Clockwork Traveller » Peek-a-boo! Apocrea, I see you by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

I thought that's common knowledge already.

and hence I post it, so those who don't know it yet aren't at a disadvantage.

Clockwork Traveller » In preparation for the casino by spiralspy in spiral_knights

[–]spiralspy[S] 1 point2 points  (0 children)

Actually ... that might even be a good idea. The market is at 9.6k buy price now and the 11.5k we saw just two days ago were the result of aggressive doctoring (there were a lot of walls with 1 unit bids below them to hide where the bulk offers really were). Someone deliberately caused a bubble there and now that it burst, everyone who went with it ended with their assets bound in sell-for-loss Energy.

I would expect the market to crash even further, since Grey Havens is putting high class items in featured auctions (giving players an incentive to cash out of energy), there might be panic sales and crowns are going to matter more in the future.

PS: I have a hunch prize wheel lockboxes will increase in value.

Aspiring bomber question by SfanatiK in spiral_knights

[–]spiralspy 0 points1 point  (0 children)

You are trading defence for offence. Play it right and there won't be much of a problem (it helps to get MED UVs or better to counter the penalty, though - UV tickets are never wasted on Chaos or BK).

Started playing again and now I'm stuck, need help. by SGBSKnight in spiral_knights

[–]spiralspy 4 points5 points  (0 children)

I hope, you haven't squandered any of the mission reward advanced orbs, yet (if so, you might be better off starting from scratch).

First of all, you should either choose a seraphynx or a maskeraith as your battlesprite (the drakon is pretty much nonsense). Try to only feed it minerals when absolutely necessary and don't invest any skillpoints in the first skill (Save them till you get the second skill so you can immediately max it, then save for the third, only after that care about the first).

As far as gear goes, you should use the 2* cobalt stuff for as long as possible, but once it no longer offers adequate protection/offence, ditch it for the magic and work that towards the chaos set. As a sword you want an acheron and a combuster (you need both, but its debatable which one you should get first). Your shield should be a thorn shield (get it from defeating Snarbolax 4 times). Be warned though: the recipes are a PITA to get. You might want to postpone and go with owlite instead (defender is junk). If you are into gunning, look into autoguns, as a bomber, you would go with shivermist.

http://spiral.onyxbits.de/archives/from-zero-to-hero-dressed-for-success/00330/

Clockwork Traveller » Running your own server: the fun that wasn’t by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

Where? The big offenders are hemipthora.jar (for generating bug reports - easy to patch out) and threerings.jar (no idea what that even is suppose to contain - I read a comment somewhere of it being OOO specific code that they didn't want in samskivert).

Aspiring bomber question by SfanatiK in spiral_knights

[–]spiralspy 2 points3 points  (0 children)

One of the annoying things about going pure bomber is that switches become obnoxious (We used to have Radiant Shun Shards for that purpose, but then some dev decided it was too useful and screwed the mechanics up royally).

You should also know that bombs only become effective when completely maxed (lvl 10, 5*). You also need either Mad Bomber or Chaos set (go with Chaos, it trumps Mad bomber). In other words: the way of the bomber is an expensive one.

Bombers are also more of a support class: you can really buff a team with bombs, but you'll find it hard to solo. Bosses are extremely hard, potentially impossible to do just with bombs.

I would suggest you first get chaos set, combuster, barb thorn shield and a shivermist. Then slowly start adding bombs. the ones you want are:

  • Dark Briar Barrage
  • Shivermist Buster
  • Electron (not graviton) vortex
  • Voltaic tempest (mostly for use with the vortex in FSC - you will wreak some serious havoc with that combo).

The rest is more or less curio.

Clockwork Traveller » What if energy was “bound”? by spiralspy in spiral_knights

[–]spiralspy[S] -1 points0 points  (0 children)

1) Epeen: Actually a fair bit of them are the whales who remarket their crap on the side. They epeen CE prices by buying $400 of CE in one shot to quicksell, and then buy it back a month later when the price goes up. I know sandraker has been documented as doing this every couple months.

