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Remove energy gates, mecha knights and activated turrets from the game (pay energy to unlock the gate or activate mecha/turret)

13 replies [Last post]
Sat, 08/03/2013 - 14:10
Round-Shinigami's picture
Round-Shinigami

I believe energy gates are a thing of the past now, with mist energy gone from the game. They cost 3 energy and are not designed to give you more than take from you. With a rare exception when they give you an item. But that exception has happened, like, once in 3 years I played SK. Once I received a 4* item from a treasure box, but not from a locked gate treasure box. The best items I've gotten from locked boxes were tokens, like primal token.

I offer not to simply remove the gates, but to replace them with sealed gates. Once seal is broken, it summons enemies, and defeating those enemies finally opens the gate. These few enemies drop nothing other than hearts, and the gate should have a monster or seal sign on it.

Danger rooms should also be free to enter, and have a warning that fighting in a danger room is hard, and purely optional, should mention the fact that after entering there is no way back until you complete it.

Reasoning: in the past 3 energy wasn't much as you could use mist. Now, with mist removed, you are forced to spend real energy on opening those gates that almost guarantee no reasonable payout.

Added
Please also remove activate-able mecha knights and turrets in jelly farm lands. Requested by Juances.

Sat, 08/03/2013 - 14:15
#1
Juances's picture
Juances

And mecha knights. And that turret on jelly farms.

Sat, 08/03/2013 - 14:17
#2
Round-Shinigami's picture
Round-Shinigami
Juances No! My mecha knights!

Juances
No! My mecha knights! I use them!
Ok, last time was 3 years ago for an achievement.
As for guns - spinned it for a test.

I agree, they serve no real purpose these days.

Sat, 08/03/2013 - 14:20
#3
Demonicsothe's picture
Demonicsothe
Still a ce sink, which Sk

Still a ce sink, which Sk always needs. Even if the ce cost is ridiculously low these days...

However, you can deal with the gates like you have before the energy change. Not opening the, just ignoring them. I feel like the idea of fighting enemies for boxes is encompassed by the danger rooms. And some areas have an ambush feature around the treasure boxes as well, though sadly those are rare.

3 mist wasn't much. But with the lack of energy required to dive, that's hundreds and thousands of ce saved, unless you were the kind who only ran on mist. This means you have a surplus. And the heating/upgrade changes means that crafting is cheaper now, further saving you energy.

Keep the danger rooms, keep the energy gates. They're fine.

Sat, 08/03/2013 - 14:30
#4
Round-Shinigami's picture
Round-Shinigami
Demonicsothe I'm the kind who

Demonicsothe
I'm the kind who always had elevator pass. Since day 1 it was introduced.
I'm the kind who contacted SK support team the day my elevator pass expired and I couldn't buy another (1 per account it said). Luckily, they introduced better deals soon enough, and prolonged ele pass eventually.
I always dealth with energy gates and mecha knights the way you mentioned: ignored them. I didn't ignore danger rooms, though, at least not most of them (learned the hard way which ones are to be ignored).
I'm the kind that is ready to pay energy to play 23 arenas in a row. They're fun.

I'm the kind that believes old, rusty, useless things should be removed and/or replaced with something more interesting.
For example: removing energy gates and replacing them with ambushes with trojans and healers. Hard enough? Or a bunch of wolvers. Or hidden switches. Or something of that sort.

Sat, 08/03/2013 - 14:34
#5
Demonicsothe's picture
Demonicsothe
And I have nothing against

And I have nothing against you for playing this game your way. I just feel like that there are better things for the devs to work on

Mon, 08/05/2013 - 02:26
#6
Tanonev
I agree that energy gates

I agree that energy gates don't fit well with the new energy system. Before, a typical 10-level dive would take long enough that you would have some spare mist anyway to spend on energy gates. Spending crystal energy on them always felt excessive, though.

On the other hand, I do like the idea of blocking off areas with some cost to entry. What if the gates cost health equal to 1 tier-appropriate health capsule (3 in T1, 6 in T2, 12 in T3)? It would be a significant cost to the run (especially if you decided to invest it in a danger room), but the cost would be paid in a more transient currency, like before.

Mon, 08/05/2013 - 02:53
#7
Hexzyle's picture
Hexzyle

Pay the cost in Sparks of Life or Heat Crystals? Seeing as some people have a lot of those.

Mon, 08/05/2013 - 02:58
#8
Quotefanboy's picture
Quotefanboy
I personally thing there

I personally thing there should be more off-hidden paths with awkward off-pathed switches that you need to shoot/hit with a pot in order to get in order to open these extra reward gates.

But I agree. the 3 ce thing should be removed for a system that fits this new system better. Monster lock would probably be best. The main reason you should open those gates is in hopes of getting more heat crystals.

Mon, 08/05/2013 - 08:52
#9
Alfiesr's picture
Alfiesr
Turrets and mecha knights

Turrets and mecha knights should cost crowns to activate, but any and all energy-activated entryways should do the monster lock thing.
For bonus points, Danger Zone gates should spawn monsters of a higher difficulty/tier similar to the actual danger zone fighting area so that new players who want to see what it's about can quickly realise that you do need to be properly prepared.

Mon, 08/05/2013 - 09:15
#10
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Well, look at it like this:

Open the gate, and you may get a Spark of Life, Alchemy Orbs, or Heat Crystals from boxes. These cost ALOT more than 3 energy. If you play elite, you probably will get at least one of these.

I find it a good deal and am finding myself opening these gates every time if I'm in Elite.

Mon, 08/05/2013 - 13:58
#11
Blitzsonic's picture
Blitzsonic
I would support this, since

I would support this, since the drops got nerfed....(you can read my long comment here: http://forums.spiralknights.com/de/node/85820). it would be good, since the original ones were "free" and paid with mist energy. Crowns could work, but then we are back at the"pay crowns for crowns" thing what most players don't like. I got the idea that heat could be used for it instead, what do you think about that ?

Mon, 08/05/2013 - 15:17
#12
Kripur
Having experienced only a

Having experienced only a handful of events concerning the energy gates since the removal of mist energy (and typically playing on Elite as a 2* player), I don't really see a reason to get rid of them. On top of what else has been said here, going on some values:

100E = ~6,400Crowns -> 3E = ~192CR
10 Spark of Life = 200E -> 1 Spark of Life = 20E
50 Warm Fire Crystals (2*) = 85E -> 3 Warm Fire Crystals = 5.1E
3 Simple Orbs of Alchemy (2*) = 50E -> 1 Simple Orb of Alchemy = 16.66E

It comes off as very lucrative to open these gates, especially on Elite, as Autofire said. On top of that, the crown gain from opening the boxes can offset the loss for the most part if nothing worthwhile is actually found. It's very much a safe bet.

Considering I can't speak for the rest of things that are paid with Energy in the Clockworks, that's all I have to contribute on the matter.

Mon, 08/05/2013 - 21:44
#13
Klipik-Forum's picture
Klipik-Forum

As others have said, the increased chance to find valuable rare items offsets the now-non-regenerating energy cost. On the other hand, small gates like in Scarlet Fortress are still unprofitable, so I suggest all boxes in those rooms should be red, and there could be possible more of them. Or the cost could be reduced.

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