Basil vs. Hall of Heroes

Well, there is one advantage Basil has over Hall of Heroes I noticed a while back. If you pay attention to the fine text when buying recipes in Hall of Heroes, you may notice that they automatically bind to you upon purchase. (Unless the final one after Vanaduke is an exception; I haven't gotten that far yet.)

Since you can't unbind recipes, that means that Hall of Heroes' recipes are literally impossible to sell at a profit. As opposed to metaphorically impossible, as in, "you will never get a good price for this because everyone can get it at the Hall of Heroes" which is still a problem with trying to sell any Basil recipes available in Hall of Heroes.

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