Things in the game that aren't fun [Design]
So, I like playing Spiral Knights.
However, there are a lot of aspects about it that are un-fun, and not for balance reasons.
• Spike floors - They are fine to have, but they spend too much time "up." They should be a trap, not an obstacle. I'd have a lot more fun dodging spikes (even if they were faster) if they weren't up 50% of the time. It should either be a wall or a trap, not ping pong between those ideas, causing frustration for players.
• Soft Capped damage - If people want to waste 10 energy farming easy t1 floors in 5* equipment, why punish them? It's never fun to see your damage go down in a game.
• Jelly King - He requires no finess to beat, just better equipment and the correct vials. It's not fun to have a boss that (essentially) emits aoe damage, self heals, and it's just a DPS race.
• Curse - Damaging a player so heavily for not understanding the mechanic is not fun (especially for newer players). A "lockout" or something would accomplish the same goal while being much more easy to grasp and actually teach people what the mechanic is instead of "Oh I died with a purple eye on me..." It would be like if you could heal while poisoned and waste hearts - not fun.
• Difficulty Shielding allies - It's hard to protect allies from bullets. Your hitbox remains the same size even with the glowing shield around you.
• Equipment - None of the weapons feel powerful until 4* and above. The progression up until then feels meaningless and even understated by the buggy "bar" system for stat displays. It feels like a series of heavy investments without any good choices - Do I want a slow sword or a weak-fast sword? Armor also doesn't feel viscerally good - I see one more pip of health after spending thousands of crowns and hundreds of energy. Final Fantasy 11 had the same thing - I spend 45,000 gil on leap boots with 3 dexterity... yay.
ADDED - [eek]
• Quicksilver (Slimes) - Since I can't change my equipment inside a dungeon, sometimes I'm forced to fight them with status weapons that might cause them to wipe my party. Considering the overall weakness of status-inducing weapons vs regular weapons, it feels like it shouldn't hurt me to grab a cool status effect weapon because I'm handicapping elsewhere already.
Just some thoughts - I understand you need to maintain the difficulty on the game, but these are just some things that are disruptive for no reason, to me.
Add any others if you have some!

"Soft Capped damage - If people want to waste 10 energy farming easy t1 floors in 5* equipment, why punish them? It's never fun to see your damage go down in a game."
^Err.. I don't understand that part
o_o
The damage is less but as far as I know a 5* sword is still the more powerful than a 4* sword in tier 1.
I have to agree it is very odd how (at least on the bars) the growth from the initial gear to 3* is very gradual, and then going to 4* there is an absolutely huge jump. This jump was pleasing for my sword, but on my armor I barely noticed anything. I think the problem with armor is that you just have to have faith that it is working. I don't think anyone really pays attention to whether they lose 4.25 bars or 4.75 bars each time they are hit. Maybe some numbers when you take damage would fix this but that might make this a bit too much like a JRPG :P
Edit: I still find the jelly king to be terribly hard. My first visit was successful in full 2* gear. Now one item away from full 4* and I seem to be losing more than I'm winning. Considering he's a tier 2 (2-3*) boss, he's awfully hard to beat without a Vile Striker or some 5* people in your group :S
I think the damage should be lower on high tier equipment in low tiers. It's a borefest the way it is now when I go up against Snarbolax. And no, I'm not going to spend resources to intentionally gimp myself (even if it's chump change)...
Anyway, this topic is a pleasant surprise. I was expecting whining about energy. Aside from the thing with weapons, I agree with everything.
"Soft Capped damage - If people want to waste 10 energy farming easy t1 floors in 5* equipment, why punish them? It's never fun to see your damage go down in a game."
he means that a tier2 run with a five star weapon hits harder than a a tier1 run with the same weapon. It was designed this way because there is more energy in the core, so the closer you get to the core(tier 1--> tier2---> tier3) the more damage your able too dish out. It's not really punishment because it keeps the game more challenging, instead of super easy and boring. Which it still is too easy, but it would be worse if we were able to dish out the same damage no matter what tier we were in.
As for the equipment there is a difference if you test it out you'll see the higher armor you have the better, however it really all comes down too what type of defense you have vs what type of attack you are being hit with. I prefer bars instead of numbers because this way it feels more like a fun arcade game that you put a quarter in the slot machine too play.
There's a difference between challenge and fun - if I grow as a player to overcome a challenge, it's fun. If I simply have to avoid challenges because there's no reward, then it doesn't create any opportunity for fun (mini-jellies come to mind). A lot of the challenges in the game don't provide proper risk-reward. The spikes, for example, are very risky to stand on them (might get shield locked, stunned, body blocked) and no reward (enemies don't get hit, it simply removes playing surfaces from the game.) On the other hand, the golem enemies still stun other enemies if they hit them, and that's really cool/fun gameplay.
There's a lot of inconsistent design in the game, and the fun parts show me they KNOW how to make some fun mechanics, but then they ignore them on similar mechanics.
People seem to like soft capping on the weapons, so maybe I'm wrong on that. I'm saying strictly from an enjoyment perspective, seeing lower numbers when hitting "weaker" enemies feels backwards.
