Kinda irks me. In all honesty, that's the system the game is founded on, so saying to remove it is stupid. I have been lurking around the suggestion forum and I've seen a few things that I'll note are good ideas, but perhaps too extreme in that yes, they would kill the market, and potentially kill the game in the long run.
However, many players who cry about Energy raise a good point-- if Energy continues to go up, it'll be hard for someone just getting their feet wet to get anywhere. You can't even craft anything better than 3* Gear without buying CE either from the market or from your pocket-- and for many players the latter just isn't a valid choice.
First and foremost, the game NEEDS to be better at figuring out what floor you're on. You can join someone at terminal floors, or at the "party creation floors" like 0, 8, and 18-- and still pay 10 energy! I understand the payment for a terminal floor-- you pay energy for a chance to buy recipes, but why is this existent in the party creation floors? That needs to go. You pay fees already just to go down to the next floor, and you get NOTHING out of going to the party lobby (the vendors you find there are already in town, and the "items" you can buy for your hotbar disappear if you're not in a dungeon).
That's just screaming for someone to afk in, and abuse people trying to join up with randoms, losing energy and not being able to go anywhere. And when you're a lowbie, losing 10 energy is like losing a vital organ-- you can't exactly just be ready to give that up. The game has a huge "casual" feel to it, but doesn't cater to the casuals as much as you think it would.
So I suggest a scaling option. Instead of making everything flat, why not make things slightly cheaper for those who aren't able to access the end of the game? What do I mean by this? I'll throw out an idea that's been brooding in my head since release.
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For people who don't have subsequent tier access, lower their elevator costs. What does this do? This means they can delve more times into the clockworks, or potentially do a run, come out, and have energy left to craft something. Let's suppose that in 10 floors of t1, you earn MAYBE 5-6k crowns, and the chance at some of the slightly sellable materials like Swordstones, or Bushy Tails.
This means that you barely get enough with current market prices to buy your next 100 energy, leaving you with little money to craft in hopes of ever reaching tier 2. Lower elevator costs means more bang for the newbie buck, letting them progress smoother, and without less damage to their initial status.
I know it's not exactly HARD to get to tier 2 as is, but just imagine when energy prices escalate. What happens when 100 energy in tier 1 dungeons no longer provides crowns to be able to buy energy? Does that mean the game FORCES people to sell materials in order to get money to buy energy? Not everyone has the time / patience to do that, and if the game were MEANT to do that it wouldn't be advertised the way it would be.
Also, because you wouldn't have access to the deeper floors, you couldn't exactly "make a newbie, keep costs low, and make 5* gear". I only said lower elevator costs, not crafting costs. This means you can dungeon more often and enjoy the game more, but gear progression would just be smoother (albeit just as costly).
So for example, let's say if you didn't have Tier 2 Clearance, your floors would cost you 6 energy. This would ONLY apply to floors that are Tier 1-- since you can invite and "sneak" people into tiers they don't have clearance for, it wouldn't be fair for them to progress through harder floors, making more money/materials for less cost. This means that you could do TWO full tier 1 runs, provided you don't die and don't pay for energy doors (You do floors 1, 2, 3, 5, 6, 7. 6 floors * 6 energy = 36 energy a run, 2 runs = 72 energy. This leaves some energy for reviving self, or paying for some doors.) If this player enters tier 2, they pay elevator costs as if they were tier 2, and tier 3 as if they were tier 3.
The minute you unlock Tier 2 Clearance, Tier 1 AND Tier 2 floors now cost 7 per elevator. Running tier 1 (which some T2's have to do, because their gear is fresh) will now cost 48 energy a run. You can still squeeze in two runs of tier 1 if you like (provided you don't die-- which is immeasurably easier in 2* gear), or a full t1+t2 run (t1 = 6 floors, t2 = floors 9, 10, 11, 12, 14, 15, 16, 17 = 8 floors, 6 + 8 = 14 floors total = 98 energy). Now fresh players won't make it all the way down t2, meaning they save some energy, and better geared players can do a full run if they like, provided they don't die.
A singular t2 run, starting at floor 8 would cost you 56 energy-- leaving you energy for the first few revives, doors, or what have you. You would be unable to do two full runs, but because there are more floors to get money and materials in, this compensates for the lack of run.
The minute you unlock Tier 3 Clearance, the game scales up again, to where it is now. You pay 10 energy per elevator, no matter what tier you're doing. You have the chance to easily make enough money for energy (It's not a surprise that people make 5-6 in the first 5 floors of tier 3), and you net chances at better mats in order to supplement income.
Let's say we have Timmy, Kimmi, and Bob.
Timmy is new to the game, and only has t1 clearance.
Kimmi is slightly better geared, has her t2 clearance.
Bob is a pro, and hes got t3 clearance.
They decide to run t1 for Timmy. Timmy pays his 6 energy, Kimmi pays 7, and Bob pays 10.
They finish that rather easily (with Bob's help, duh), and enter Tier 2. Now they "sneak" Timmy in by inviting him in.
Timmi and Kimmi now pay 7 energy per elevator, Bob's still at 10.
Let's say they do all that handy dandy, and Bob wants to show them Tier 3. So he invites them all in.
Now, Timmi, Kimmi, and Bob all pay 10 energy per elevator.
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What will this achieve? For the casual lowbie, this makes advancement feel like it's actually happening. Let's face it-- while it isn't HARD to get to tier 2, to do so from a very fresh character usually involves help, previous knowledge of how to do so, and definitely involves a lot of luck with drops, or sellers. At least this way, they get a little more playtime, a slightly bigger wallet in order to supplement gametime, and the Hail Mary of getting Tier 2 suddenly becomes a much more realizable goal.
For the hardcore prostar leet gamer, his costs are unchanged.
For the middle man, there's a slightly easier transition. It's a jump they'd have to get used to, from going from 7 to 10 energy, but at least they're eased into the full costs of the game.
What will it do to the market?
Well obviously, since cash will be slightly more on hand (while you WILL be able to run t1 and t2 more while at those levels, you don't exactly make hundreds of thousands of crowns at that level), this means more people will be able to buy energy. This SHOULD make prices stabilize at a point that's accessible to the casual because he can make more income, but still worth the money you put in at the high end level.
Now I understand that the CE market relies on people who buy energy with real life money. If people didn't buy energy, no one could sell it, and we'd be stuck with our 100 mist energy. But there are other threads out there to deal with that, and this thread feels long enough.
Anyway, that was a long enough break from the game. Back to more Jelly King spammage!
This is quite possibly the most brilliant suggestion I've read today (and most days, for that matter). It definitely sounds like you took the time to carefully consider most aspects of what each thing would entail and whatnot, and what you have to say sounds pretty fair.
One thing though- would it be unnecessary to have more "Power Surge Weekends" then? Or other little events that would either lower energy costs for a few hours/a couple days or lower the prices on energy (such as, say, a "Christmas sale")?
An additional suggestion: I think it would be a good idea to split the cost between parties to enter gates (at least for Tier1/Tier2...conversely it could be a Tier3 thing only). Everything else in the game is split more or less equally, so why not? It would really only be hurting the die hard soloists, but it would also be promoting social interactions (which I think is a huge part of this game). Especially because the cost of crafting would still remain (so devs wouldn't be losing out too much); or it could even increase marginally to somewhat balance it out, but not balance it to the point where we're essentially back at square one (if that makes sense, lol).
And really, in Tier3 you're going to need to either start purchasing energy with real money, or start sinking a lot of crowns into it, based on the costs of crafting alone. So it shouldn't really affect the money the devs are going to make that much; in fact, it should (theoretically) speed up the process.