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Spiral Knights - no mist, no elevator cost reworked

23 replies [Last post]
Tue, 08/06/2013 - 11:24
Josphirat's picture
Josphirat

Hello, Im kind of veteran player (1250+ hours, about 2 years played) and I understand how everything works in this game also I understand that you need to make money on it.
I decided to post this, because last changes made it pay or grind insane amount of time game, which is bad for players that cannot spend money or don't want to spend money for ingame things. Some of good working ingame mechanics were changed to broken or bad working and here is my solution to fix them:

1. Reriving and usable items share.
Bring back:
- Teammate reriving by giving half of hp and heat share.
- Vial, Health Capsule and Vitapod share.

These were best mechanics in this game, orginal and simple, I see no reason to not bring them back.

Increase cost of reriving by:

1st death - 1 Spark of Life
2nd death - 2 Sparks of Life
3rd death - 3 Sparks of Life
4th death and more - 5 Sparks of Life

Change cost of Sparks to 100 energy for 10.
Sparks of Life still remain as Prize Box drop.
If player have not enough Sparks of Life to rerive he can buy them in popout window:

Not enough Sparks of Life?
[Buy 10 for 100 energy.]

Not enough energy?
[Buy energy on market.]

2. Forge and Crafting mechanics

Forge tiers:

1st tier
-Increase item lvl by 1 with stored heat.

2nd tier
-Increase item lvl by 2 with stored heat.
-Slight chance to win Forge Prize box.

3rd tier
-Increase item lvl by 3 with stored heat.
-Good chance to win Forge Prize box.

Chance of forging is always 100% at all tiers.
2nd tier cannot be used once item reach level 9.
3rd tier cannot be used once item reach level 8 and 9.

If you want keep old crafting time, because there is no longer elevator cost:

-Increase amount of Orbs needed for crafting to 4.
-Orbs still remain as Prize Box drop.
-Orbs can be bought in supply depot in 1,2 or 4 packs:
For example:

Eternal Orb of Alchemy
1 Orb - 225 energy (cost more, but when you have 3 as loot from Prize Boxes you will be happy with this price)
2 Orbs - 450 energy
4 Orbs - 800 energy

3. Loot share on/off, mob specific materials

Party Leader can now switch on/off Loot share at the beginning of map once party has 2 players.
If player plays solo then Loot share is turned off.
Bring back mob specific material drops. (since there is no elevator cost you can explore every gate and map)
Vials, Health Capsules and Vitapods are always shared items.

For example:

Loot share on:
+25% materials and crowns
Minerals are shared, all party members getting amount equal of mineral size.
One person can pick up loot for everyone.
Materials are randomly assingned to players, but everyone gets 25% more of them overall.
Rarity items, tokens and heat from Prize Boxes are shared items. (rarity item - 1 for every party member, token - 1 for every party member, heat is split on all party members)

Loot share off:
+25% chance to find rarity items, more minerals
Minerals are not shared.
Everyone must pick up their own loot.
Everyone has their own random loot.
Higher chance to get mob specific material. (as it is not assingned randomly to players)

4. Minerals, Gates and Spirites food.

Spirites food must be player bound item, since players are crafting their minerals and selling them in Auction House, none deposit them in gates.
Player can craft only food for their Spirite type, minerals not matching Spirite type can be only sold at gates.
Increase value of sold minerals in gates.

That is all.

Tue, 08/06/2013 - 11:40
#1
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

1) All of one, no.

2) No, especially to lowering the price of Orbs.

3) No. And no to Loot Share because if a True Love Locket or a Darkfang shield appears, two more knights can join for the $.

4) No, and we should be able to sell and craft different foods because we chose to grab 6 Luminite instead of one Crimsonite. The Birdsong company doesn't have THAT much money to increase the value of deposits, now do they?

"That's all of it."

I'll be sure to copy-paste this link on your next mega-iwntdiskthxbai thread.

Tue, 08/06/2013 - 11:49
#2
Josphirat's picture
Josphirat
Im not posting this to argue

Im not posting this to argue about my points with other players, Im posting this so developers of game can see that their game changes made it bad. Even unplayable at some point.

Tue, 08/06/2013 - 11:52
#3
Juances's picture
Juances

Loot sharing and a 25% crown bonus? alt farming again!!!

