#SKR Feedback Thread
1 messages Ā· Page 4 of 1
this renders leaves opaque for optimization
the idea was cool yeah, unfortunately the reality that we're all too poor to run minecraft on fancier graphics gets in the way 
i couldnt find that even with transparent leaves 
Skr good š
My feedback is :
-The builds are amazing. Especially enjoy the long combat room's design.
-The rates feel a lot better since they were increased.
-Undelved mobs feel very underwhelming to fight .
I think I have done like 5-6 of the puzzles and those were quite fun as well.
Agreed, i also wish there was a long term sink of the materials, such as skins or anything, as while there is a set of items and charms for each class, since it's a content that drops from anything in r3 and due to that it will be farmed endlessly, it means that the materials will end up being very low value in the long run, because after you spent 32 of them for the charm box, and some of them for 1/2 items, there's nothing you would want and so you either roll the boxes or sell them in the market
twisted strands trade š
Isn't the sink the caches that give random loot across the region ?
the caches printing raw har and frags should serve as good silver memory frag sinks
To a degree, but to my experience i have all of those materials from other regions so they are not really necessary to me, and you did not get that many, but the last i opened was when they were 6 cost, so maybe it's different now
also considering the existence of TCL as a guild prices should remain reasonable for a long time until they get their double chests of all 16 SKR items
thatās 20,736 Silver Memory Fragments from NPC, after all - around 2-3k scrolls
having another sink could be a good thing, but there's not many ideas circulating. cosmetics take pretty long to be created usually so it isn't too much of a good sink in term of dev time / mats deleted
as for the "undelved mobs feel very underwhelming to fight" we'd like to add difficulty modifiers, but it's not a big priority since there are no ideas and we don't want to use delve mods because that'd be slop
You could also just make the mobs stronger, afterall it's not an earlygame mechanic
Maybe a built in legionary as well.
@feral cliff has been trying to make them stronger
I did a long room with coven stuff and it was really fun it had like werewolves that spawned quickly, i felt like it was a good challenge and well designed
But a lot of the other rooms did not feel the same
Expecially the small ones
I had a swamp small one that was probably easier than any poi in r3, the difficulty varies too much in them
I dont understand the argument of delve mobs being slop. For me iot just feels wrong for the elite to not spawn a dread , to get 1 mob from a spawner ect.
mods as a whole
i like dread too
it's just kind of unfitting for content like this and should be reserved to dungeons and overworld while we have unique gameplay experiences for every special content
kinda like parts of cz ascensions, although those do use delve mods
well delve points are the simplest difficulty increase , rather than just hp and dmg increases.
imo delve mods are kind of slop for new stuff like this because seeing the same mobs/abilities wherever you go
like i see the same 4 spectrals colossi or dreads in pois, dungeons, zenith, strikes - its just refreshing to not have them somewhere
they work well for what they are but its healthy to not have them present in every content
I see that poinnt but I'd rather have that than what we currently have . Mobs that feel like they are Nskt Difficulty and you get very few of them as well .
i feel like rather than emphasizing or working with the mob design of content, a lot of delve mods "overwrite" the experience by adding more abilities or mobs until the point where you will never see a mob for the danger it brings but only what delve mods might be applied to it
i agree combat is not that fun due to low diffculty mob, but about the way to increase diffculty, i would like it being something that's not delve as i already see it at other place, i would like some unique experience
which is fair, really, you cant do that for every mob, that would be insanity - but its good to not have it in some places
maybe decrease the spawners but make them spawn like groups of mobs at a time.
so you get more spaced out but larger fights .
legionary
More like multiple types of mobs spawning from a single spawner , so they interact with eachother . Not 10 of the same mob.
example: whiteās 3 health skeletons stop being enemies in their own right and start being āspectral/arcanic/vengeful fuelā once you delve
random spawners my š
yeah i agree
not random but set . just more from less spawners
i mean the random spawners usually do give an assorted mix of mobs that why i brought them up
yeah they are similar , and i like them until you get 50 elites in cz
fair
But my thought was you go trigger 1 spawner , get in a combat with 10+ mobs (not of the same type) and 15 blocks later you get another spawner . I just find fighting larger amounts of mobs more fun rather than you spawn 1 mob , boink it ,repeat.
trial spawner style?
I love trial spawner gameplay loop so much more than normal spawner + chest
not even joking mojang cooked
(trial chambers are eh though)
Mojang has less freedom to make "good" gameplay due to having to randomize the structure
yeah that would be cool
If I do general mob buffs Iām alienating the folks who feel like the combat is fine right now, but then again if its too easy for others currently thats not much better
ideally thereās opt-in scaling adjacent to delves, but ideas on execution as well as rewards are lacking
amped skrsš„
Could borrow a page from fishing
- selectable difficulty from a device next to recordkeeper, whether or not it costs anything to unlock will have to be up to u to decide
- higher difficulty = roll a higher % chance to drop an extra memory frag at the end or something
also good sug
- long combat has x1.5 roll chance, proportional to the 12 scroll frag cost relative to shortās 8
As for rares, maybe add a trade to swap rares for 8 memory frags? To set a minimum base floor
Also i would like u to know that it bothers me caches are 9 but rares are 16 instead of 18
Its not technically a problem, i just dont like that they dont divide evenly š
I think the main barrier is how to create the higher difficulty in a good way
Yeah, just adding bosses like fishing does isn't a good method imo. But I do think the opt-in level system is a good idea
The problem with fishing is that the bosses are not actually bosses
I'm adding a "disposal" trade for them next update, something like 3 mem frags
there was a time when they were just elites I think
and then a bossbar got added
They are tanky mobs with maybe one cool attack
Yeah, if fishing combats had cool mechs it would be really fun
Fishing imo is really promising, the higher levels can do a lot more than what they do right now and actually be pretty enjoyable
Spamming fodder and a few 1 ability elites is super boring but higher levels have the option of adding some really cool bosses that actually require some sort of thinking to approach them properly
My first idea was u could select delve mods and the bonus frag roll chance would be equal to delve points times a multiplier
But that seems lame at this point, i dont think we need more delve content
So i left it intentionally vague hoping someone had a better idea
Another issue is that you don't get kicked out of content
So like, the risk/reward isn't even there. You can brute force the harder difficulties for max rewards without it meaning much to be on them.
