Started playing Spiral Knights last Thursday; just made tier 2. Haven't spent any real money, but I've bought 3 or 4 hundred CE with crowns. The wiki is great.
Overall, I like the energy system. Naturally, it would be more convenient to me not to have to buy energy at all, but I think this is a reasonable and elegant compromise between various interests; some people pay dollars for rapid advancement, other people pay crowns to get their game subsidized, it's free for the people willing to work with the system and the developers still make money.
However, there are a few details with the implementation that really turn me off:
1. "Wasted" Mist Energy
If you're going to give me a limited budget of free energy, I really don't want to feel like I'm wasting any. But it's hard to spend down to 0 when a tier 1 run takes 60+ and a tier 2 run takes 80+ and a full bar is 100. I could do a partial run, but the top stratum of any tier is substantially less rewarding than the bottom, so it FEELS very inefficient. I could hypothetically log on and play at whatever hour of the day or night my energy bar fills up, but that's just not realistic. I want to be able to log on once a day, play a logical and reasonably efficient chunk, and not waste much of my mist energy.
Suggestions:
A. Add a system for beginning in strata 2, 4, and 6, similar to the existing one for starting in strata 3 or 5.
B. Add an option to move "horizontally" to the other areas at a given depth, so I can spend off excess energy adventuring at the bottom of a tier without starting over. (Optionally, this might also increase the incentive to run non-boss levels, since they'll have more horizontal space.)
C. Increase maximum mist energy to approximately one day's worth of regeneration PLUS the cost of a full-tier run, so that if I have not-quite-enough energy right now, I can log off for a day without wasting my regeneration. (I realize changing the maximum has ripple effects; see below.)
On a related note, it would be nice if mist tanks allowed you to momentarily exceed your maximum, or were handed out in increments smaller than a full bar. If I need 10 for a lift, and I've got 5 plus a mist tank, I'd like to end up with 95 after using the lift, not 90.
2. Energy for Crafting
To craft a set of 2-star or higher gear for the minimum amount of crystal energy requires several days of NOT playing to save up the mist. To be unable to play, especially right when I've got a cool new toy, is very frustrating. Even more so recently, when I was all excited to finally try out tier 2 and I suddenly realized that all my energy would be gone after I crafted the items needed to enter.
Plus, while I don't especially mind crystal energy being required for high-level crafting, telling me that I can use either mist or crystal energy for anything and then setting the price higher than the mist maximum FEELS like a bait-and-switch. It also seems ugly from a design perspective, since it means the mist energy maximum is magically tied in to all your prices and you can never change it (even temporarily or under special circumstances) without butterfly effects throughout your economy.
Suggestion:
Make it so that mist energy CANNOT be spent on crafting (or only in very small amounts; maybe 10/item) and reduce crafting costs appropriately (whatever that means). It makes the CE cost more transparent, it avoids taking the players out of the game whenever they craft, and it frees you to mess with the max mist energy whenever you feel circumstances warrant (well, I suppose you'd have to make similar changes to some other shops for that last part to be true). You can say that stable energy is required to create permanent items.
If you're concerned it will be too easy to flood the market with crafted items when crafters aren't waiting for mist, you could compensate by:
A. Put a recharge time on crafting. A global one would be OK, though an independent per-recipe one could hinder mass production while having almost zero effect on people crafting items for themselves.
B. Bind on crafting. Allow use of mist energy for unbinding (might need to rebalance costs).
C. Put some additional limit on volume of crafting.
3. Costs vs. Earnings
Having reached tier 2, it feels quite nice to be able to go on a clockwork run using crystal energy and make more crowns than that energy cost on the exchange. It would have been really nice if I could have felt that way at tier 1. I actually recorded my money and did some math, and determined that I was very close to the break-even point at current energy prices (a little over 50cr/en), but that my average was a bit below, and even if I got lucky I wouldn't make noticeable profit.
I realize the exchange prices are set by players. I don't know what they've been in the past, what are the dominant factors in determining them, or what side-effects would accompany a drop in price. But I think the game would be much more welcoming to new players if you figured out some way for tier 1 knights to pay their elevator fare at the equivalent of about 40 crowns per energy, or otherwise change things so that they can make a noticeable (if small) profit adventuring beyond their mist allotment.
Maybe that would already happen if you implemented suggestion 1A or 1B above to let players spend more time in stratum 2; maybe you can tweak prices or drop tables so market forces cause it with minimum disruption; maybe you'd have to invent some sort of special new resource that can only be spent on tier 1 elevators and nothing else. I honestly don't know, and now that I'm at tier 2 it probably won't affect me much regardless, but I really think this would be a good idea and would make me feel better about introducing friends to the game.
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I apologize if this has all been said before; I am new, after all. But these are things that seem like they could be changed without upsetting the basic model and could have greatly reduced my frustration with the system as a new player.
No mist with crafting is good.you want to spend ten thousand crowns to get the energy than five thousand?