This is a big enough deal that I'm uninstalling the client until it gets fixed
Part of my disappointment and frustration today is probably due to me not understanding the changes initially, but most of it is because this new per-gate tier thing sucks.
This morning, I logged on the forums to see the patch notes. Everything looks pretty good and I'm excited to see the new stuff!
"Well", says I, "I just got all my four-star gear in preparation for this change, and I'm sure I've got plenty of tokens so this shouldn't affect me much."
First, I notice that my Tempered Calibur has been nerfed to 3-star. This is OK though: the recipe for the Ascended Calibur no long requires sun silver, so I go ahead and burn the energy to make that. Now everything I have equipped is four-star and I'm good to go! (except my firotech alchemer mk2, because i haven't seen the mk3 recipe ever but that is a different problem)
Then, I'm surprised that when I waddle over to a gate I can't click the Tier 2 or Tier 3 buttons. Obviously this is because I have not talked to the warden yet! "Once I talk to the warden," I figure, "I can adventure wherever I want in any gate!"
Where is the warden? I scour the arcade and Haven looking for this guy but oops, turns out, he's in the dungeon. This presents itself as a big pain in the ass: I will have to go through the entire dungeon starting from Haven. That's OK though this once since this is only happening because I existed before the tier system did; a new player would do it the right way from the beginning. Also helping me along is the fact that one gate is mostly Arenas. They go pretty quick; I only do the first battle because my primary goal isn't to get crowns or heat but instead to just rocket down to the next floor.
I get to Moorcroft and hey, it's the warden! This warden can only authorize me to tier 2 but I pretty much expected that once I heard the warden lived in the dungeon. I get to Emberlight and the same procedure happens.
"Phew! Now I have wasted two and a half hours of my life to unlock Tier 3 in Spiral Knights and I can go back to business as usual playing the deep sub-emberlight content that is enjoyable and rewarding versus the shallow haven->emberlight content which does not have difficult enemies or drop enough heat or crowns or rare materials to hold my interest."
Imagine my astonishment when it is revealed that I've only unlocked Tier 3 access to the ONE GATE I'd been adventuring in. I am apparently now obligated to repeat the process of slogging through uninteresting newbie dungeons without rewards proportional to my time spent on them for several hours at least once every few days as gates enter and leave in order to access the level of content where I receive a decent challenge and phat loot -- and this is only if I am willing to play the same gate over and over (I am not).
I'm aware that there are plans to change this system around but unless it's a drastic change (IE removal of individual gate passes or a way to circumvent them) I don't see myself playing Spiral Knights anymore (and will regret that I bought so much crystal energy).
it takes 10 minutes to redownload and i've still got all the stuff bookmarked so that part was really just an empty threat
I think your threat only proved your lack of understand what a closed-beta is, or your lack of expressing your opinion in a normal way.
I agree that the individual gate passes is a huge mistake, it penalizes you based on how long you've been playing the game. If you're still in tier one then you will have barely even noticed this update. Tier 2 people now need to spend 60 energy on every gate before they can get to their content, and tier 3 players need to spend 140 energy per gate to get to appropriate content. This plus time spent doing the lower tiers, makes continuing to play much less enticing to higher tier players, and borderline impossible to people who have thus far been playing for free ( 2 days of ME spent just getting to appropriate content on each gate?). While I think the spiral warden was a good idea, gate tiers are a very, very bad one. If there must be a cost to reach lower tiers on each gate, then perhaps a fee of crowns would be appropriate in order to unlock tiers on each gate, in a similar manner to how the sub-town elevator used to work. But anyways, that's my two cents on the subject.

Would you be complaining if this came after a wipe? Umm I don't think so!!!!!!! You are going to have to go through this procedure after the wipe anyways, so why complain about having to go through Haven and Moorcroft?
>lack of understand what a closed-beta is
Did you miss the part where I'm not a paid tester and so my primary motivation here is to have fun playing a video game? My impetus to submit bug reports and suggestions is secondary to me having a good time cutting up monsters and getting bigger swords and shinier clothes for my little online dude. When the game becomes not-fun I no longer have any reason to bother playing (since it has changed from 'fun' to 'work') regardless of the warm, fuzzy feeling of making TRD's product better for everyone.
>Would you be complaining if this came after a wipe?
Yes, but not immediately; brand new players are hardly affected by these changes. The same issues would be present and the same complaints would be made once I needed to adventure deeper (circa 3-4 weeks).
I agree with DarthLOL whole heartedly. When it comes to the point where we HAVE to do all the superficial dungeons, it would be nice to have actual parties to join through matchmaking alone. The majority of gates are usually empty unless they have some preplanned gimmick like crimsons and arenas. I didn't have a single party on my first time getting to Moorcroft. This system will keep the players at certain tiers longer, meaning people will have more players to play with pre-emberlight.
This update screws the emberlight players now but what does it matter if there will be an eventual wipe anyways. When actual release comes, the intention of the devs will be more than welcome.
Beside that, reading from another thread, nick said that they want to bring veteran players back to Haven with the newer players. What do you guys think of nerfing 5* gear at level 1 and raising the cap. What I mean is that when a player makes new gear, the weapon will initally be too weak for its own tier, let alone tier 1. That way, the player would have to level the gear through tier 1 up to tier 3 to get to its maximum complete glory. This would also imply a heat reduction when trying to boost using other gear. The lower the level, the less heat gained at lower depths. Just an idea.