Can make it so each difficulty has different effects
Fishing kicks you out, which is why that works
Difficulty 1. You get x lives per skr, minor difficulty buffs
2. 1 live per skr, more significant buffs
3. Major buffs
That being said, thereās also the issue of keys being tradeable and not a daily thing like fishing so it probably would need some kind of limiter if u want to do it this way otherwise scrolls would be balanced around the higher rates
And this doesnāt work at all for puzzles, which would make combat/long scrolls worth more
You can make harder puzzles tbf
Modifying a puzzle to have selectable difficulties is a huge ask imo
puzzles are kind of impossible to scale without tedious mech work
Designing them will take longer of course, but I have a few in mind that could be cool and are difficult
You don't scale current puzzles
You add new harder varients
(which tbf is a lot of work)
That doesnāt help with variety
im all ears
Harder puzzles either means copy pasting them so you have to do multiple instead of 1 per scroll, or essentially creating a second puzzle (that's just the same type but bigger often)
If u only get the harder puzzles if u select a higher difficulty you make the content more tedious in the long run, because that means the shorter/easier ones donāt appear in the pool
Generating two puzzles in a row for shorter rooms could maybe work yeah
What am I looking at
Itās a type of puzzle
Just gonna jot that one down, thanks
i remember trying that
Nonograms they're called
it was pretty fun
Love them
I have tons
I play a lot of puzzle games like the ones in skrs
ill see what other ones could be good
When are we adding variant minesweepers 
That'll definitely be one of interest to make in the future
(Nonogram, not variant minesweeper)
You can pick specific pictures to create and they are much more fun that way
But randomly generated ones work fine too
The problem with variable minesweeper is that making the puzzle bigger doesn't make it any harder
It just takes longer
The size doesn't have to change
You just want more mines?
Variants like "there must be at least 1 mine in any 2x2 of cells" or "there cannot be 3 mines in a row orthogonally or diagonally"
Lol, okay yeah that's not happening with the current system at least 
Checking a huge swath of blocks like that is a nightmare for mechs
3d minesweeper to unlock the legendary 26 tile
Yeah I have no idea how you'd randomise something like that, but it'd serve for harder minesweepers rather than making it tedious with larger grid/more density
A maybe simple variant is "the number of mines in each row and column are the same"
Or "cells with numbers are either 1 higher or 1 lower than the actual mine count they see" (Liars)
Pulling from the 14mv list?
Preposterous
Liars is relatively simple to make
Yeah, just make a normal grid then change every number cell by +-1
The problem is that 14mv designs its clues to be solvable
Yup
So if you randomly assign them you end up in more impossible situations than you think
I have no clue how they do it, but it obviously helps there's a limited number of puzzles. They say their puzzles are "procedurally generated", not set by hand so there's some system they use
Viele RƤtsel interaktiv/online lƶsen oder ausdrucken, mit Lƶsungen, verschiedene Schwierigkeitsgrade und DiagrammgrƶĆen, Lƶsungstechniken, Links, Literatur.
Hereās another puzzle
Expandable and more difficult as it gets bigger
Viele RƤtsel interaktiv/online lƶsen oder ausdrucken, mit Lƶsungen, verschiedene Schwierigkeitsgrade und DiagrammgrƶĆen, Lƶsungstechniken, Links, Literatur.
Another one
Hereās another
A good collection of them can be found by nikoli
Fun one, that one is tough
This one can be edited to require the minimum number of moves to clear
Lights Out is an electronic game released by Tiger Electronics in 1995. The game consists of a 5 by 5 grid of lights. When the game starts, a random number or a stored pattern of these lights is switched on. Pressing any of the lights will toggle it and the adjacent lights. The goal of the puzzle is to switch all the lights off, preferably with ...
Thereās plenty out there that are really quite good. But those are a few that fit the criteria
Iād stay away from same game, as itās pretty indigestible for color-blind people but the rest are good for everyone else
that's it, you must design a conway organism that can survives x rounds
The repeaters in question:
There could be a chess puzzle, find the mate in x
Youād have to hard code these ngl
Generating random difficult mate-in-x in chess is pretty hard
Yeah that's the thing with half the puzzles, they suck being randomly generated
Just steal the generation code used on websites 
no way janko.at i havent been on that site since elementary school we used to always do puzzles on there :D
this is actually so cool i forgot that websites name
cool thing about lights out - on a (2^n -1)x(2^n -1) board its always solvable so generation can be completely random
monu already has a ton of lights out-adjacent puzzles but in case anyone is curious: https://www.jaapsch.net/puzzles/lights.htm has a few really cool variations
lights out was specifically avoided for skrs
random 4k rated chess puzzles when
Consumables like a desirable arrow or potion would be a potential easy sink surely like the suggestion for sand dollars buying urchin arrows
Theyād have to be good though because the baseline for mats are already set by the caches
dude SKR arrows better tear holes into the fucking Veil with how expensive they'd be
It can just be like a really good or just a long duration pot that ppl would use
And the mats will fall eventually anyways until it reaches the caches
Like, without another sink
I'd like to add another sink
I'm brainstorming some ideas atm
arrows were previously discussed but turned down
same with delve infusion
does he have any ideas
For like desirable potions?
yeah
that ideally dont infringe on already existing pots
and / also is there a world where you tie in boons in some capacity
Iād have to think a bit⦠immediately for sinks I think of ppl using pots for like repeatedly doing bosses, in which case haste 2 is pretty absent except Halloween pots and soul singer.