Tue, 08/06/2013 - 12:02
#4
Josphirat's picture
Josphirat
Please read first, then post

"For example:" I'm not saying that it must be "+25%", but it makes sense more knights - more loot. (as they can carry more) Also allowing one connection from ip/hardware id (like other games do) can solve alt farming issue.

Tue, 08/06/2013 - 12:07
#5
Hexzyle's picture
Hexzyle
@Josphirat

Im not posting this to argue about my points with other players, Im posting this so developers of game can see that their game changes made it bad. Even unplayable at some point.

Then email it to them. Don't put it on the community forum if you don't want the community to see it.

Tue, 08/06/2013 - 12:11
#6
Skyguarder's picture
Skyguarder

No to everything.

Tue, 08/06/2013 - 12:58
#7
Josphirat's picture
Josphirat
Read and understand, then write.

@Usevnsevnsixfivfor, Skyguarder

It took me alot of time to write this and then translate(about 4-5 hours), you are insulting me with your short responses what make no sense whatsoever.

@Usevnsevnsixfivfor
Read and understand text then write something.

@Hexzyle
This is my first activity on this forum, I don't know where I could find their mail. I think, I will wait for moderator or someone who could help me...

Tue, 08/06/2013 - 13:15
#8
Hexzyle's picture
Hexzyle
@Josphirat

http://wiki.spiralknights.com/Support_Portal

Use any of the "Contact Support" links.

Tue, 08/06/2013 - 13:30
#9
Josphirat's picture
Josphirat
no access thru steam

There is some kind of problem with logging in with steam account on wiki. It just don't do anything. :L Thank you Hexzyle, but I need pure mail without logging in.

Thu, 08/08/2013 - 13:20
#10
Ultranuma
NUUU

Everything changed when they updated to missions. Now, they changed the whole game! WHY? SK WAS a great game! Why did they have to ruin it? Accessories used to cost 6k per item, not even noobs have them, FOR FREE! Why? I hate sk developers now :(

Thu, 08/08/2013 - 14:01
#11
Warp-Master's picture
Warp-Master
GET DUNKED SON

I'm going to pick apart the OP for a bit.

1: Sharing pickups, while nice, resulted in people filling their inventories with pills and nothing else to heal their way through bosses. As for revives, there's a thread for that.

2: This is just plain silly. While I agree that the failure chance for forging is weird, multiple level-ups aren't a good replacement; remember that the Forge is intended as a roadblock to progression so that you actually have to play the game to advance or else bleed energy in the Supply Depot. Regarding crafting, Orbs need to be more common, not less. Not everyone's a Vanguard, after all.

3: what is this i don't even :S I can't even process this, it's so weird. Come back when you lrn2 game design.

4: While in general I think that binding more items is bad, your sprite food suggestions here might be a good idea to keep the Arcade from slipping into all Freeze all the time. Increasing gate payouts is more questionable though, and I'd need more information before I can recommend something like that.

Overall, you just seem to be butthurt about the new changes and want them gone. I was butthurt too, but after actually playing I saw that the new systems just need tweaking to be less irritating and pay-to-advance, not torn up. Except for revives though; that system still needs to be torn up.

Thu, 08/08/2013 - 17:06
#12
Josphirat's picture
Josphirat
Im about to leave this game. There is alot of better ones.

New SK is nothing, but pay or grind insane amount of time. You think why Im "butthurt"? Just look at it. To Forge anything at 4* with 100%(gl with 20% and 70%) you need a lot of Fire Crystals and by a lot I mean 15-25 runs on ONE STRATUM (secound of tier 2 or first of tier 3) to get 10 lvl and be able to craft it to 5*. And guess what?! After this hell, you want your 5* to be lvl 10? SUCKS TO BE YOU, because our new system will FORCE you to buy Fire Crystals from our supply depot, because noone can handle 15-25 runs on tier 3 just for one stupid lvl 10 on 5* item. Are you happy with that? No? Here you go lets remove our old reriving, usables sharing and loot mechanics. Enjoy your new EZ mode grinding game where playing with party makes more cons than playing solo. Also lets allow players to screw each other with selling spirites food for 3-5k+(200-300 cr+ per mineral) when it cost like nothing to craft.
There is alot of games that make "grinding" thing enjoyable, like Firefall, WoT or Planetside 2. Here is just dull soloing thesame maps without end... I think it is time to leave this piece of...