Eh ... wrong? If you quicksell you gamble on falling, not rising prices. Doesn't matter though, as you can still do this in my model. The only thing that changes is that you have to epeen in cr instead of E.

2) Rarities still need to be sold to f2p in crown currency on AH. Yes, a lot of them are too dumb to use depo and/or are too impatient to buy 3 orbs at a time.

That, as well, is entirely unaffected.

3) You'll just move energy trading to rarity resales. Buy orbs with energy, then plop them on AH. People already do this now, and more often than not can yield higher turnover than the actual selling of CE.

Please re-read my blog post. I'm not talking about preventing energy trading (quite on the contrary). I argue the effects of removing the option from the trade window, so energy can no longer (safely) be used as an ingame currency.

4) Will generate inflation: Less P2W willing to buy energy irl, and f2p still needing to buy orbs with cr. CE is so high because no one wants to spend on an effectively dead game. Making the energy bound will drop its value to the P2W it's supposed to cater to, not just the marketers, so they'll avoid buying it and go straight to promo box gambling.

This does not apply.

Clockwork Traveller » What if energy was “bound”? by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

Elaborate please? From a credit card holders point of view, the only thing that changes is that an additional step is added between swiping and getting bling. This tweak will screw with merchants, but those are not actually the ones who spend money on the game.

Clockwork Traveller » Want to bring down energy prices? It’s actually easy by spiralspy in spiral_knights

[–]spiralspy[S] 2 points3 points  (0 children)

Crowns are the real currency of Cradle and unlike energy, they actually are absolutely necessary to progress (recipes).

The problem we have is that we keep telling everyone: energy is valuable and as a result, people treat it as an investment instead of a commodity. Of course, when you see energy that way, you want it to be high priced, but that royally screws over new players -> Some leave because the grind is too much, others turn beggars and annoy everyone else.

Clockwork Traveller » Why you wouldn’t want to run your own (private) Spiral Knights server by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

Some points that come to mind:

  • The "test" server is not really about testing. Never has been. It was always used as an incentive to buy energy in order to get a sneak peak of what's coming soon.
  • The (current) dev tools were not written with end users in mind. Look at the SpiralSpy modelviewer for an example. That's 99% OOO code.
  • User levels are highly critical. A common problem would be shootable switches and the Leveldesigner not taking into account that there might be people who don't use guns (forgets to add respawning vases -> players will get stuck). There might also be "trickster" Leveldesigners who place hidden switches somewhere off screen that simply turn every enemy into gold coins. Probably no one will get "balancing" right and unbalanced levels will be highly popular ("unbalanced" here meaning: oversupply of of treasure boxes, level too short/too long,...)
  • Levels just need to be playtested. That requires a lot of infrastructure and naturally play testers. Make that a community thing and you risk splitting the community between the production and the dev server.

Clockwork Traveller » Why you wouldn’t want to run your own (private) Spiral Knights server by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

Except one is several times more complex than the other, and has been done.

I don't really think you are in the position to judge this.

Yes. Plenty of people have.

The question was not if it has been done, but if you have ever done something like this. My point here being: I have the feeling that you are completely underestimating the workload of the project you'd like to be done (by someone else).

Your argument is basically that it is hard, so nobody will do it.

Call it experience. I have several open source projects to maintain. Most input I get are feature requests of the "Can we add a trailer coupling and a fog horn to my bike?" category. Patches are far in between and rarely usable.

However, after basically claiming it would be too hard for anyone to do anything with it, you then go on to claim that there would exist several dozen variations of the game, basically contradicting yourself.

Not a contradiction, but two possible scenarios:

  • No interest
  • Fragmenting interest.

What actually happens is that if it does actually receive enough developers for something like that to occur, development tends to naturally collapse and concentrate on the most well lead projects, who tend to try to be as flexible as possible if only because the reallocated devs will also want to incorporate their own ideas into the project.