But thatās trying to make it more sink worthy than actually balanced towards other pots
I'd probably get executed for a haste 2 pot but maybe
Is adding something to items out of the question
Similar to infusions, hexed, or another thing entirely
^
I was told we cannot have a delve infusion because "they aren't delved"
Lore 
(which isnt consistent but like wtv)
Yeah I think something unique like that would be more ideal over like consumablesš
Uhh⦠hexfall
Doesnāt even have to be an add on to items
and skt. and strikes.
Uhhā¦. Skt
yep.
Uhh all ring content
Godspore mat situation
yep

Does godspore have no delve infusion?
They should actually add a Godspore sink

Yeah it doesnāt
They need to add infusions to godspore
- skins are a maybe but the RP team has a backlog of hopeskins that I think are taking precedence
- I am currently drafting a "hard mode" that in theory would serve as a mem frag sink to access
Lmao I was typing that
but I'd like something else as well incase it falls through, but also would be good to have
Less poison, fire, and wither damage is a good infusion
if I suggest this I'll probably just be told "its not a delve"
Ok but hexfall and SKT
Godspore potion when š š
so idfk
balance devs when there is a clear contradiction and just say no
Man tell them off and add it yourself
im not on the loot design team

I am literally not on the loot team bro I got no power here
do it anyway
Charging could save the game
+1 to my endless todo list
Expand your dominion... charging bucks becomes #1 currency...
I would like to get on loot design but its kind of amorphous
anywho we are offtopicing
not like fishing earlier was on topic but I digress
I want a infusion 
I think an skr related infusion could be justified with its attached hard mode
which I am currently drafting
Did you see my puzzle recommendations
I saw some yes
Gotta add those to hard mode puzzle scrolls
How are they done? With command blocks?
I've got all the links saved
š
(Mostly functions)
I gotta learn mc dev stuff 
oh are we doing skr reward ideas?
Adding these things seems cool
thinking on
mem frag sink
in addition to a sink for hard mode requiring mem frags
altho that is kind of self fufilling
I would not do that
how about a cosmetic infusion ala festive?
Or it will turn into fishing
issue there is just that the RP team apparently have a lot of hope skins to do and this'd be an extra burden.
"ping me anytime!" failure
?
oh
the RP team is in charge of particles too?
ah no
HEALING DEALT!!!!
HEALING DEALT!!!!
HEALING DEALT!!!!
i saw the earlier complaint about the RP backlog
And I think a large reason why content succeeds is because it applies its rewards to other systems in the game
The biggest thing being infusions
more particles on my mainhand š£ļø
(actually good suggestion i want more lore lines)
something like the ability to apply Divine to other items maybe
Fishing needs an infusion as well
yeah fishing is closed loop
fishing...
Imagine if u paid mem fragments to access a skr fishing spot with permanent quality buff
Closed loop systems are bad, infusions are the best way to open that up
š¦
Can we make existing fishing things better before we start adding new stuff
Like most of the fishing pots being really bad
theoretically it would be something like
mem frags + scroll frags = "hard mode"
"hard mode" = delve material + other goodies.
delve material = arrows, infusion, etc.
