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Missions and Alchemy

7 Antworten [Letzter Beitrag]
Mo, 03/18/2013 - 07:42
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Putkinen

I'd like to suggest that the mission reward recipes be replaced entirely by a special alchemy machine located in the Spiral Knights HQ (formerly known as the Hall of Heroes) similar to the Krogmo and Sanctuary alchemy stations. Whenever the player progresses in rank, as our helpful supporting NPCs are chiming in on other matters of importance they'd inform them as an aside that they've been authorized access to new gear. One could then visit this machine and craft it without requiring any recipes to be learned.

As for other low-end kit such as the early (or even the entire) Breaker line, the machine for that could be located in the Bazaar. Creating or upgrading one's equipment would not cost any energy but instead require very limited quantity tokens that are sold daily by a nearby NPC and granted as mission rewards. You would still need the usual materials but no added crowns. New recipes would become available as the player progresses in rank and higher end gear would require stronger mist charges. The player could then choose what line of gear they'd prefer to make as their reward without costing them playtime or cluttering them up with crap recipes, increasing the use of kit such as the Bolted Blade or Thwack Hammers or even the otherwise worthless Cautery Sword. As is, players may not even be aware of their options seeing as recipes are scattered everywhere. A separate line of recipes could be used with any normal alchemy machine, instead requiring the usual investment of energy to allow people to mass craft low-end tat for their PvP needs.

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As an aside, I'd like it if you actually upgraded your existing Proto weapons as the flavor text suggests as you use the machine. First into Bolted/Charged for the mission, and then a sidegrade into an element of your choice should you want to spend the materials. The end product doesn't need to be higher tier if no energy is expended.

Mo, 03/18/2013 - 13:19
#1
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Skyguarder

Sorry, no thank you. I'd rather not upgrade the 0* gear. I don't want some lines from T1 to T3 (0* - 5*).

Mo, 03/18/2013 - 13:27
#2
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Softhead
Well,

What is actually the point of upgreading Breaker lines? dead ends.

You can get them via CW, and there is the fact that 0-5* lines= Ragecrafing and more powerful UVs.

I have no opinions about the Mission stuff. Personally, it doesn't matter, but I don't want to warp there when there is a nearby Alchemy machine.

There is the fact that Umbra Driver and Plasma Cap would be dead ends as their other upgrades are in Basils.

TBH, before missions, Kozma sold the Cobalt lines.

Mo, 03/18/2013 - 15:22
#3
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Skyguarder

Winmillion should be upgraded :3

Mo, 03/18/2013 - 16:39
#4
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Little-Juances

I'm not sure if I fully undertand the idea but removing energy costs, recipes and stuff woul have a big impact on the economy.

Di, 03/19/2013 - 05:47
#5
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Putkinen
Sigh.

At no point did I imply that 0 star items would get their lines extended. I don't even get where you got that from. I was simply suggesting that dead end lines receive a new upgrading mechanic, making them more worthwhile as filler gear, giving them an actual purpose. Most of the gear in the game would be entirely unaffected seeing as it's already good enough to warrant energy expenditures. For instance, the Cautery Sword would still be garbage that is quickly discarded but it'd serve a purpose in helping players not get stuck at The Sovereign Slime should they be too poor to afford anything else. Ragecrafting Searing Edges would not meaningfully change. If you bought a mist charge for the purpose every day, you'd get to make 11 of them instead of the usual 10.

The way recipes are right now, you'll end up spending so much crafting that Wrench Wand of yours that you'd have been better served buying a 2 star Brandish instead. That's assuming you even know the weapon exists or can be bothered cluttering up your list of recipes for it, not to mention being willing to give up an elevator ride early on in the game just to craft something that's quickly replaced. At that point the goal should be about getting players hooked and upgrading and creating things serves nicely as a tutorial in addition to being fun.

The Hall change is really just for flavor.

Di, 03/19/2013 - 18:52
#6
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Trats-Romra
@Softhead I don't think that

@Softhead
I don't think that breaker lines will continue in this way. I think that the devs don't thought nothing to them. Maybe, in future, they can be balanced and continue tha alchemy line, maybe when the OOO get more devs, because, sincerely, the dev's team is too small.

@Putkinen
I suggest to you don't try to change the game's mechanics, because it implies many changes in the game, which can harm it.

Mi, 03/20/2013 - 08:20
#7
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Putkinen
Hmmph.

The change in mechanics would only really apply to otherwise useless low-end tat though. I can't imagine it'd do more than serve as a fun tutorial into crafting and a little flavor. We already have those machines in the game and they seem to cause no issues.

I rather wish they'd split the Krogmo machine into several. Finding the bit you want in that list is a chore. Then again, all crafting menus should be sorted by stars.

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