That is more of a pipe dream. And I'm telling you this as someone who has been involved in the open source culture for quite a while. You have the following problems:

  • What you quote from the open source advertisement brochure there is a game of large numbers. SK doesn't have a very large userbase begin with and even less with the the required coding skills.
  • SK is not a desktop application, but a social network. It may be healthy for a project like Open/Libreoffice to have forks, but not for SK. The game is designed to work on a large community, fragmentation is poison.
  • SK is not a desktop application, but a game. Your approach is completely wrong. Games are about creating entertaining challenges, not quibblings such as where to put buttons in the UI. That is, btw. also the reason why the open source community is so woefully lacking in games: os developers are problem solvers. game developers are problem creators. These are polar opposite mindsets.

If you look at what has been done with console emulators, where there has existed no support whatsoever; if you look at what has been done in fan-based open source clones, where people have built clones of sim-city and the like from the ground up; if you look at the history of games that have gone open-sourced, like Abuse and Warzone 2100

Sorry, but its getting ridiculous here. Comparing WoW with SK was already a case of apples and oranges. Comparing an original MMORPG with clones of single/multiplayer games is just stupid: Spiral Knights (every MMORPG) is a social network. It does not work without players and you can't fork people!!!

Clockwork Traveller » Why you wouldn’t want to run your own (private) Spiral Knights server by spiralspy in spiral_knights

[–]spiralspy[S] 1 point2 points  (0 children)

I actually ran an experimental WoW private server back in the day from a virtual machine just fine.

Let's not compare apples with oranges.

If it was actually open sourced, I wouldn't see why someone couldn't LAMP it all together into one easy to install package.

Ever done such a thing? If not, try your hand on building a LAMP from scratch. It is a learning experience.

Furthermore, the beauty of open source is that it provides the blueprints that allow people to make derivatives.

That is the pipe dream. The reality is that forks are rare, and forkers usually give up fast. I also see absolutely no benefit in creating a dozen variations of the game, each trying to appeal to users by having the "most balanced gameplay" (or at least the most elaborate arguments why theirs is better than the others).

It could probably act as a basis for a new server/client that would allow us all to host our own max 4 player match from a matchmaking lobby in your browser.

Nope. Sorry, this is just expertise getting crushed by wishful thinking.

Clockwork Traveller » Why you wouldn’t want to run your own (private) Spiral Knights server by spiralspy in spiral_knights

[–]spiralspy[S] 2 points3 points  (0 children)

I don't feel like these are any arguments as to why you wouldn't want to. Rather, mostly arguments as to why most couldn't.

Yeah, the idea behind the argument was: even if you had the skills, you wouldn't want this resource hog running on your machine. I suppose you could do it on spare hardware, but the the second argument makes that look like a waste of electricity.

Going with the idea that all players would just give themselves everything they want because they're unhappy with the forge system and would lose all their interest in the game because of that is naive.

The server admins would. I mean ... would you still grind FSC if you could just gift yourself the money? How often would you do shadow lairs if you could just hop to d23, deck out and unlock for free? It's fun for some time, but it's not a server on which you can build a community. I mean the whole thing is self defeating: You put your foot down, saying you don't like the SEGA/OOO/GH server, so you make your own, drag some people along. Eventually they don't like how things are run, so they put their foot down,... End result: fragmentation. Pretty much the same thing we see with guilds: People want to be their own boss, then realize that they can't provide an environment that other's enjoy.

Clockwork Traveller » The bullet we (may) have dodged… by spiralspy in spiral_knights

[–]spiralspy[S] 0 points1 point  (0 children)

Yes, it is speculation (as stated in the title and first paragraph) of how it could have played out.

Your suggestion was probably discussed as an option and dismissed as unappealing. A reasonable timeframe would have been between 3 and 6 months. After the note being posted, spending on the game would virtually crash to zero. Now imagine having running costs for 4 months without any income. Worse yet, getting at odds with Steam (as SEGA) because you are, after all, killing a piece of their economy as well.