but I have not put thought into this so please poke holes in it
Give us multishot arrows
idk what to do there
They donāt like making pots good so idk
Harass item devs to reduce the penalties
But the effort to get fishing pots is really high
why are augment potions, bought with pocket lint, better than t5 fish pots
So you would think they would be some of the best pots
lole
Instead they are useless
aren't they t4 fish pots
I think they got turned into t4 fish
that 10ar Mungfish from the primirium is debatably a better consumable than concentrated mungfish
yeah there is some wack balancing there I will agree
it effectively doubled the rate but they're still rare
triage infusion 
hi hello please tell me if this is stupid
Itās stupid
Sequence scrolls already do that imo
sequencer scroll
Youāre just adding an upgrade on an already hard to get upgrade
to be fair, sequences are aimed at just being a matter of preference
compared to base scrolls
that could change
sequence should be marginally cheaper than what they currently are
They currently are always better from my knowledge
they are currently very much āinvest more in for an always better payoffā which seems like what delves would be
Especially with how common the scroll frags are
they cost 3.5 regular scrolls and have roughly 3.5 regular scrolls worth of chests
Which is not a bad thing
I think it'd be interesting if long combat rooms were intentionally more difficult than their normal variety
they're cheaper than 3.5 regular scrolls
Personally I don't really see the vision of a "Hard" SKR
I also think forcing people to run the non-hardmode every time for someone to run the hardmode makes little sense
yeah that is a notable concern I had
i mean they kinda are, you see more like spawner gimmicks in long rooms
Delves are good because I can do them as many times as I want
one of the long rooms i did had a cool boss
they're two scrolls and 12 fragments
are scrolls not 8/ea
Without ever having to go back
regular scrolls are 8 frags and 2 har
the 2 har was maybe a mistake
oh the monopoly money
might've been yeah
also a long combat has on average slightly more than 50% the chests of a short combat
i get adding a har sink but it punishes new players and does literally nothing to entrenched players
so it's slightly less than 1.5 combat scrolls while giving slightly more than 1.5 combat scrolls
im looking for a way to give the folks who say its too easy a way to engage it at a higher difficulty while not alienating those who think its fine as is
maybe impossible task
its something like 1.6 scrolls of loot for 1.4 scrolls of cost or something
dubious
tbh I think that the frame of reference for balancing was kinda off kilter
there are a few things off kilter here
we kinda balanced around the worst case scenario
The core issue is will it give more rewards, if not just scrap it and keep SKRs how they are
it'd have it come with that delve mat in some capacity
otherwise what is the point
Otherwise everyone will be inclined to do the harder version
And then whatās the point in having it easy
babymode mw2 players
When they arenāt that much in the first place though
however I alienate everyone who said "its fine"
base mobs are extremely weak
my honest reaction when 200 hp base mob 55 attack damage
base as in fodder
I suppose there is no scaling on top so it can afford to be higher
I will have to look at SP base stats + delve scaling
at least from personal anecdote i did most of r3's story in tiered garbage
Crazy
ian you are out of the ordinary
I was mw3 in a day or two when I reached r3
With bad gear but did get it pretty fast
actually I remember doing a blue delve in t3
i think I was in mw2ish by the time I was doing a0
Yeah thatās not normal 
it wasn't very hard
Only thing I ask for hard mode is no pern pls š
The only idea I really have is to make long combat rooms more difficult (greater base scaling?) since they already have more loot and are optional
i think it's mob density rather than individual stats tbh
i cross checked a lot of the SKR mods with low pt star point mobs and they were roughly equivalent on an individual level
it's just that you don't have legionary 5 twisted 5 colossal 5 to add elites and double the mobs on top of delve scaling
ideally the solution doesn't involve me hand changing spawn counts in hundreds of spawners
:'(
also technically an opportunity to have difficulty in stats rather than count
if you give me the tools I can do at least some of skr
I do think some mob counts need to be changed tbf
then maybe you'll only have to do 850 spawners instead of 900
all mobs become elites
true
just generally too few?
best in slot chargingbuck farm
there were some rooms that had the spawners quite spaced out and the encounters were like 1 or 2 mobs each. thinking about the starlight tree (merdd 1?) here in particular, played that room twice and frankly it didnt really feel like a "combat" room
theres likely more as well but this is the one ive noticed it the most on so far
Thatās just the vengeful delve modifier again
Is it possible to globally modify enemy count ala legionary modifier style
maybe
@silver lake are you able to apply delve mods with mechs or would I need to talk to a plugin guy
A few spawners here and there
That spawned like 1 mob
@glad oak i redirect to you
i frankly have no clue
I was like 
I think that'd be fine the mobs themselves were more threatening
but they are just
not
i don't think so because i dont clear player delve mods before they enter skr and it still doesnt work there
i guess it might bea plugin proeprty
probably
I was thinking more about how flexible is the delve modifier system for scaling enemies
Eg can u recycle the stat scaling system from it to buff enemy stats in specific content
can I cannibalize it for functionality
Yes
How would that work for a difficulty system
Manually set enemy stats for every difficulty?
oh if it was indeed a difficulty system of varying tiers yes it'd need to be delve / delve adjacent
if its sticking at just 1 tier as implemented currently then its manual stat adjustments
How does SKT handle stats?
Doesnāt it like buff or nerf all enemies or smth
Between story/normal/savage
- story gives you a buff
- every mob has a boss_tagscaling bosstag that gives it a buff if you have a certain tag (for SKT thats 25% DR 25% damage increase if you have SKTHard)
the question is two questions in disguise
can he answer both
you can apply delve modifiers with mechs but you might get fired and for delve modifiers to apply to skr they'd need to be added in plugin first
so I guess doing something similar to DRG's hazard system probably isn't viable
budget is capped by how burnt out I am
budget is r3 balance and its consequences on developper moral
for context, DRG sets global modifiers to enemy dmg taken/dealt/spawnrate/movespeed
mactera plague in monumenta when
yeah I got no idea
i have dreamed up a stupid SKR reward idea
give em retrieval
retrieval arrows is so slop
let us pay a bunch of SKR memory frags to replace Plot Doorway globe with an end portal so it looks like a small silver gate
let's get more arrows vs let's go gambling
^
oh I meant plus whatever not just retrieval
cosmetics in general would work as a solution maybe
I was told no to arrows I think
unless they are "a good idea"
so cook a good idea me thinks
kill masterwork and make it the cost to ec enhance certain items..
that would work
chat what if the casino pots just got extra length for mem frags
I think im fired
potions of recall
1hr->1hr 2 minutes
ability to upgrade charmbag to hold rares/epics charms
no
:(
wish that was real but
do we have a good reason
set a marker -> drink potion, teleports you back
too much data
is that real
15 -> 18s Forgeflame
3 charge -> 4 charge Godbrew
6s -> 8s Dew
pay for ability to use charmbag with armory?
would be fine
Oh I meant
the 1h potions
not those things
lol
fuck dew actually
6s -> 6s dew
dew is fucked
6s -> 4s dew
it's either genuinely mandatory or beyond useless
"yes today I will add button that reduces cooldowns"
its so split on classes
+3 particles upgrade
a lot of ppl hang around in their plot and like to move the plot doorways around
I think the potions were made by a warrior main
ah yes, warrior, the least usable class with dew
And i want to kill those people because they stunlock themselves every 2 days
well maybe if certain classes weren't dead fish outside of their cooldowns we wouldn't need dew
me setting up a kaizo box on my plot so anyone teleporting in gets dropped to the giant hole
dew should just die
Can we go back on topic
and then can't get out
I can see it but its also not a mainstream thing I wouldnt think
.