Thu, 08/08/2013 - 17:39
#13
Shotjeer's picture
Shotjeer
Lemme tell you something

99 percent of MMOs these days require grinding to complete. 80 percent of the time, grinding destroys that game. You don't HVE to grind in this. Who said you did? Make some fun out of your grinding. Use 3 star stuff in FSC. Do Danger missions. You don' t need to grind 24/7 FSC, it is simply the most popular way. For vial/pod/capsule sharing, what is the point anymore? The party will get duplicates one for each person, same with materials. If you don't like the no loot sharing, there is such thing as going solo. Slower, yes, but at least you don't need to complain about loot sharing. So have a bit of fun.

You want to leave still? Goodbye, see you next big update.

/e end rant

Thu, 08/08/2013 - 19:43
#14
Thegreatpiggy's picture
Thegreatpiggy
-_-

1-No
2-No. The reason people hate forging is because they lack intelligence. You don't NEED to forge all 100 levels, only 25 (durr)
3-No. Nobody would go to parties with loot share off. Seeing how people would rather have it so they don't have to pick up everything in return of not getting all their materials shows how lazy they are. Plus, we need more mats.
4-Are you kidding? People rely on trading. Otherwise people will never level their sprite up because of lack of trading, and, green and blue minerals take on the roll of being gate switchers.

I respect that you disagree with the mechanics with the update, but the changes back each other up. Without forging, it will be too easy to get 5 star items with orbs and no mist now. Now, with battle sprites, you need that random material that someone else might've picked up if they didn't add in that loot system. It's easy to get sparks with all the mission rewards, and, you don't die that much. And with pet food, if you make it so that you can't trade food, then, it will discourage trading and make it even harder to level up your sprite. It used to be, "Get the biggest mineral," but now, there is more to this little system. Should I get that little piece of crimsonite for my Drakon? Or should I get that larger piece of luminite to trade? Or maybe get that giant piece of moonstone to sell to buy more mats? See, make it your way, and BOOM. "Always get , always get it. Nothing else." Nobody would put in their minerals because they only get the ones they need (ever thought of that happening, does what you hoped to prevent).

Thu, 08/08/2013 - 21:39
#15
Josphirat's picture
Josphirat
Facepalm@#14

If that is how community on forum looks like then no wonder that game is what it is now. Read and understand, then write. Even more - Understand what you are trying write... Im sending you back to post #12, just read it slowly. I don't care anymore since mods or whoever is responsible for this game avoid this thread like fire. Im not going to play in it like I did with Team Fortress 2(after 3k hours, I just quit, because Valve messed it up for money) until SK devs realize their mistakes and do something with them. For now - bye.

Thu, 08/08/2013 - 22:59
#16
Misty-Wellington's picture
Misty-Wellington
zyxwvutsqponmlkjihgfedcba

1) No. Individual loot actually solved the problem of players monopolising Health Capsules with ill intentions.

2) Multiple level ups? Might as well just make Fire crystal cost cheaper, but then what would be the point?

3) I'm guessing you were a former alt-farmer or else you wouldn't have suggested lootsharing. Mob-specific mats are also a terrible idea, I like getting a wide variety of mats from different monsters.

4) Bound sprite food? Hah, not on your nelly. Most of the food I buy is off the AH. I really don't want to have to grind in the Clockworks more than necessary.

For someone who obnoxiously claims to be a veteran of the game, most of your ideas seem to just be bringing back the mechanics of the game pre-Battle Sprites.

____

Im not posting this to argue about my points with other players

Let me stop you there. You don't post a list of things you dislike and want to see changed on a forum named "Suggestions" and not expect to have some sort of feedback from the community regarding your ideas. You've made a thread about your ideas which are now up for discussion whether you like it or not, and everyone who's posted so far has disagreed with you, so really you're the minority speaking for the majority which never bodes well. If you don't want to discuss your ideas on the forums, then don't post about it on the forums at all.

Im posting this so developers of game can see that their game changes made it bad.

Again, the minority speaking for the majority. Not everyone agrees with you. In fact so far nobody in this thread has.

Fri, 08/09/2013 - 00:59
#17
Klipik-Forum's picture
Klipik-Forum
Extra-long post incoming.

So much is wrong in this thread. No point trying to have an actual discussion anymore, as there're firestorms of hate on each side. Oh well; nothing else to do. :P
(Please don't take that the wrong way, I actually do care about this topic.)

