Tuesday, May 8, 2012

Fix Spiral Knights SEGA!

     I've been playing Spiral Knight since it came out on Steam basically, and the game has substantially changed since that time, but not really for the better.  I'll go over what is right about the game first, since the game was pretty well off in it's mission-less state.  The mist vs. crystal energy concept is pretty solid, and the using mist to descend is not an issue.  There are danger rooms down there worth a bit more of your mist (and usually scare off most non-hardcore players) and you get a bit more heat and crown if you succeed but it could be a nicer pat on the back there.  The need to use your energy to craft is a good idea, and finding the blueprints to good items every mid-floor was the way it used to work.

     This gameplay style kept going on for a while and started a market going... Then there were missions, and this not only changed how the game worked but ruined the economy.  Before you were able to go down ANY shaft and see people... real people playing the game, strangers / friends / acquaintance, everyone just jumped into any game.  People used to look at what elevators were going to change when... because it mattered, and getting items was more difficult so there was a market for middle-man trading stuff.  Missions also brought in the Hall-of-Hero's which basically destroyed the market-place.  Giving this kind of access to every normal item, the players are no longer able to craft items and sell them on the market.  I mean it's bad enough people are able to buy the items outright with energy, but then offer them the recipe to everything as well?  This has got to stop, it's not helping anyone... I used to like to play the game and buy all the recipes I'd ever find to have them all, you have no idea how upset I was to see them so easy to get now, since I've spent good money on getting all of them, all for nothing; following a slap in the face after getting recipes from missions that people no longer have to pay for and having blueprints i nor anyone else can ever use.  That's how I'm re-payed for buying into that economy?

     The biggest and ugliest problem in the game thus far is how the missions give access to end-game scenarios.  This is a huge mistake for both the community and friends who play this game.  It was really, really fun going down the mines to HAVE to find different floors and see new stuff now and then as part of the game, but now the game has degraded to people whining about missions not being done, and not wanting to join your game because you're not ready for the Vanaduke missions to save on mist.  That's pure BS, People use to want to join their friends because maybe they'd get lucky with an arena or help with a boss, now people are just camping the mission over and over, and the Arcade is a long lost memory of the good ol'days in the game.

     So how to fix this mess? First get rid of the hall of bad economy and force players to find what they want after many floors of searching, or buy it from the AH from a person trying to make money... Second instead of starting the game on some missions screen that makes it seem like the missions are the heart and soul of the game (which is ugly), give the arcade life again, but making the missions only possible only once... this way people will have to do the missions at least once, but can help another do that particular version.  Although the access may be convenient it's really sad to see in the game and in practice, when all I want to do is descend a couple of floors, and all my friends(and everyone else in-game/endgame) want to do is grind bosses and make some money.  Third it would be very fitting for Spiral Knight to have passive or even active skill traits, this way they can spec a certain knight to lets say be a bomber or a swordsman and focus on a certain tactic or weapon, giving incentive to use the other characters in the game, rather than just having one knight and playing him exclusively.

     There are surely other ways to make Spiral Knights a better game, but these are just some of the improvements that I've discussed with many of my friends and game group, I hope there are more out there to help SK get back to the fun game social game it used to be...

Thursday, May 3, 2012

Path of Exile - POE

Path of Exile

Beta Builds

     Path of Exile is pretty fun, a little quirky around the edges but it's not too bad, here is a video of something graphically wrong that happened, this is the only time I've ever seen something like this, but interesting to see:

     However I've already spent hours with my friends testing out certain ideas and comparing our ideas for our skill trees...  We all seem to have a different idea of how to play every class, which is really fun and diverse, even when we're playing the same 'class'.  Here are a few builds I've made, in order of character creation:

Dual Wield Duelist: Dual Duelist
Dark Templar (Necromancer Templar):  Dark Templar
Elemental Witch: TriSpell Witch
Bow Ranger (DPS): Ranged Ranger
Blunt Marauder: (No Crits/No Mana): Blood Marauder
Martyr Templar (MLG): Suicide Class

     I base many of my builds around the workings of other near by class's tree structures, taking a few bits from the trees starting at another classes base.  Hopefully if there is a passive tree change these will still work in the future to compare, but I'm having fun with the Dark Templar build the most atm, because the combination of being able to cast/fight/summon is very handy.  Except when playing with friends, the minions you get start to throw everyone off!  Here is the Dark Templar in Action!

     Needless to say, this game is pretty fun.  The style of the game including the dead babies on the beach and the enemy taking swords out from themselves to fight you keeps me intrigued.

Now to test that Martyr Templar...

Tuesday, May 1, 2012

Site Update!

I've finally updated my http://www.MemoryThief.Com site.  It's been a while since I've touched this Domain, but it's got a face-lift and is getting better as I integrate the sub-domains!