That was just going to be added at some point for free to the item
Devtime budget is pretty low rn
opinion about cosmetic particle infusion?
Um. Maybe? Thats very broad and stuff like festive is just goofy
Skr room plot borders !
would build sharders be allowed to just yoink rooms and turn them into plot borders or would that be devside
far from all rooms work well for this but theres surely some that would look good
@feral cliff approval is missing
And also since rooms were touched dev side it would have to be done there
Itās in my brain but college exists
So, maybe
i know it was already planned
but given how cheap har is and memory frags have fallen a lot in price maybe the ability to upgrade it is warranted rather than it being free
though i guess that would also put it within price range of an epic too
and i remember it being mentioned that that wasn't desirable for a reason i don't remember?
It was too niche
its currently like 3.5-4ish scrolls to afford charmbag I think
Youre going to have to convince charging not me
i don't need to convince anyone
was just putting the option on the table
i don't mind getting it for free
send the changed rooms back to build shard
no matter where it happens, i hope it does because more plot borders are always awesome and especially with skr being quite theme diverse i feel like itd be a good mat sink that people really might wanna invest into
i'll be working with charging at some point this week on the plot border creation process (like, actually implementing one) so he'll have the process at that point
to whoever put an insta explode tnt spawner in front of this chest, i hope your pillow is warm on both sides
š„
I fell for that too but I grabbed the chest before it blew up
actually i was actually on it for like a quarter second 
Okay here me out, several things to do that would apply all at once:
-
Make "Long" rooms much harder.
-
Change normal sequence scrolls to all normal combat/puzzle/combat (potentially another puzzle as well) and reduce the scroll frag cost to 10, or possibly lower.
-
Add Savage Scrolls (placeholder name) with something like:
Savage Combat Scroll (1 normal combat, 1 long combat)
Savage Puzzle Scroll (1 normal puzzle, 1 long puzzle)
Savage Sequence Scroll (1 normal combat, 1 normal puzzle, 1 long combat, 1 long puzzle, 1 long combat)
Could potentially have "pure savage scrolls" (again placeholder) that removes the normals for less rewards, but gets you to the hard stuff faster -
Savage scrolls cost their base scroll type + memory fragments to "upgrade", and additionally earn whichever extra rewards yall are thinking about adjacent to this (delve mats etc)
Long puzzles, is our idea here just the same puzzle multiple times?
I feel like if they gonna add even longer scroll than sequence there should be a "boss room"
There could be a boss room type for the savage sequence finale sure
the problem with harder scrolls costing more to get to is it eventually becomes too long between the ability to play the room and not play the room.
I was half expecting SKR to be Zenith/DD but with normal class abilities and skill charms with periodically harder bosses and rooms
Unsure what the conclusion was about the discussion earlier, multiple times would be the "easiest", but it doesn't really make it harder, just more tedious
honestly that'd be a good piece of content if done right
Theoretically the "savage scrolls" I suggested have the exact same drop rate as normal scrolls, you just have to pay a slight upgrade fee, but the time between runs is the exact same, and would be worth it for the extra chest count from more rooms
The tl;dr of my idea is to make the increase in difficulty come primarily from Long rooms, then add new scrolls to have ones that have more Long rooms, but also cost a little extra to run
That way there doesnāt need to be some extra system to increase the difficulty, the long rooms can already function as it
i feel like allowing them to be delved like pois would be good enough
for like 1 maybe 2 mats extra
I think we can find something more interesting than "just slap delves on" to the 542nd piece of content
If there is literally 0 other options, it's better than nothing I guess, but it'd be nice to have anything else
what would make your savage scroll idea harder since i feel like delves are a way better option than just bloating stats with more hp and dmg
we just need more delve modifiers than the current list, tbh
Well that's the thing, if the long rooms are locked to the harder difficulty scroll you could directly change the mobs/spawners to have said interesting affects
Instead of slapping the same delve mods on and calling it a day
Obviously this also requires thinking about what to do to increase the difficulty directly, but this scroll system at least would check a lot of boxes I think, feel free for a dev to chew it up and spit it out
Alternatively a much better idea I just had: shrimply create 5 new astrals unique to SKRs and have every single chest spawn with one 
I'm not fan of delving everything in r3
sequence scrolls are good! but locking the long combats behind a short combat is going to be irritating to anyone used to performing at the long combat level because half the time they have to play short combat which is too easy
I think the immediate roadblock I have is what does
Make "Long" rooms much harder. actually mean
if its
Respawner the long combat rooms with the same mobs
thats not off the table but its not immediately feasible just because of dev budget
and long lengths currently have the same mobset as normal lengths
yeah like
for everthing said here
its also been noted as "fine" for a lot of other people
day 2 of wish add firework effect after hit spawner req/finish puzzle of skr
It is fine but just fine is not hard
Maybe you are better off waiting for more rooms to be made so you can make them into actual hard mode rooms idk
it is a long combat room not a hard combat room 
those long combat room already contain puzzle i have no idea what to do 
I will add, we have no plans to just slap delve mods onto this content
Itāll absolutely need brand new modifiers and changes
Weāre open to ideas on those
i think a modifier which could be interesting and āeasyā is just slapping some of the new spawner types onto random spawners?