To clarify, I don't find JK to be super difficult. It's boring and binary; either your team is well enough equipped or not. The regeneration and constant periods of damage/invunlerability make it impossible for people to "outsmart" or "outplay" the enemy in any capacity.
One more to add
Metal Slimes - Since I can't change my equipment inside a dungeon, sometimes I'm forced to fight them with status weapons that might cause them to wipe my party. Considering the overall weakness of status-inducing weapons vs regular weapons, it feels like it shouldn't hurt me to grab a cool status effect weapon because I'm handicapping elsewhere already.

Quicksilvers - invincible while in their shock mode, can't be frozen or lit on fire. The strategy for this is to shield and hope for the best which is awful design imo
2 T3 menders - There are not many weapons that can out DPS their heal (especially when they get 3-4 ground heals going at once). they can perpetually revive each other. They can cast while in knockback animation (but somehow if I get hit after I drop a bomb it doesn't count? lol) I know you're thinking "oh eeksy you're just doing it wrong".. NO. I've had one arena where two menders spawned, I ran up and curse sniped the first one. Dropped a shiv to circle around to get the other and he revives the dead mender. I do a levi charge on the 2nd mender and go to pick up a 2nd curse pot that the first dropped when he died. By the time I throw the curse the first mender revives the 2nd! WTF. At this point there are 2 ground heals on the ground heals on the ground. DERP. They ended up reviving each other 5 times. This is awful design. It's not like it was hard or anything, it was just annoying.
Last wave of arena with bomber gremlins - I guess if seizures are your thing you would consider this fun otherwise the constant shaking screen and flashes are awful. Again, this isn't hard at all (in fact it is one of the easiest 3rd waves of any arena theme) but it is annoying and as a result, not fun.
Agreed with all of your points.
In addition I'll add that the oil jellies are actually even worse designed than the shock ones IF you don't have a Shivermist, which is part of the problem. These things make one bomb that's already extremely powerful on its own almost a necessity when delving below T2 fire zones. With shock jellies, at least they kill other enemies and I can burst one or two down at a time or let them kill themselves. Sure I may die two or three times, but the point is it's doable.
Get a room full of oils on fire with no shivermist, and you're done. Completely. There is absolutely nothing you can do to stop them from swarming you so you can't move, lighting you on fire, and healing themselves in the fire. They never go out on their own. They don't kill other mobs.
Bad, bad design.
Also as someone who uses only frost effects (because I don't trust shock or fire thanks to the existence of those two jellies), the frost jelly cubes need to get some kind of supercharge when frozen rather than just healing. Maybe they just do a zone-wide flash freeze. Nothing too extreme (after all I'm calling for nerfs on the other two), but just something to balance a little the extreme usefulness of frost effects vs shock or fire.
- I agree, spikes are up too much, they just waste time. Definitely not fun.
- Soft capped damage, while disheartening to see your damage so low, still kills enemies quickly. It's OK the way it is.
- I disagree, Jelly King does take some skill. Being able to avoid the spins and jellies while still dealing damage isn't easy. It's not just about gear.
- I agree, equipment progression is uneven. There's barely a difference between 2* and 3*, but from 3* to 4* the stats almost double. I would expect a greater difference considering the cost for 2* is 50CE and the cost for 3* is 200CE (that's 4x the cost!).
- I don't mind the bar system in theory, but I agree that in-game the bars don't seem to reflect any actual values. For example, DVS (~8) appears to have only 1 bar less damage than Leviathan Blade (~9), but each DVS swing only deals about 3/5 to 2/3 of Levi's swing. Combuster appears to have ~7.5 normal and ~7.5 elemental damage, which implies it should total ~15 damage - but really it only hits about as hard as Levi.
Agreed about the quicksilvers.
The menders, too, but for a different reason: the counter mechanic (poison) is really difficult to obtain and isn't super effective - it's either in a bomb which does no damage or a random chance on a weapon, and poison only lasts like 10 seconds. It also doesn't impact gameplay much - you're still attacking the healer first, so not much strategy has shifted. If, just as an example, poison spread through allied contact, then you could effectively deal with healers and be rewarded for picking that type of weapon/vial.
Bomber Gremlins are annoying, but they are a good example of action game mechanics (you won't get hit if you're good). If the camera shake went away, they'd be fine imo.
>Get a room full of oils on fire with no shivermist, and you're done.
I can't picture a scenario where this actually exists where it's not preventable in the first place.
If it's an arena (fire + slimey showdown), the worst is probably the first wave of the first arena (fire puppies + 4? oilers) and then the next set of oilers in wave 2 spawn next. The rest of the arenas spawn no more than a few at a time. This is still controllable, albeit difficult.
If it's an oiler danger room, the only way to set yourself on fire is to walk into a fire trap on the side. I feel that's probably more of a player screw-up than a design flaw (considering there are also spikes on the sides, the only way really is if you misjudge your corner step).

Ah, i get it, thanks for clarifying the damage cap on T1, numerous people i can't count to quote
I experienced that fire puppies+oilers in a Arena..
I had to keep kiting/circling and BARELY managed to survive with only half a bar of my last HP left
Couldn't stop moving and can only fire my Gun @ them, But hot dam that was intense
@_@
If it's an oiler danger room, the only way to set yourself on fire is to walk into a fire trap on the side. I feel that's probably more of a player screw-up than a design flaw.
