More unread suggestions

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Problem Nº 1: Arcade need to be rewarding
Description: one of the problem why arcade is so abandoned is the reward because players know a arcade level gate worth to run when: have lot of clockworks on the last depths of each tier or have arena on them, if a gate spawn with jigsaw valley or compounds at let say depth 25-28 then that gate its completely ignored. because payout wouldnt worth the time to run such gate. this the reason why people dont play anything else than King of Ashes, why play something that wouldnt worth the time when a single button can take me to a depth which will take 20-30 mins to net me 8k crowns?
Solution: 2 solutions
A) the hardest one which will take you time: rebalance every type of level from arcade same payout as clockwork level, same amount of boxes, same amount of cr, and even add danger rooms in all arcade type levels (Deconstruction zone, jigsaw valley, aurora valley, candlestick, devilite cities and decay cities, lichen lair, wolver den, scarlet fortress, etc), the only levels that DONT NEED this change are arenas. this way is better than forcing your players play a level they dont want because the payout is horrible (for example when your arcade spawn a depth without any other level type just one 1 and its compound) why clockworks need to be the only type of level that have danger room? add them to any type of level and add the same amount of reward from a clockwork level to them. that way your players will play any level of arcade because they payout isnt that bad.
B) the easy one: just only need 2 things: 1) make arcade dont spawn forced level i mean: depth 19 only have compound as level, fix that by just adding another 2 level options THAT ARENT compounds you know to have different type of levels; and 2) make arcade depth swicht level faster like 1 minute to wait for level swicht that way we have more control on what kind of level we want to play and even add an option to pay with either CR or CE to instant swichting the levels. this option dont required a lot of work like option (A)
Point of this: to make arcade more sandboxy more fun to play.
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Problem Nº 2: Arcade "Killing the climax of your run"
Description: one of the things that really find annoying in arcade lately its how a last level on each tier, sometimes its either: generated a short level (clockworks) have a short level on it (jigsaw valley, wolver den) or a level that dont reward you pretty well (compound).
For example in the case of clockworks: there always the lovely run at clockwork depth 28, the first half of the level its done now everyone at the party button at the middle before the second half of the level, everyone ready to tackle on the danger room that maybe lay ahead since it wasnt found in the first half... then there is the room with minerals and the small room with 5 boxes and then.. the exit, or even my favorite one: there is the key next to it the locked door and behind of it? the exit. thats pretty dissapointing and a way to kill the joy of running arcade why bother to play it if missions wouldnt do that to a player? since mission have all of their level fixed. now looking at jigsaw vallery, wolver den which are also short and compound share one common problem with the later 2: the amount of treasure boxes. those levels being always on the last depth of each tier make the run not worthy to do.
Solution: make arcade dont spawn a "quick easy exit" on the last depth level of each tier i mean no more generated levels "after middle button just key locked door the exit" on clock work levels and also avoid generate short levels on them (unless you take solution A from problem nº 1)
Point of this: to not have levels that are letdown on the last depth level of each tier.
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will add more later so devs cant read them