or would that sloppify the new spawner types
I feel like to unslopify spawner types they need to be repassed over on current content so it isnāt just spawner shield every 2 seconds in star point POIs
You should add bosses to some of the long combat rooms it feels unrewarding to not have a big fight at the end considering we made a sequence scroll
Since long combats are locked behind sequence
Otherwise sequence is never really worth it
wow crazy
youread my mind
the math is a bit off right now and they give more money on paper on average
spawners shields are cool because I feel rewarded for using the mending pickaxe :3
this is ultimate slop
slapping those down without much care would not be good
Please dont thank you I love breaking the same spawner twice for no reason it immerses me
ok I will add shields
Must be at least 10 shields per spawner
spawner shields but every nearby mob gives it +1 shield
or rather, mobs that protects their own spawner from being mined for 1 time
like this shield achieves nothing
Spawner shields, but each nearby mob gives a nearby chest +1 shield
thats still kinda not worth it imo cause 12 scroll fragments to craft sequence
Itās probnaly lonely
not worth it by what standard
if it costs 8 to craft a scroll I could just save up until I get 4 more scroll fragments and make 2 more scrolls ontop
they should change the scroll frag cost for sequence to 10
not 12
A long room is worth more than 1.5 combats or puzzles on average
They give 14 average and normal combats give 7 average, so 10.5 vs 14 I believe
A sequence costs 1.35 scrolls and gives about 1.6 or so scrolls in loot
It is absolutely always worth it in the long run to make sequence scrolls currently, without any doubt whatsoever
If anything, short scrolls should probably have their har cost removed and long combats nerfed by a chest or so
Idk where youāre getting 1.35 from?
A sequence costs 3.5 scrolls.
do you mean the long combat from a sequence costs 1.35 scrolls
the alternative to "it is always worth it to make sequence scrolls" is "it is never worth it to make sequence scrolls"
which is dumb
sequence scrolls are fine because you play more of the game and you get more rewards
also saving up should feel rewarding and not like unnecessarily delaying rewards
also long combat is āharderā which probably justifies it
In an ideal perfect world sequence / basic scrolls have equivalent rewards and it just comes down to a matter of preference
in leau of that, I find it better to skew in favour of sequences than against it
difference shouldnāt be suuuper noticeable on average anywho, but there certainly are outlying rooms
sequence should be worth buying
I also think the long rooms are pretty neat. Iāve enjoyed the two Iāve had so far. (Although tbf Iāve liked all of the SKRs Iāve been in)
all the long rooms are such enormous cook i am in love with the lier rooms
Sequence is already worth playing
by sheer profit no scroll is worth playing
sequence barely breaks even on average
normal scrolls lose money
unless you want the content or achievements or whatever else, doing scrolls is sabotaging yourself
that is if you buy the materials/scrolls from the market . otherwise you can get like 12-14 har if you sell the mats alone
you get 6-7 mats per normal scroll which, at 1.75 har per (using the current stonkco sell price), is 10-12 har while scrolls themselves can be sold for 13 har
sequence makes roughly 26 mats on average (with a larger range here but from my 5 sequences i think 26 is average) which is 45 har; 2 scrolls can be sold for 13 har each, 12 scroll frags can be sold for 21 har which makes the total cost 47 har
we are not going to balance around the fact stonkco gets you more money
assuming you sell things to the best currrently available shops, doing any scroll is always a loss
im not saying it should be balanced around it, i just said that them being worth doing is wrong
the objective kind of worth, not subjective for fun or wtv
if you like them by all means go ahead and play them
why would i give up chance to play content just to get money i don't even have place spend on...?
that's such a weird mindset
The prices are like that because ppl are willing to eat a loss just to experience the content
So ppl are paying more than a scroll rewards for said scroll
No point in balancing rewards around market price nor is the market price based on āmaterial valueā
its not a mindset its a fact
what i stated is the objective truth
if you want my personal opinion, i do skrs every now and then
knowing full well its a loss
yeah thats valid
Also thatās how it always is
Hoard keys are more than what you get out of them
Itās normal
If they drop below, thereās some issues
Since they will be insta-bought for profit
I treat skr as r3 hoard and nowadays the RNG part is fine to me
this was the goal
originally the niche was supposed to be bite-sized pois but we shifted away from that as things wrapped up
Yeah, it gave us more space to be super rewarding instead of a 10 minute distraction that barely gave a PoIās worth
Will SKR cache's be updated with frags from newer content
Or will its rewards become pointless in late game r3
@feral cliff don't you want to make more _v2 versions of loot tables
v2
Kill me
probably but like
at the same time that transmog tables are updated I'd imagine
so delayed
significantly yes
sucks
dont want the best way to get frags from new content to be by opening stacked chests
oh
from unrelated content
that makes sense
So you're telling me there's unobtainables to be had 
yo guysI wanted to ask what rooms do you guys enjoy the most
find the button made me enlightened and zen
I achieved nirvana through theazone's teachings
puzzle vs combat?
doesn't matter
just like asking what rooms do you enjoy
i like puzzles because I don't have to search for the chests
but once I learn all rooms it'll probably be combats as the puzzles take too long
like avg puzzle is fine, but the chance of it being a really long puzzle vs a shorter one is kind of š
towers puzzle takes me a while, and they nerfed the rewards even more for it
minesweeper 
did you know theres solvers for towers
I personally don't like towers 
I use solvers on towers when I get stuck for more than 10 minutes
i actually enjoy towers its just hard because i did not do that puzzle before
easy fix, we just decay all stowed away chests on every weekly update
I like operator
My intention is that new expansions will receive SKR locations and the new frags, with the new frags delayed as mentioned above.