First off:

"Im not posting this to argue about my points with other players, Im posting this so developers of game can see that their game changes made it bad. Even unplayable at some point."

Well, that's not what you did. Any part of it. This is not a letter of complaint, you are suggesting that OOO change or roll back things. While you might want to send this directly through to the devs, the forum was probably the best place for this - we can look over it and give you our opinions on what these changes would do. These are changes that would affect everyone, after all! It makes sense for the community to read these ideas. Three Rings' opinion is not the only valid one here. With that in mind, let's move on the the criticism.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Loot and reviving
Do you know why the original mechanics were changed? It was because of alt dragging. Rather than prevent creation of alternate accounts, which would have been incredibly impractical for both the devs and the players and probably would have had many workarounds, they changed the mechanics of the game so that alt dragging itself became very inefficient and impractical. Let's go through why all of them were necessary.
-No shared loot: dead alts can be left at the start of levels and on party buttons, collecting loot without having to move.
-No shared consumables(vials/pills) and vitas: Alts can be used as storage for, at maximum, twenty seven health pills. This means you could be carrying around, with your knight included, 36 pills - which amounts to a total of 252 extra health.
-No health sharing revives: even if there is no shared loot, dead alts can be revived after the level is complete with no cost to the main knight, and pick up the loot afterwards. More impractical, but still very profitable and worth the extra time.
-Forced emergency revive immediately after death: If this was not forced, Alts could be revived using their ER after the level was completed by the main and collect everything. Forcing the ER means that to stay dead, Alts must be revived with CE.
-Sparks of Life replacing CE for reviving: The only reason this was done was so that they could drop from treasure boxes. Which, effectively, makes reviving cheaper if you're lucky.

So that's why the new system works the way it does. Now about your proposed system.

"1. Reriving and usable items share.
Bring back:
- Teammate reriving by giving half of hp and heat share.
- Vial, Health Capsule and Vitapod share.
These were best mechanics in this game, orginal and simple, I see no reason to not bring them back."

I've already explained why this can't happen.

"Increase cost of reriving by:
1st death - 1 Spark of Life
2nd death - 2 Sparks of Life
3rd death - 3 Sparks of Life
4th death and more - 5 Sparks of Life
Change cost of Sparks to 100 energy for 10.
Sparks of Life still remain as Prize Box drop."

I stated my position on this when the issue was first brought up in the testing server forums. The non-increasing revive cost does two things. 1: appear less predatory to new players ("oh, the rev cost goes up each time, they're jst milking us" *quit* *uninstall* *tell friends how bad it was*). 2: act as a skill barrier - if you can't get through without spending a spark or two, you should probably go practice and come back when you can. Or pay through the nose and stumble your way through. I see this as a good thing - you get a higher skilled high-level playerbase, because they had to actually be good to get there. This is really a matter of opinion though - as long as you can back yours up. ;)

______________________

Forge and heating

"1st tier
-Increase item lvl by 1 with stored heat.
2nd tier
-Increase item lvl by 2 with stored heat.
-Slight chance to win Forge Prize box.
3rd tier
-Increase item lvl by 3 with stored heat.
-Good chance to win Forge Prize box.
Chance of forging is always 100% at all tiers.
2nd tier cannot be used once item reach level 9.
3rd tier cannot be used once item reach level 8 and 9."

I was actually considering making a suggestion a little similar to this, with a few key differences. Namely the double and triple level up. For a 100% chance on every forge, there's no way you should be able to get a guaranteed double level up, unless it cost significantly more than twice the cost of a normal upgrade. That part aside, I do like the idea of all 100% forges with the optional chance to get bonus stuff. I feel that the forging system was implemented to stonewall progression, which is, in my opinion at least, bad game design. Players should never be held back from progression by a game of chance. Want the players to stick around longer? MAKE THE GAME LONGER!

______________________

Crafting:

"-Increase amount of Orbs needed for crafting to 4.
-Orbs still remain as Prize Box drop.
-Orbs can be bought in supply depot in 1,2 or 4 packs:
For example:
Eternal Orb of Alchemy
1 Orb - 225 energy (cost more, but when you have 3 as loot from Prize Boxes you will be happy with this price)
2 Orbs - 450 energy
4 Orbs - 800 energy"

I think changing it to four is unnecessary, but selling single orbs for a slightly higher net price is a good idea. I have 14 5* orbs right now... What if I want to craft 5 5* things? I need to wait forever for one to drop, or buy three! :P That's just inconvenient. At least it's not as bad as LoL's premium store - it was set up so you couldn't actually spend all your Riot Points without buying hundreds of dollars worth of them.