Yeah, a player screw-up... that wipes the entire group and ends the run. Completely. How is that okay, that one misstep from anyone in your party automatically means game over for everyone? What other enemy or mechanic in the game is like that?
Theoretically, Lumbers should be virtually impossible to get hit by. They're big, slow moving, slow attacking, and there are rarely more than 2 around at a time. Getting hit by them is purely a player screw-up. Yet people get hit by them fairly often for a number of reasons. Would it be okay if getting hit by say a Fire Lumber wiped the party and forced everyone back to Haven?
To clarify, it's not that Fire Oils as a mob are overpowered. It's that the occasional situations they're placed in are needlessly punishing. If they just killed everyone and then over time the fires went out on their own, that would be annoying but fine. They STAY LIT, HEAL, and SWARM you though. It's ridiculous.
I'd just like to add one of my biggest gripes, and a suggestion to go with it, and that is the Powerslide From Hell™. You know what I'm talking about. The fact that Wolvers, Kats, and Greavers can instantly zip around behind you and attack. Greavers and Alpha Wolvers are probably the biggest offenders, since not only do they PFH™ behind you, they also are essentially magnetized to your backside while they're charging their attack.
Is this a problem? Under the current game system, I think so. Right now certain enemies have a ton of maneuverability, and the player comparatively has none. We're slow, and generally pretty clumbsy in the movement department. I think that in order to level the playing field a bit, players need some sort of dodge roll or dash. This could be accomplished one of two ways: A) make it so that tapping the shield key will instead cause you to dash a short distance. The downside is that people currently rely on tapping shield to shove enemies. B) Make a new series of shields that, rather than block, allow players a series of dashes which recharge over time.
Anyways, that's my 2 Crowns.
Yeah, it's linked to my first point about traps being up way too often. If the flames were up for 10% of the time instead of 50%, that kind of "wipe-the-party-cuz-u-dumb" mechanic would be justified. It's like wiping the raid when you had the bomb in Molten Core (WoW) - big punishment that's easy to avoid.
the weapon cap on tier 1 really irritates me. I understand that this game is mainly based on skill and not equipment and that's what I like about this game. But to create this kind of irritation on players just so that end game players can't blow through tier 1 without skill is simply stupid. This could be easily fixed if we don't make higher star equips so strong. The increase in strength of higher star equips should be smaller so that even a proto gear knight can have a chance to take on a five star equips knight.
I can tolerate how slow the shield raise after I press the botton. But I just don't get why after the animation shows I've put up my shield and I still take damage. I guess this is lazy programming.
About oilers and quicksilvers, maybe I just haven't learned of the secret strategy, they are just ridiculous to me.
I also don't like how the more players there are, the stronger the monsters get, this would create a hostile environment for the weak players since everyone wants them to stay away from their party. This game is supposed to encourage people to party up and play. But all I see this can do is telling more people to do solos instead.
This mechanic might've been fun for those that read "choose your own adventure" books, but there's nothing to be gained the way it is now.
Auto-sellers dominate gate construction. The only choice a person can make in gate construction is to dump their minerals into avoiding stratas that they dislike. There's also the matter that certain minerals only grow in certain stratas...ones that are either avoided or overlooked in favor of more profitable stratas. The new update, while adding more "variety" into the mix, takes away a large chunk of what little control a player had on gate construction.
So yeah, just what the hell do I do with these gates?
> Soft Capped damage - If people want to waste 10 energy farming easy t1 floors in 5* equipment, why punish them? It's never fun to see your damage go down in a game.
And some of us want to play Snarbolax and Jelly King without it being a boring 1 shot fest that isn't challenging/fun at all.
I've done both T2 and T3 arenas with oilers, and strata 1-4 fire slime danger rooms... and it's simply not true that you need a shivermist to beat them. Maybe in T3 danger rooms if you get them on fire, but, you shouldn't be doing that anyway.
In the first place, freeze vials, glacius, hail driver, and other items can inflict freeze and put them out. In the second place, they don't need to be put out, just killed. Not sure I could do it with any sword I own, to be honest, but they can certainly be gun-kited to death with umbra driver, and I would imagine that faust or gran faust would do a number on them between the knockback and the shadow damage bonus.
Oilers are certainly -difficult-, and the way they are black-on-black or flames-on-flames most of the time makes them obnoxiously hard to see, it's true. I find their graphics more annoying than their actual capabilities.
If only quicksilvers were as easy as oilers... I simply don't do shock danger rooms after the midpoint of T2 anymore. It's just suicide to go into a self-powering quicksilver room.
"And some of us want to play Snarbolax and Jelly King without it being a boring 1 shot fest that isn't challenging/fun at all."
I think that's more a symptom of a lack of content. Lots of games introduce "low/mid" level content without handicapping high end players. The difference is, those games usually have plenty of fun bosses for the high end players to kill.