After chance increase, in past 6 day, i done all poi (most of them just once, some two or three due to bounty), done all daily include fishing, beside sirius i have done some non daily run, other daily content i only done them once per day, in total i got
- 12 Scroll
- 26 fragment
love chance increase
i think i'll still recorded it, may just i being lucky
i mean... good rates buff i guess? lol
@feral cliff rip this guy's spine out
buy a lottery ticket
Holy sweet mother of mercy
just had a chest in rootways outskirts exploded by a tnt spawner 
ye another person got by it
we recommend lootrun chest before doing combat thanks
this is a joke for lega reasons
tbh this seems like peak trap design
idk its just frustrating
if death doesn't punish players, then punish them by taking away their loot
how fast was the tnt fuse time?
have encounter it, i think i just got enough time to pick up chest
but yeah that's evil
i just think exploding loot in the content youre supposed to play rarely isnt a fun mechanic
It is
No one has gotten to stopping that though
not when the chest is over 10% of ur loot
lol didnt touch base_final rates
congrats on that pull
It is done
that was more gruelling than I anticipated
lets slopify skr now
I feel like chests should be explosion immune in SKR
third time a creeper blew up one which left me one off from a cache
Is this realā¦
apply for dev and make it
why would I when we have theazone
I agree but I need someone to code it
maybe i can ask exlius
i'm going to create one block zones on each chest and then when we move the chest you have to spend 10 minutes remaking it
(i am not doing that)
explode
hope you have a great day with lots of love and prosperity to you and those around you ā¤ļø
no death threats in monumenta mmo rpg @ex moderator
you're getting timed out little bro.
why do you hate positivity
shoulda just hired me on and made me do it smh
something something free intern labor
i assume that means a lot of those advancements will be easier to get
they are painful since they're in like 1 or 2 skrs total ever
no i didnt change that too much
biggest thing was just ripping out all the spawner shields unless they had a purpose
and I added a protector here n there
also I gutted chittering mobs
kind of
i didnt mind the elite spawners having effects often, its just that it was always spawner shield
yeah
Spawner shield should really be reserved for like, the 10 shield or the 25 shield which use it well.
shields were added to the held spawner items, and then they were placed like normal
(which is like why...)
my thoughts exactly
I think I use them well inside skr rooms
but i think making elites more likely to have effects feels nice
TBH, i haven't played much SKR yet too many school, but the rooms i did play i dont remember seeing bad spawner shields
esp in puzzle rooms no bad spawner shields there š
fo real
no I think there are more protector spawners than there are shielded spawners
because just placing a spawner with a shield or 2 on it doesn't really achieve anything
unless its in a 2/3 spawner encounter and you want the player to mine a specific one first
on it
i asked qwan for a couple changes so ensnared properly interacts with revenge
it also could be interesting if ensnared triggered on shield clear rather than spawner mine
ah yes i too know what ensnared spawners do
shoutout charging uv
Which spawners are the ones with gold/yellow particles in them? I break them it makes a noise but I have literally no idea what it does
Why are they in SKR which is solo content 
uh, we hate assassin stealth something something
in them? Alert, one is in chittering. one is in a keep skr
Protector is the halo on top
what does this mean
I guess it could agro mobs through walls which currently aren't pathing to you
I havent used them really that well
(i used it once)
more alerts in zenith
Went through a sequence earlier and got potentially said keep skr long combat, and there were like 10 of them in there
if you vicious combo it or something?
????
gets to 0, heals to like 50, charges its explosion, then just resumes regularly attacking yy
if you kill him he instantly explodes
warrior and mage both do it
lmao no I had no idea that was happening
@wicked plinth mate your shit is bugged out
whats a sewer menace
shulker
shulker
š
Holy rampart chests batman!
and just never spawned
the spaweners yes
but somehow the shulkers werent spawning
idk i just turned the range up
if it plays like shit I can just remove or move them
I do think it's kind of crazy Ramparts is the first star point POI you see and quest into, but it's not like you can change that now lool
entirely agree
I think it could be seen as a T3 poi though, which could help new players expectations
oh I also like
didnt place as many random pool elites
things will be more consistent / thought out
can we please make the very first variant spawner in ramparts cat so its the first thing anyone sees relating to the concept
There's nothing affecting poi tier in R3 with bounties afaik so it's just cosmetic
would be š„
entirely
except skrs
which has a scale of 1 - 5, but thats entirely internal
Yah
except for the pinned message here
Amped Ramparts when
what do you mean "when" you can amp it alr
I might just make an amped coven fort for april 1
amped starbound 
its called going to it in progression normally with unmwed or tiered gear
But yeah making ramparts T3 would help out the most that's really possible I think
i assume guarded are inverse protected? like, you cant break it until everything it spawned is dead
so, when are we getting the guarded + protected spawner
you cant kill anything and it cant be broken until everything it spawned is dead
wait no thats in azzys mansion alr my bad
lmao yeah fair point
ok guess we're doing it the other way then
yeah guarded is honestly a really good way to quell lr in zenith if thats desired
would you like help implementing or can you do it when you have time
I can do it
oaker
dreadfulimmune go
dreadfulimmune go
it may help yeah
I come from the old out-of-touch camp of people that believe you should kill mobs
if enough spawners in rooms are guarded where you can not clear the room without breaking atleast one, then you would have to clear that spawner which might allow the backlog of mobs the lr crew creates to catch up
alternatively
what was that old delve mod that gave mobs juiced stats if they were 8 blocks away
relentless?