______________
Loot sharing: nonononono. All the stuff about alt dragging again, plus the stuff about impracticality and some new stuff about it giving too much money. And being confusing. Sorry for not being more constructive here, but really, I see no good side to this idea.
______________
Food and Minerals:

"Spirites food must be player bound item, since players are crafting their minerals and selling them in Auction House, none deposit them in gates.
Player can craft only food for their Spirite type, minerals not matching Spirite type can be only sold at gates.
Increase value of sold minerals in gates."

I think it's better to let the market play itself out. In a few weeks most people who can afford to put sprite food up for auction will have level 100 sprites with all perks, so demand for them will crash and so will the prices. With prices down, depositing minerals in the arcade will be more viable - but really, even before this update, mineral dumping was never really that useful. Ever since missions, there hasn't really been any point of building a specific gate anyway. Until that part of the case has an actual useful function, better to leave it the way it is.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Phew! Done responding to the OP. Now I will respond to the responses... Because... I want to! :L

Fri, 08/09/2013 - 01:01
#18
Klipik-Forum's picture
Klipik-Forum
Responses to responses! Responception!

@Josphirat #4: More knights does not and should not mean more loot. One, logically - knights can carry infinite amounts of crowns and CE, so why should more knights be able to carry more? Two, the alt issue I described before. Don't need to say it again. Also, allowing one connection per ip does not actually solve alt farming. IP Proxies, VPNs, etc - there are a lot of ways around that type of restriction, and OOO doesn't want to ban people if they don't have to. Ever heard of "piracy is a service problem"? Same thing applies here. Instead of leaving the game exploitable and creating many layers of security to prevent alt dragging, change the game to make alt dragging less appealing. Don't force people to do something they don't want to - make them want to do what you want them to! Everyone's happier.

@Josphirat #7: They did read, and understand. Their responses may have been a little harsh, but not all the feedback you get is going to be positive. And their responses do all make sense. They could be explained a little bit better, but really, it's good enough. It's legible, and it doesn't make any false accusations.

@Ultranuma #10: Your comment is almost completely irrelevant, and definitely makes no good points, provides no new information, and actually does nothing useful other than bump this thread back to the top of the first page and label you as another one in the sea of people who lament about the olden days of SK and refuse to acknowledge any improvments made since that time. Wake up, things change.

@Warp-master #11:

"Regarding crafting, Orbs need to be more common, not less. Not everyone's a Vanguard, after all."
Not really. They're about right as they are. You can obtain the lower star ones for pretty cheap in the Depot, even for new players. Only a few days of playing to afford a stack, and if you're new, those few days will be spent discovering what the game has to offer and how fun it is. It won't seem like grinding until 4 or 5*, where it's not even as bad as it used to be because of the free elevators.

"4: While in general I think that binding more items is bad, your sprite food suggestions here might be a good idea to keep the Arcade from slipping into all Freeze all the time."
Like I said in my previous post, this will probably balance itself it soon. Plus, OOO isn't dumb enough to leave two minerals useless - we'll have a reason to use those soon, I'm sure.

"Except for revives though; that system still needs to be torn up."
Nah, it's the same as the others. Just needs tweaking.

@Josphriat #12: You're only speaking for yourself here. A lot of people can put up with doing 15-25 tier 3 runs to heat something. It's not like everything has to get done right this second, either. You can take a break, heat something else, not heat anything, and just enjoy playing the game. Or, you could come back tommorow! No one's forcing you to do anything - that's the beauty of SK's F2P system. You can get everything without paying if you care enough and play for long enough, or, if you can afford it and don't want to spend the time, drop a few dollars and skip ahead a little. Or a lot. Up to you!

"Also lets allow players to screw each other with selling spirites food for 3-5k+(200-300 cr+ per mineral) when it cost like nothing to craft."
This is how free markets work. No one is forcing anyone to buy this food. If the price is staying that high, that means are willing to pay for it. If they stop paying that much, the price will go down. This has been the same way for all of SK history and much of the real world's economy as well. If people will pay exorbitant prices, you would be crazy not to charge that much. Coincidentally, what country are you from? Is it capitalist? If it is, I just explained how your economy works.