I use CIV, and I was actually thinking earlier today that it could do with being just a little bit less powerful in the first two strata. After that it at least takes three hits to kill a mob if you're unlucky, but a guaranteed two-hit kill is boring, in my opinion.
oilers light themselves in t3 =/ well more accurately they leave behind flaming oil spils that in turn light themselves and start the chain reaction
As I've said, the soft capped damage is not a good idea to fix your problem as it brings unnecessary irritation to players. A better way for us to have fun fighting Snarbolax or JK is to reduce the amount of increase in strength in higher star equips. It should be so that even a proto gear knight can stand a chance against a 5 star gear knight if the proto knight got the skill. One of the beautiful unique thing about this game is fighting mainly depends on the players' skills, not how high the level of the player. And if you want more challenge to have fun, then just switch to your proto gears.
Also as Ryedan (#20) has said "that's more a symptom of a lack of content. Lots of games introduce "low/mid" level content without handicapping high end players. The difference is, those games usually have plenty of fun bosses for the high end players to kill." The soft capped damage is just a lazy and terrible idea to deal with your problem.
@LordDarkness
"A better way for us to have fun fighting Snarbolax or JK is to reduce the amount of increase in strength in higher star equips."
"It should be so that even a proto gear knight can stand a chance against a 5 star gear knight if the proto knight got the skill. And if you want more challenge to have fun, then just switch to your proto gears."
Soooo instead of reducing the strength in higher star equips, why not just run Snarbolax in proto gear?
Another note: Is it really a "soft cap", or does the damage just scale to the difficulty of the depth? i.e. all weapon damage at a certain depth is multiplied by the depth's coefficient, regardless of the weapon's star rating. So even though a weapon will deal less damage at higher depths, the damage is proportionally the same.
Confirm/deny?
There would be no point to have 5* gear then if it was only marginally better than the rest. One of Nick's biggest headaches has been balancing grind vs sense of progression. I won't go into much more detail about this because it's boring.
Proto gears
But fighting JK with Proto is like cutting a cookie with a piece of sandpaper. And I don't want to have to keep a set of 3* stuff just to have a decent fight.
Lack of content symptom
I see no way in which making you kill low level bosses incredibly easy so you don't fight em ever again is good.
Or their respective maps which you have to play to get tokens become a simply chore of clicking enemies once.
Why limit the players to only T3 bosses after they get maxed gear?
All bosses are different, they do not simply replace each other.
Being able to fight every boss in a somewhat challenging way is awesome.
Shields only work occasionally: When I pull up my shield, I expect the attack to get blocked, not just do damage to me as if I was just standing there picking my nose.
Hitboxes: So I'm basically within headbutting range of a fleeing gremlin and I can't hit them, yet I'm almost a 1.5 character lengths away from an incoming attack and I get smacked. WTF.
@ComplexMuffi: I've never seen an oiler in T3 or anywhere else spit off flaming oil unless it was -already- on fire. Is this a T3 danger room thing? I don't go in those generally.
@Lt_Grim: That's lag. Your shield doesn't actually take effect until the server hears from your computer. However, there's no visual indication this has happened... the screen instantly shows your shield up, but whether it's -really- up or not, you'll find out when you get hit or not. Same thing for getting hit a long way away.
Except, of course, that phantoms wave their hands back and forth and do damage way aways in front of them, and of course, if your shield isn't already up when a devilite holds up the thing he's going to throw, it's too late. You can put your shield up, but he hits you anyway. This seems to be a 'feature' of the game even on the most lag-free connections.
Of course, lag -is- a game annoyance and there are design considerations around it (like an indicator for when the shield is 'really' up).
There's also another 'hit further than you reach' factor besides lag (but not multiple character lengths), in that the hitbox for a melee attack seems to be the same size regardless of the animated length of the weapon being swung - at least it's noticeable to me that my flourish seems to have the same reach as my leviathan blade. I can see where Levi reaches to, but flourish does damage out in the air past the end of its animated swing arc (on the first hit, the subsequent thrusts are about the right length). Snarble-barb is even shorter... not sure if it has the same hitbox but it's certainly hitting further than it looks to be. Monsters get to do the same sorta thing to us. That's fair, 'cause our animation is deceiving th... uh... oh, no wait, it's not fair.

It should be so that even a proto gear knight can stand a chance against a 5 star gear knight if the proto knight got the skill.
I don't understand why soft capping damage is an irritation at all. I think this is an awesome balancing mechanic. It basically does what you suggest, but only for low level areas. In low level areas, the difference between high level equipment and low level equipment is relatively moderate. But this method still allows the high level equipment to shine far and above low level equipment deeper in, so you still have a significant sense of improvement. What you're suggesting would allow a player to completely ignore gear upgrades and push straight into end game content in the starter gear. That sounds like a terrible idea for this sort of game.
I agree with trouserman, soft capping is not a big deal at all and I don't see the reason for complaint. You are still more powerful than your teammates and as a 5 star equipped knight. One would think you were a bad-ass and had skill, so use it. A proto-knight with the same skill as a 5 star should not stand a chance because there is no feel of progression and basically nullifies the point of even trying to get that 5-star gear you've been dreaming and working so hard for.