uh yeah i called it "free points" tho
idk a6 mobs x blocks away hunt you down
make it scale the further away they are so mobs like 40 blocks away move mach like 4
#bring back echoes
yeah
it was goofy
idk why you'd want to bring back piss
honestly i dont think i even played echoes once
I dont think I did either i will be dead honest
I dont remember what it did
but i remember it being piss
i think it was kind of anti lootrun
ffs
its peak anti lootrun
Oh so Eternity but for health instead of time
Fandom usage is crazy
you have to kill mobs
Ok well thats a terrible way to encourage killing mobs
its removed off the regular wiki
Wasnt echo removed because it kept breaking
ok hopefully this should no longer be the case I made it function differently but the effect should still be the same
elites gonna die normally now when you kill it but itll spawn an invincible guy that doesnt move to perform its big boom
this should also alleviate any issues that might arise from like chivalrous interacting with the detonator and making it move while charging up big boom
peak
Thank you me lon
0 frags or scrolls from fishing now š
F
At a guess, Iād assume it got adjusted 0.5 rate for bounty and 0.125 for combat chest now
To add up to 1 daily worth to be in line with the other dailies
*someone is not going to read and take that as fact so this is a secondary disclaimer that this is purely a guess
doubt, the bounty chest is the same as t0 combat chest
itās a guess but iām p sure itās an incorrect one
(Clear Skies and bounty both grant Greaters, Rainstorm grants Abyssal I, Monsoon grants Abyssal II)
Do bounty and combat chest stack
I've gotten 3 frags from 10 greater (abyssal 2??) caches which I think is ok but š
Actually is there a difference in drop rate between tiers
i dont think charging did that
I think it would be consistent to Not do that
yea
No ā¤ļø
He explicitly made it not
Initially poi bounties did
actually i donāt understand the design philosophy here
And then it was intentionally made same across bounty tier wk2
wouldnāt we want SKR rates to increase as a reward for doing harder content
No because then youād have double scaling potentially
A harder difficulty for possibly slightly more rewards is on the table for scrolls
Double dipping more scrolls and then more rewards for scrolls is undesirable i think
Frags and scrolls are also a fairly sizable buff to the income from dailies/weeklies already too
ah i see, itās with the planned āharder scrolls = more rewardsā
Buffing them even further would probably cause more problems
R3 already have frequent complaints about the devaluation of HAR, best not to supercharge those problems I think
On the backend side, it also makes the math a headache
Cuz now u have to calculate a range of values instead of a single value
Part of why the initial balancing was so fucked is because of how many layers of dice rolls were involved between scroll drop rates, silver memory reward rates, cache scroll/frag drop rates, etc
is supposed to be a bonus reward for everyone, not just the endgame rich people running high point content
Then why are they locked behind sirius and cz
I am not aganist skrs being casual mw2 oriented content but at sirius and cz progression level you are atleast mw 3
ahem
rephrased:
is supposed to be a bonus reward for endgame players, not just the endgame rich tryhard sweats running content in the most optimal way
Endgame but not that endgame then

They really should just push them up
I donāt see why they are only for post- Sirius and cz
i dont see a lore reason either
wait
well cz/indigo and silvergates are related
so cz req kinda makes sense
but i dont see why it would need a req in the first place
if I say ah to hell with it I can just increase a bunch of stats I suppose
You could
But tbh if we consider the mw2-3 as balance point difficulty is fine
Most people are just mw4 full infused
So a harder difficulty for next batch of room i think is a better way
if we ever get in our rear in gear on a hard mod it'd likely be some kind of modifiers applied rather than new rooms
I can't really justify "mw2-3" since the reqs got pushed up
originally it was just getting to sp as a req, but that evolved and I guess I failed to update
What happens when arcanist main balances stats
erm
they should let the arcanist main balance arcanist instead
š„
(let me do more than 10 damage per minute the second there aren't 2 mobs hugging each other)
Not allowed i think
racism
Everything changed when Alchemist Nation attacked.
Ok so yea for mw4 balancing just bump stats about 15% and should be goob
I think
alch and arca is the holy graal of racist jokes but id rather not
Not the right place for that
idk 20% to call it safe?
15-20%
tell me alch isnt the favorite child š
a wheel will be spun
you are thiiiis close to an ignore add
shoare
magic abils Iāll do individually
Makes sense

trying to not say anything disrespectful gone wrong, is that my fault or not i cant tell
Simply not right place
Happens
prepare to get nopped
š¦ š¦āā¬
okay skr now
is there any reason the weekly guaranteed scroll was changed from 19 pois to 12?
seems counterintuitive cause 19 is all of them
so you can skip these 7
I have zero idea how coven is below amanita
amanita is fun wdym
a bit stretched underground but you can skip a part of it and get away with it
coven's boss is an iron golem
Im not playing fun game find the 500 spawners somewhere in the cave which is somewhere in other cave sometimes in this cave or in that same looking cave
and that's all you need to know, really
Who cares it dies in 10s just swap to any dps
thats so locum