Three Rings has fleshed out an expansive world where the levels are always changing and even the same-named level could be different the next time you see it. ...Or so it plays out for those newer players who have not sought out ways to be profitable.
A goal-minded player eventually figures out where the good loot is at and goes there often. Over time, they may end up going there to the exclusion of any other Clockworks runs, or doing them only from the mission menu. As it turns out, the best runs for loot are boss runs--runs which feature levels that are always the same. This is complacency on top of complacency: In a game where opportunities are randomized over time to create a healthy and interesting diversity, people choose the fixed option AND are inordinately rewarded for it!
I don't think 'the fixed option' necessarily needs to to go away. However, I think Three Rings made a near-fatal design flaw by making that singularly appealing to pretty much every 'serious' player. Why do I get nearly twice the loot from Firestorm Citadel when I gradually find it less interesting and less challenging? Sure, it is difficult at first. But whole guilds have built themselves around mastering this domain (and the same goes for the Royal Jelly Palace), as would be expected in any game with a healthy gaming atmosphere. So let them master their domains.
I consider the Shadow Lairs as a positive example of what I'm getting at (excepting the touchy 'real life money required one way or another' issue): There is great challenge, but there is not really a profit to be made in the traditional sense. You are there for the experience and the unique rewards at the end. Nowhere is this more poignant than when you find yourself locked in battle AFTER having defeated the superboss... Even if the Shadow Lair materials are tradable, nobody's going to get their fancy armor without either completing even one of these nightmares or paying through the nose.
This is how it should be for all the boss lairs: Come for the excitement, stay for the tokens if you wish. There should be no compulsion to replay them ad infinitum for profit. You earn your goodies by playing lairs and getting good at them, but it doesn't extend to pure crowns in any typical scenario. In other words, boss lairs should be worth no more in crowns than other runs of the same depths. Actually, I think there is a pretty strong argument that they should be worth slightly fewer crowns:
- Fixed challenges can be mastered and thus done more quickly over time. Crowns per hour is higher if this isn't changed. (For this reason, all fixed missions of constant availability should be worth less than equivalent Clockworks depths.)
- Fixed challenges are not random so they are inherently easier in the long run, assuming they are not truly unfair (i.e. mandatory total party kills or other costly enterprises). This even extends to brutal always-available missions like The Gauntlet. Loot per unit of spent energy is higher in an otherwise fair scenario because few experienced people die on boss runs.
- This makes boss-specific loot, particularly for first-timers, of unique value. OOO already makes boss-specific loot bind-on-acquire (and unbind costs generally aren't worth it); it seems they already understand the loot should have unique personal value.
Whether by buff or by nerf, leveling out boss lairs will restore Spiral Knights to the near-ideal form I was familiar with right when it was released:
- People value random expeditions more--the Clockworks premise is valued once more!
- As goal-minded recipe-hoarders see every reason to stock up in the traditional fashion, trading supply is increased; as intrepid explorers see every reason to hunt for their own, trading demand is decreased. All of this ends up obviating the need for recipes in missions that sell them; they could offer fewer/pricier recipes or none at all without being unfair to the unlucky. Crafting becomes interesting once more!
- There would be more of a vested interest in how the Clockworks is formed. Some monsters are easier than others, depending not only on player skills but their equipment as well--particularly important to a mid-level knight who can only afford one good set of armor and weapons. Spiral Knights aren't just using the rocks to pad their coffers anymore!
- This could in turn affect material availability: If nobody wants to fight fiends and no fiend gates ever get made, people will have to go more out of their way for their Mugs of Misery. So players have a tougher mineral-hunting decision to make. This would be particularly interesting if guilds could also reward their members for depositing minerals of certain colors... Unique Variant customization has all but killed surplus equipment crafting, except for those making the risky gamble for a great cheap multi-UV; so separate/more drastic material sinks are needed. But otherwise, this could lead to material prices being interesting again.
I could go on all day, but let me summarize: I firmly believe that equalizing the crown value of boss lairs with other equivalent Clockworks depths, or even making them worth a little fewer crowns than the Clockworks, would really help bring this game back to its roots and out of its current state of gaming complacency.
Extension: Where do you think this game is headed gameplay-wise if this DOESN'T happen? People only waiting for new bosses? The prestige danger missions looked pretty cool, but that is still trading one complacency for another. Those missions work best when they are valuable but limited in availability--and I don't think they will be limited in the long run. Doesn't anyone else want to get excited about the next gate that opens up? I still do top-to-bottom runs of every one.
So basically, those missions that cost 20 energy should get their crown payout buffed to be roughly equal like this:
Doing a 20 elevator energy mission 5 times gives you about 15k crowns
Doing a 50 elevator mission (KoA) 2 times gives you about 15k crowns or possibly even less so that boss lairs are more focused on the tokens
So like that? Sorry if I comprehended it wrong.
Also, +1 for the idea of making Arcade payouts less ridiculous.
+1 because you believe this game is being dumbed down and no longer the Cradle "always changing" in the Arcade as this game was falsely advertised.
"4.This could in turn affect material availability"
This seems as if it would be how it works now how it is especially, but it isn't really. this is because how ridiculously common materials are, and how some of them show up where they shouldn't.
I would like it that fiend materials are more profitable, that sounds extremely fun to make it more complex, but that would involve changes specifically based on materials I believe.