Let me just say that having soloed Snarl with both proto gear and then a full set of 2* equipment, that he is WAY easier and you do WAY more damage with 2* stuff. Yes, you might do more damage in T3 with your 5 star equipment but you still do a lot of damage in T1 with the same equipment. If you ever want to complain that your 5* equipment doesn't do much damage, solo him in your 5* gear and then go back and just use all proto gear and try to solo Snarl. Then come back here and we can talk. :)

I don't get your point of weapons not feeling powerful until 4* level.
If you look at the progression within a series the progression is fairly even. For example the damage for the calibur line on depth 1 is:
30 -> 33 -> 36 -> 39 for calibur -> tempered calibur ->ascended calibur -> Leviathan.
Thing become a little more pronounced at depth 12, where the calibur is reaching its peak potential:
78 -> 82 -> 93 -> 92
Things are still pretty even, although notice that the Levi does LESS damage than the 4* version at this level.
If you're silly enough to take your calibur to depth 19, then of course the calibur and its 3* upgrade are being completely outclassed by their upgrades:
50 -> 74 -> 153 -> 148
Like Brilling (#30) said, the higher equips are still noticeably superior to proto gears in tier 1, and that sort of increase in strength which I prefer would be enough reason for people to grind for higher equips. By the way, the point of getting higher star gear is not mainly to get stronger, it's mostly for unlocking new tiers. So I deny your argument of "there would be no point of getting those equips". And I do agree being able to fight every boss in a somewhat challenging way is awesome, I just think soft cap is the wrong way to achieve this.
"A better way for us to have fun fighting Snarbolax or JK is to reduce the amount of increase in strength in higher star equips."
I don't really understand what your implying on this line. Does that mean that we have the same amount of health attack, and def as a proto-gear? If that was true then that would be some serious nerfing. A five star-geared and proto-geared knight Imo should never be equal too each other. I don't think that would maximize fun, but frustration.
I did not say they should be equal, I just meant reducing the difference in fighting power between them. A proto knight should still almost never defeat a 5* knight, but if the proto knight has the skill of an expert, it should be possible for him to win.
To add a note, you won't truly appreciate your 5 * equips by soft capping, because you can never show off your awesome equips to any low level knights who rarely goes to higher tiers. The only time you can be fighting along low level knights is when your weapon is capped in tier 1. How could that not be an irratation to you, I mean this would actually make higher level equips' strenghth pointless.
Yes, just run Snarbolax in proto gear would sort of solve the problem, although that would be kind of a turn off for high level players since we all like carrying around our favorite equips. And I'm not really sure how the cap works, all I know is they weaken higher level equips in lower tier. Can't really confirm your claim.
@LordDarkness
"I mean this would actually make higher level equips' strenghth pointless."
NO. Weapons still do more damage. Armor still has more protection.
I don't know what 5* gear you're using, but if I'm in tier 1 with my 5* gear, I can kill anything in, at most, 1 combo (at depth 7). At higher depths I can kill enemies in one or two hits. I'd say that's pretty quick.
"To add a note, you won't truly appreciate your 5 * equips by soft capping, because you can never show off your awesome equips to any low level knights who rarely goes to higher tiers."
Speak for yourself. I appreciate my 5* gear when I defeat Lord Vanaduke, not when I show off to new players. And like I said above, you can kill extremely quickly in tier 1 with 5* gear, so I would say that's pretty impressive to a new player.

although that would be kind of a turn off for high level players since we all like carrying around our favorite equips
I'm sure this is a bit unusual, but I've stripped down to wolver gear, force buckler, proto sword, and super stun gun a few times, just for giggles running snarbolax. The wolver gear still made me nigh invulnerable, so I may go proto next time.
Obviously I agree 5* gear is much better than protogear in tier 1, I've actually used that in my argument if you actually read them (post#32).
And the reason I said the thing about impressing new players is because I was replying back to Cyberhaven in that post, and I had the impression he likes to show off to new players from his post (#29). Please actually read before you post, I understand you're trying to defend OOO because you like the game, well we all like the game, that's why we care. But to help this game we really need to talk about these problems in the game and offer suggestions to OOO.
If more people are like you, then there really isn't any point in capping higher equips, is there. But just because most people don't strip down like you, it doesn't mean we have to cap the weapons, it's a lazy and terrible idea.

I don't agree with any point made by OP.
But maybe it's because I was brought up on games like Ghosts 'n Goblins.
"Spike floors - They are fine to have, but they spend too much time "up." They should be a trap, not an obstacle. I'd have a lot more fun dodging spikes (even if they were faster) if they weren't up 50% of the time. It should either be a wall or a trap, not ping pong between those ideas, causing frustration for players."
I think they're fine as is. Sure, it is a little time-consuming to sit and wait for the spikes to go down, but they're up for that long in order to break the player's shield. They were designed for the purpose of breaking the player's shield, leaving them vulnerable if they're stupid enough to walk on them. If the time they stay up is reduced, anyone could just zip up their shield, knowing that they won't take a hit anyway because the shield can now absorb all the damage without breaking before the spikes go down.
Sorry, I disagree.
"Soft Capped damage - If people want to waste 10 energy farming easy t1 floors in 5* equipment, why punish them? It's never fun to see your damage go down in a game."
If I was able to one-shot everything in T1 with a 400+ swing with my Gran Faust I shouldn't even be doing T1 in the first place. I can already kill everything in two hits. Sure, the numbers are lower, but you can still destroy just about everything with 5* gear in T1.