@Shotjeer #13: Completely agree. If you don't want this to be a grindfest, don't grind. Simple.

@Josphriat #17: As you keep repeating the phrase "read and understand", I'm beginning to doubt that you do it yourself. TGP(thegreatpiggy)'s argument does not have any factual or logical fallacies, it just points out holes in your suggestion, of which there are many. Please don't dismiss all negative criticism as misunderstandings. The only one you're fooling is yourself, and you're making yourself look bad to the rest of us. Save face and respond with a level head, you'll get less hate and everything will make more sense.
I can't stop you from leaving, but it would do you well to reconsider and actually think about the update from more than just your perspective.

Fri, 08/09/2013 - 07:26
#19
Warp-Master's picture
Warp-Master
@Kiplik-Forum

You are my hero. I have some complaints, though:

"Not really. They're about right as they are. You can obtain the lower star ones for pretty cheap in the Depot, even for new players. Only a few days of playing to afford a stack, and if you're new, those few days will be spent discovering what the game has to offer and how fun it is. It won't seem like grinding until 4 or 5*, where it's not even as bad as it used to be because of the free elevators."

And that's how viable at 9k/100CE? (Yes, that's probably temporary, but it's a reminder of how utterly unreliable the market can be as a source of energy for free advancement.) Orb drops are ideally positioned to replace the role of mist in the crafting system. With the current drop curve, they're failing miserably. With the "fixes," Orbs never drop ever on lower difficulties and earlier strata while Vanguards still complain about having too many after a T3 Elite run. To fully replace mist and banish the spectre of P2W, Orbs need to drop more often on earlier strata and less often on later strata, mirroring how mist basically became useless for crafting around 4*. (No, this doesn't make advancement free, but it does put things back on track.)

"Like I said in my previous post, [gate theming] will probably balance itself [out] soon. Plus, OOO isn't dumb enough to leave two minerals useless - we'll have a reason to use those soon, I'm sure."

It's basic economics and common sense to boot; it there's a sink for a given resource that's perceived as better than other sinks, then most of the supply of that resource will go to that sink. Sprite food is an objectively better sink for minerals than gate construction (since it benefits the player directly), so most of the Crimsonite, Luminite, and Dark Matter generated by players is going towards sprite food much more than it's being deposited in gates. This naturally leads to a deficiency of those minerals at the Arcade, which naturally leads to an abundance of Freeze strata since Freeze is the only theme that depends entirely on Moonstone and Valestone. This also means that the Arcade will most likely be completely starved for minerals when Moonstone and Valestone get their own sprites.

"Nah, it's the same as the others. [The revive system] just needs tweaking."

Revives don't just need tweaking; they need completely reworked. I do believe that Sparks don't need to be thrown away, though. They just need to bring health sharing back.

Now for your OP dunking:

The problem with the loot and reviving changes it that they derailed team gameplay. Removing shared loot made splitting up impractical, vastly increasing the time needed to fully clear places like Deconstruction Zones and some boss run floors. Sharing pills let more skilled players hand their pills to less skilled players in PUGs; I agree that the OPness of using alts as pill mules would outweigh the the benefits of letting players do such... if health sharing was still there to let players revive allies and then use surplus pills to make up for the health shortfall. This whole justification sort of contradicts your response to #4 with its "don't force people to stop altdragging, make people want to not altdrag" refrain. In my opinion, free elevator runs make altdragging seem less profitable due to the additional effort involved no longer being as "worth it", and that this makes at least health sharing being gone more of a bother to legitimate players than it discourages altdraggers.

"Ever since missions, there hasn't really been any point of building a specific gate anyway. Until that part of the case has an actual useful function, better to leave it the way it is."

That doesn't mean that Three Rings should just let gates whither and die.

Fri, 08/09/2013 - 09:17
#20
Klipik-Forum's picture
Klipik-Forum
@Warp

"In a few weeks most people who can afford to put sprite food up for auction will have level 100 sprites with all perks, so demand for them will crash and so will the prices. With prices down, depositing minerals in the arcade will be more viable [again.]"

Did you forget that part?

"This whole justification sort of contradicts your response to #4 with its "don't force people to stop altdragging, make people want to not altdrag" refrain."

