Difference between revisions of "User:Hopscotch"
From SpiralKnights
(....AND it logs me out after, instead of just discarding all my edits. This is ridiculous.) |
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Revision as of 16:35, 16 May 2011
Contents
Equip and crafting list
A list of things I can craft, as well as things I'm romping through the dungeon with now. If I could change the background colors on these things to show what I own (but can't craft), I would. If the item doesn't have a recipe listed for it, you should assume that I don't have the recipe. :P
Hopscotch's swords | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Hopscotch's handguns | ||||||||||||||||||||||||||||||||||||
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Hopscotch's bombs | ||||||||||||||||||||||||
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Hopscotch's shields | ||||||||||||||||||||||||||||||||||||
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Hopscotch's helmets | ||||||||||||||||||||||||
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Hopscotch's armor | ||||||||||||||||||||||||||||||||||||||||||
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Current opinion of Spiral Knights
I like it as it is. I have no complaints about the systems or the mechanics, and I think I'll thoroughly enjoy the game (as it is) until I reach full 5★ equips. I'll probably enjoy the end game too, replacing 5★'s with other 5★'s and crafting items for new players for cheap. And I like how paying players don't have shinier toys than the rest of us, they just get their shinies earlier; this removes the degrading division between the rich snobs and the commoners.
Also, the players don't know perfection when they see it. The size of the mist tank doesn't matter. What matters is that you can finish a tier, any tier, with one day's worth of energy.
Tier 1 only has 6 floors, which is just dandy for players who are new to the game and need to revive often. If you play for 2 hours and never die, you can even afford to craft a 50e item after that. Tier 2 raises the bar with 8 floors, and tier 3 truly tests your skills with 10 floors. But if you (almost) never die on tier 3, or if your friends rez you with HP, you are guaranteed a full run through the hardest (and most profitable) tier in the game, every day.
However, the game system has a unique quirk about it.
The quirk
There are three weapon categories in Spiral Knights: Swords, Guns, and Bombs. In some games, weapon types are class-specific (or similar); warriors use swords, Selkies use rackets (and bows), and that's that. (Ragnarok Online is an example of this.) But no, Spiral Knights doesn't distinguish between classes or races. Spiral Knights lets you put any weapon type on any character. This is not bad.
The quirk is this. Because the weapon types are so defined and so interchangeable, players can't help but take the swapping idea to new levels. They want new weapon types (not just new swords or guns), they want different shield types. The system itself triggers a fierce creative rush among a large portion of the player base; they can't help but generate hoards of new weapon (and shield) types and share them with the world. They want to see these items created inside the game they love so much, so that they can enjoy the game even more. This truly is love.
I don't advocate that all these suggestions be implemented. None of the players know the game inside-out; only the developers do. Players won't know the implications of their new ideas on the rest of the game. On the other hand, it seems a waste to let all the players' enthusiasm pour down the drain.
I think it would be worth their while for the developers to come up with a way to address this issue. A simple "No, we won't implement new weapon types" would crush the players' hopes. Implementing all the ideas would be a disaster on game play balancing (and development work!!).
The Emporium
Let us assume that the most unlikely of scenarios occurs; that there are player-conceived items made playable. The development (and appraisal) of such items would keep the developers busy from doing other development work; in other words, they aren't doing the thing that earns them money.
What if the reverse were true, that these items indeed generate revenue for Three Rings?
For this, I propose the concept of The Emporium.
Each player may propose exactly one concept item. Artistic submitters might produce concept art and textures. Other players may choose to promote this item, if they deem the idea to be good. Over time, a list will develop of the community's favored concepts. They may not be refined ideas. However, more experienced players will understand the system better and provide a better perspective on how the item would affect the rest of the game. We can prorate the voting by the number of stars on your current equipment set, to favor experienced veteran players.
At this point, we now have an item that players generally wish to see in the game. Players may choose to further support this item by backing it with cash; they may choose to donate $5 or $10 towards this cause, perhaps more. If an item has reached a total of $100 (for example) offered from a set of players in the game, it becomes approved. The developers now have an item to produce and funding to produce it, should their schedule be free. Balancing of final stats could be a candid discussion between the designer of the winning item and the developers themselves.
To prevent this from becoming a rich snob's game, the newly conceived item would be available to the entire player populace. Concept items must rank high among the player base in order to be funded, to prevent a rich player from creating an unpopular item and funding the whole cost themselves. There should be a limit to the rate of new items conceived this way, to prevent the developers from being overloaded with work; one new item every two weeks is reasonable.
The result of this is a Community. Every player's opinion matters when it comes to promoting items. The creatively-inclined have something to drive for. Players with access to credit cards and Paypal can make it happen. Finally, everyone feels like the game is their own, that the game is something to be treasured and protected. This can go a long way in developing a strong community that stays with the game for many years to come.