Out of all your points of complaints, this one makes the least sense to me. I disagree.
"Jelly King - He requires no finess to beat, just better equipment and the correct vials. It's not fun to have a boss that (essentially) emits aoe damage, self heals, and it's just a DPS race."
The gimmick with the boss is that you have to deal as much damage as possible and keeping him in check with status ailments. He is a very straightforward boss, yes, but for a 2-3* team this makes him a tough boss to beat. It is true that you can go head-to-head with a Vile Striker/Dread Venom Striker and destroy him, but the Royal Jelly was designed to be a T2 boss, ergo he's supposed to be a challenge to players with 2* and 3* gear, not necessarily to players with 4* and 5* gear, just like the Snarbolax wasn't designed to be a challenge to players with 2*+ gear.
In my personal opinion, I like going against this boss despite being able to kill him in no time. Maybe this is what makes him fun to me, I don't know, but my point is just because you can kill him easily with 4* gear, don't think he should be powered up - he wasn't meant for it.
"Curse - Damaging a player so heavily for not understanding the mechanic is not fun (especially for newer players). A "lockout" or something would accomplish the same goal while being much more easy to grasp and actually teach people what the mechanic is instead of "Oh I died with a purple eye on me..." It would be like if you could heal while poisoned and waste hearts - not fun."
Okay, uh, that's more based on a player's stupidity than a design flaw. When you get Cursed, the weapons that become Cursed are marked by "the purple eye", so if you take damage while using a Cursed weapon...switch! Also, what kind of newbie runs into a Curse status? So far I've never been Cursed by a Phantom in T1 or T2, so my guess is that it only happens in T3 but by then you should've learned how Curses work.
"Difficulty Shielding allies - It's hard to protect allies from bullets. Your hitbox remains the same size even with the glowing shield around you."
"Out of all your points of complaints, this one makes the least sense to me."
I stand corrected! Your allies have shields as well, if you wanna go out of your way to shield them, good for you, but they shouldn't have to rely on others to protect them from bullets. They can do so just as fine on their own.
Moreover, if your hitbox became bigger, that also means that your shield would break to bullets that wouldn't have hit you which is ultimately a horrible idea. Yet again, I disagree.
"Equipment - None of the weapons feel powerful until 4* and above. The progression up until then feels meaningless and even understated by the buggy "bar" system for stat displays. It feels like a series of heavy investments without any good choices - Do I want a slow sword or a weak-fast sword? Armor also doesn't feel viscerally good - I see one more pip of health after spending thousands of crowns and hundreds of energy. Final Fantasy 11 had the same thing - I spend 45,000 gil on leap boots with 3 dexterity... yay."
I guess the big gap between 3* and 4* gear is that 3* was designed for T2, whereas 4* gear was designed for T3 thus the jump. As for the bar-system itself it needs some fixing. Like already mentioned, a Dread Venom Striker has a huge bar, but the damage it deals in comparison to other weapons is miniscule.
As for the armour, they're supposed to protect you, not necessarily increase your stanima. That's just a luxury.
"Quicksilver (Slimes) - Since I can't change my equipment inside a dungeon, sometimes I'm forced to fight them with status weapons that might cause them to wipe my party. Considering the overall weakness of status-inducing weapons vs regular weapons, it feels like it shouldn't hurt me to grab a cool status effect weapon because I'm handicapping elsewhere already."
Simple solution, switch weapons. Unless all of your weapons inflict Shock, you shouldn't have that much of a problem fighting Quicksilvers. If all of your weapons slots are occupied by Shock-inflicting weapons that's your own fault for poor planning. If you don't wanna kill your party, stand back and let your party kill them for you! They'd be more annoyed by you attacking them and causing the status affliction and wiping out the party than standing back doing something else because you'd wipe out the party otherwise.
Another thing, if you desperately want to avoid Quicksilvers, look into the gate interface to see if there are Slime-Shock areas. Avoiding this is so much easier than you'd think.
Huh. It appears that I disagree with everything you've listed. Well, shucks. Maybe you should start thinking about what makes sense and what doesn't before posting a huge rant like this.
Sure, it is a little time-consuming to sit and wait for the spikes to go down, but they're up for that long in order to break the player's shield.
A long wait time is not needed to break shields. Spikes could be programmed to automatically break shields.
Also, what kind of newbie runs into a Curse status?
If you've never been hit by Curse before, you're still a partial newbie.
but they shouldn't have to rely on others to protect them from bullets.,
There are plausible reasons why one player might want to defend another from a volley of enemy fire. Noobs, AFK due to brief RL interruptions, and lag happen.
Granted, these are odd cases of player interaction, but odd cases of player interaction can be fun.
Moreover, if your hitbox became bigger, that also means that your shield would break to bullets that wouldn't have hit you which is ultimately a horrible idea. Yet again, I disagree.
Having a bigger hitbox is probably a bad idea. However, there's still a problem: what is displayed on the screen is deceptive. The big orb has nothing at all to due with the hitbox. Deceptive graphics tends to confuse and annoy players.
Well, shucks. Maybe you should start thinking about what makes sense and what doesn't before posting a huge rant like this.