This still is what they did. They made alt dragging still possible, but entirely impractical. I agree that there probably were better ways to do this that weren't as detrimental to the playerbase as a whole, but a just few players alt dragging can leapfrog ahead of the rest, become obscenely rich, and dictate the flow of the game in a way OOO doesn't want them to be able to do. The CE price spikes up to 8k with the announcement of the sale and up to 9k when some guy decided to just change the prices for the heck of it are examples of why that kind of power is bad. I'm sure there is a better system... but no one's come up with one yet :<

"That doesn't mean that Three Rings should just let gates whither and die."

No, they should give them an actual purpose. But until they do that, no need to put in stop-gap measures.

Fri, 08/09/2013 - 13:20
#21
Warp-Master's picture
Warp-Master
@Klipik-Forum

"They made alt dragging still possible, but entirely impractical. I agree that there probably were better ways to do this that weren't as detrimental to the playerbase as a whole, but a just few players alt dragging can leapfrog ahead of the rest, become obscenely rich, and dictate the flow of the game in a way OOO doesn't want them to be able to do. The CE price spikes up to 8k with the announcement of the sale and up to 9k when some guy decided to just change the prices for the heck of it are examples of why that kind of power is bad. I'm sure there is a better system... but no one's come up with one yet :<"

By "forcing" I do mean making altdragging impractical. Also, about the CE market; the "some guy" you're referring to as the great manipulator of the market is Three Rings. Sure, they don't directly up the price, but the recent sale was obviously intended to take CE out of circulation as a way of increasing the market price. Yes, the Wall Street-ification of the market and AH isn't exactly conducive to fun, but your example wasn't really related to that. Feel free to come up with another example though; I haven't played in a while, so I'm sure there's at least a few examples of player-originated market spikes I completely missed.

Here's my solutions:

1. Altdrag. Look at the server telemetry and mark any anomalies versus a standard run over the same levels. Set up a watchdog that looks for those anomalies and drains the party's loot if they exhibit those anomalies. TF2 set up something similar recently for idling. Allows all the anti-teamplay changes to be reversed, but runs the risk of false positives; with tuning those can probably be eliminated though.

2. Implement a staged rollback of the anti-altdragging changes. Start with health revives, since Three Rings' original rationale had nothing to do with altdragging and wasn't valid anyway. Stop and re-add the last stage when altdragging ticks back up. (I wish this could be done on the Test Server, but for a play-pattern experiment like this you really have to go live.) No false positives, and Three Rings keeps only what they need to stop altdragging. They do risk further antagonizing the playerbase though.

Fri, 08/09/2013 - 15:48
#22
Klipik-Forum's picture
Klipik-Forum

" Also, about the CE market; the "some guy" you're referring to as the great manipulator of the market is Three Rings."

I meant the guy who decided it would be fun to set a bunch of offers at 43k that drove the market up for about a week.

"Set up a watchdog that looks for those anomalies and drains the party's loot if they exhibit those anomalies. "
The problem with this is it wouldn't be perfect, and there would be reports of a perfectly normal party getting screwed over by this because they happened to be behaving like an alt dragging party.

2: Can you explain that again? >_> I didn't get it.

Sun, 08/11/2013 - 05:24
#23
Warp-Master's picture
Warp-Master
@Klipik-Forum

Finally getting around to responding to this

1. Yes, I know false positives are a possibility. That's why I added with tuning. Now there are two different ways of tuning something like this, tuning the rules and tuning the confidence threshold. Tuning the rules means looking at your original conditions (which would be stuff like all knights moving in the exact same way in perfect sync or only one knight moving at a time) and making them overlap less with legit play patterns. Tuning the confidence threshold takes some more explaining; whenever you have a program that applies a set of rules to a noisy data set and makes a decision based on those rules, you have the program give a confidence value that indicates how well the rules apply to the given data. In this case, the confidence value means how much a given party's behavior aligns with the defined rules for what altdragging looks like. Action would only be taken if the confidence value is higher than the confidence threshold, so increasing the confidence threshold increases both false positives and false negatives.

2. Three Rings would implement health sharing. Then they'd monitor the economy for a week or two for signs of altdragging, and then when the don't find any they'd implement something else that was sacrificed in the name of choking off altdraggers. Then they'd repeat the process. When they find altdragging ticking back up again, they'd undo the last change they made.

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