That was very rude and completely uncalled for.
Spiked Floors - There's no reason they couldn't make spikes instantly pop your shield. It's just a time waster.
Soft Cap - Why are you going back to t1? Games are about progression, not regression. If I could still get killed reasonably by rabbits in the starting zone of an MMO, then I'd be pretty upset. I'd also be upset if that rabbit takes less damage than a giant demon boss. I'm NOT talking about balance - I'm talking about fun and logic. Personally, I like to have a constant I can measure against, and if the enemy life and my attack are both fluctuating it's annoying to track the difference.
Jelly King - Again, you're missing the point. It's not about balance or making him easier. When I first came upon him, I wiped numerous times on different trips to the point where I simply left the party at f17. Once I got my 4* vile striker, suddenly he's easy. I didn't exactly learn anything or do anything special (in fact, I was even more clumsy when I just decided to rambo) yet I was victorious. Snarbolax has the cool bell mechanic etc, so it's a much better designed boss. If JK had some fun play mechanic that made him more accessible while still difficult, that would be much more fun.
Curse - It's not player stupidity. It's about not informing the player or teaching the player. The first time I got cursed, I unloaded a full clip of Silver Six and died before I knew what was going on. However, the first time I was poisoned, I tried to pickup a heart - instead of consuming the heart and giving me nothing, the heart stayed on the floor and was there for when the poison wore off. Do you see the inconsistent design? One mechanic punishes the player, the other teaches the player. Heck, if poison was more punishing, at least it'd be consistent and I might have learned to watch out for status effects much quicker.
Ally Shielding - The role of support in this game is really lacking outside of bombs. There's no player interaction that creates opportunities to support allies, except maybe reviving. Also, you seem to be happy about spikes breaking your shield, but not more bullets? EDIT - Agreed with bunnyhair - the deceptive hitbox is more the culprit.
Quicksilvers - Normal enemies that are "avoid at all costs" aren't fun. Gloams from Diablo 2 come to mind - people simply skipped zones with them because they were way more powerful and dangerous than any monster in that zone. I CAN avoid them if I want to, but then I'm not exploring the clockwork - I'm more or less getting a guided tour punctuated by boss fights.
I loved Ghost n Goblins! However, this is a different kind of game. If i wanna get slapped in the face by a game, I'll play Super Meat Boy or I Wanna Be The Guy

@Ryedan
Soft Cap - Why are you going back to t1?
To not have to pay 500 crowns to get to T3 everytime I start a new T3 run.
Curse - It's not player stupidity. It's about not informing the player or teaching the player.
It IS player stupidity - there is wiki and forums and any sensible player start from reading those. I can't imagine starting any MMO before reading a wiki. If somebody does, well, it is stupidity.
Anyway I agree there could be more in-game status tutorial for new players but it seems most players prefere as short tutorial as possible. Let's face it - most players are simple-minded and not very sensible beings who even don't read info provided by stragners, energetic knights and other NPC. Even if there were profound status info provided by just another NPC in haven, most players would probably skip it and learn how curse works hard way - just like you.
BTW how one can acquire Silversix without such a basic knowledge about game?! Thanks gods OOO makes 4* and 5* items not tradeble because I can see now that 4* gear in the hands of a newbie can lead to lethal accidents.
Ally Shielding - The role of support in this game is really lacking outside of bombs. There's no player interaction that creates opportunities to support allies, except maybe reviving.
You can also draw Gun Puppy's attention by running other way then your alchemer wielding team mates so they may focus on shooting, not shielding. Anyway I'm all with you for making more support options - if you have any sensible ideas on that issue put them in Suggestions.
Quicksilvers - Normal enemies that are "avoid at all costs" aren't fun.
Nobody is saying you have to avoid anything. Just switch weapons as Shidara suggested. Gear planning is a key to success.
merethif here just explained it all. Also, every time there is a loading screen a random "explanation" pops up in the bottom-left, which is fairly big and explains things with a brief, simple to understand explanation. If you don't read those, well, that's your own fault for not wanting to pay attention.
As for the spiked floors, would you like the other hazards, such as the Shock-platforms and the Freeze-, Fire,- and Poison-vents to be instant as well? They serve the exact same purpose, they just don't appear in the same places. Maybe we should add more of those to spice up variation instead. I'd actually like that.
Anyway, I went a little overboard with that, but if you want them to insta-break your shield, more power to ya, but I don't see it a big enough an issue that a patch would be in order.
For the T1 issue...Want logic? Here's your logic. Your equipment's power is based on your position in relation to the Core. The closer you are to the Core, the more energy you take in and the more powerful your equipment becomes. I'm not sure if armour shares the same amount of effect as your weaponry, but I take a quarter of a life bar when I get hit in T1 with my 5* gear. If you die even with that going for you then you obviously don't know what you're doing. It doesn't take an elite to run through T1 without dying, even for a new player.
Again, I repeat myself, the Royal Jelly wasn't designed for T3 players. A lot of weapons make him "easy" if not only because of the boost in power. I'm not saying that all 4* will immediately make him easy, it's just that strategies change with weaponry. Vile Strikers and Dread Venom Strikers are probably the best weapons in the game to use against him, but then again, correct use of any weapon can make the Royal Jelly a joke, it's just that certain weapons are overall better than others. There isn't much you can do about that. Remove that Vile Striker of yours and "have fun" if you so desire.
Things in the game that aren't fun? Some people might not agree, but the caps filter.
No, seriously. When you do meant to STRONGLY emphasize on a subject and then it comes out as underwhelmingly weak noob speak tone, inevitably feeling stupid as a result. And you can't do a Lichen's thorny behind about it, because Three Rings designed it to be a saturated feature.
WHEN I WANT TO EXPRESS MY JOY OR HATRED WITH PERFECTLY JUSTIFIED PREJUDICE OVER THE SLIGHTEST THINGS, YOU DON'T SEE IT FIT TO PREVENT ME FROM DOING SO. THAT'S JUST NOT HOW IT WORKS. I CAN'T EVEN YELL IN FULL CAPS, FOR HOLY FLYING FIERY RHINOS' SAKE.
The list of inconsistencies and pet peeves in this game is long already. Where are the rightuous fixes and patches, Three Rings?
By the way, don't take my tone too seriously xD .
Soft cap or damage scaling or whatever you want to call it - well, since a Snarby run in 2* gear and in 5* gear is almost the same thing, I guess it does a reasonable job, but it could be a little stronger... except that if it were stronger 1* gear would have to be scaled back too, to many things from 2*-5* are already only 1 or 2 hit points apart.
And there are two reasons to visit T1 no matter your 'level' - Snarbolax, and Tier Fees.
Get rid of tier fees, and there's no longer any reason for people to complain, because if you want to run Snarby, bring the gear you find fun to run him in. (I like playing with my 2*/3* starts of new weapon lines to get a feel and see if I want to upgrade them, plus I'm collecting the Frumious Fang gear and that starts out 2* anyway.)
Asking people to buy another set of gear for unlocking tiers is kinda obnoxious and really, nobody's going to do it... by a 1* or 2* version of the stuff you already have? Hnhh...
(Although, I -am- going to craft a super slime slasher the next time there's a slime layer in T1.... just 'cause the graphics go with the Groundbreak Gear, though. I'm not so keen on crafting anything else in the low end.)
Also, I find it annoying that there's all these rather cool low end items that simply don't make any sense to ever buy... they're dead ends and T2 is too close to the start (and even if it wasn't easy to get into T2, it still wouldn't make sense to divert resources from getting there and getting there with upgradeable gear that will stand by you for the long haul).
You lose money on every T1 run you make, essentially, in terms of pure crowns, though of course you can sell your mats and you get gear from Snarby runs. Still, it makes more sense to get into T2 where you can profit or at least break even and have your mats sales be profit not 'catching up'.

Wow...way too many replies about the "soft cap" thing and little on the rest of the stuff. As far as the soft cap goes I'm indifferent and don't care either way, though it does make you feel pretty gimpy.
Spike floors though I almost completely agree with. They are the most prominent trap floor and are pretty much everywhere. Where they most annoy me though is floors with tons of them AND a mass spawn of enemies. For a solo player, obviously the enemies all go right for you, and having 75-25% of the floor unusable (depending on the room) is a real problem especially with menders. I don't think they could make trap floors hit mobs because they aren't smart enough for that and could make things way too easy. I DO think though that there should be trap floors with different timing as was suggested.
Equipment is kind of awkward in general as I'm not sure exactly how much I'm getting out of anything. Like, if I mixed and matched different stuff for different resists would it provide decent protection? Or is spreading too much just leaving you weak to everything. There are too many vague things as for as the equipment goes with the bars and "has a chance to cause" (what is the chance??).
Quicksilvers/Oil slimes I'm up and down about. Sure they can be really hard and annoying in some situations but I remember my first oil slime encounter in that fiery arena and then all hell breaking loose...and I have to admit, it was kinda cool to watch, even if I WAS frantically running around like a chicken with it's head cut off. Similarly, I thought it was awesome when I went into T3 the first time, quicksilver was the first enemy I ran into and I'm like "oh, a slime..." and then it electrocuted itself and pingponged around the room and I was like "holy sh*t!" as I dodged around. I love those little effects and definitely adds variety to the enemies. If I had to make a change though, I wish they didn't heal from getting fire/shock because I think there are enough menders and those firefly things already. Having to suicide your way into mobs to get to the multiple healers while you're playing solo is definitely not fun.
My only complaint is that soloing in this game is really hard. I know I'm not the best player but I play a lot more safe while playing solo compared to the few times I'm in a party and am more gung-ho and yet there are some rooms/combination of mobs that are absurdly annoying/hard to fight solo compared to when I'm rambo-ing in with one or more other people. I'm sure it'll get easier once I have 5* stuff (as I have all 4* currently) so I dunno if I should save the complaint till then or not. Sometimes I wish that a few less mobs would spawn, or limit the amount of healers that can spawn when solo, I dunno.
a lot of these things are what make the game fun for me. it gets boring if its to easy, and there's no challenges to get past - i don't find it disruptive at all. and also I like how 5star equipment is different from all the other stars, it gives it more of a final feeling about it. Just what i think, so I'm sure your points have some valid reasons.