It s not only about grinding ( and this game was advertised as no grinding game ) , so it s not only about spending a lot of energy to get to the interseting contents of the game by repeating same not interesting levels ( interesting for 4 and 5 star gear players). It s complete idea of gate passes that s wrong. If I d be a new player now, sure it would all be ok to me BUT ONLY up to the moment when I get gear for Emberlight. And them the same problem would arise. I d be obliged to do uninteresting levels ( and I don t talk about just a few but 15 at least) to be able to unlock just Emberlight depth and then maybe even another gate after the one i unlocked. Imagine indeed that you don t like to repeatedly do the same gate over and over. How much time ( and energy) will you be obliged to spend just to open another possibly interesting gate?? Levels already look too much alike as it is, if you play a bit more you know what s coming after every corner so this is just another limit....
So we re here to give constructive criticism. Let me give my sugestion: remove gate passes NOW, that will surely help to retain current paying customers.
And other thing that I can t figure out is why those limits in the first place? Explanation: that new players don t learn they are too deep by dying all the time> Hello??? I think if I would die multiple times in one level I d conclude by myself that ummm yeah maybe I need shallower levels to adventure in or better gear or both... but ok, that s just me I guess....
I read the original post and skimmed the rest, so excuse me if any of this is redundant, but:
Usually, there's one or two gates that are "good" in terms of heat and treasure to be gained, and the rest kind of fall by the wayside. An example of this is a gate full of battle arenas versus a gate full of wolver dens. It's true that you would have to run all the way through the wolver den gate to get access to the lower levels of it, but why would you even want to?
Further, you forget that we're adjusting to it after becoming third tier players beforehand. Of course it's a hassle for us, but if we'd had to start at the beginning and turn back at Moorcroft repeatedly as we built up our gear profile, the access would come much more organically. Plus, we're looking at an entire complement of new gates for which we must gain clearances, but typically only one or two new ones crop up at a time - far from an uncontrollable number to keep up with (should you even want to after looking at the gate map, see first point).
And lastly, you're definitely overlooking the mercantile connotations here. Say you burn the time and energy to get access everywhere. Now, when you're not busy adventuring, you open lower-tier rooms and invite people down to them, allowing them to bypass the process and play beyond their normal limit. Say you charge a thousand crowns per person. With the current energy market, that pays for your CE expenses pretty quickly, meaning you only lose time - and really, why even complain about that? Skip monsters, leave treasure boxes, bolt for the elevators. Haven to Emberlight in fifteen minutes (your mileage may vary based on gate). You don't get your own lower-tier access for being invited down, so they'll keep coming back for another ride on the depthcoaster.
@Talbain Your first point: being forced through Haven - Moorcroft - Emberlight isn't so bad because there's usually only one gate worth it anyways. You're pointing out another frail aspect about the game to defend this point.
Second: we'd be used to it if it had been like this from the start. I don't think so. The fact is the shallower levels don't present any challenge at all once you're equipped for Emberlight. There is absolutely no apparent reason for seasoned knights to go through those levels, other than being forced to. There might be advantages for newer players that the veterans are forced to be on their level, but there certainly isn't any incentive for the oldies.
And third: you can make money off of this... yeah I've seen that. I doubt this was the dev's intention and I'd be surprised if they're happy about it.
It sounds like you're trying to say this recent change isn't so bad because the rest of the game was weak anyway...
I made a suggestion regarding these issues http://forums.spiralknights.com/node/881 please read it kaybol as you always tell me when my wording is vague.
Will do tomorrow morning :) sleep now.
@Kaybol
Some people prefer to play through an easier level and sacrifice the chance of greater rewards. Some people don't give it a second thought and just play the levels they enjoy the most. My first point, then, is that you - like everyone - will gravitate towards a particular available gate as a matter of your personal preference. This isn't a chink in the game, this is an unavoidable result of being able to appraise a gate map and select your favorite layout.
My second point was most certainly NOT "we'd be used to it." It was, if you'll look again, that the progression would seem more organic. Getting to Moorcroft when that particular stretch below Haven is worth your while means starting at Moorcroft when it's time, and not having to fight your way down to it again. While it IS true that everyone will eventually find themselves trekking through a new gate with overkill loadouts, the problem is mitigated by the fact that you aren't forced to enter a new gate just because it's new, you can see the gate map and determine if it's a worthwhile endeavor, you can buy a shortcut down if you don't feel like blowing your CE, and if you DO blow your CE you can recoup your losses by selling shortcuts to others.
I'll thank you not to (poorly) paraphrase me further. I think it's fair to say that we can discuss the matter without stuffing words in to one another's mouths.
The fact of the matter is that restricting what levels you can actually go to restricts fun. You shouldn't have to play a crap ton of levels you don't want to play just to be able to play a variety. Some people may play the same gate over and over, but that doesn't make restricting the other ones ok. Nor does having a "taxi" system where you can charge people to invite them to below emberlight make it ok. Saying that something is ok because there are ways to circumvent it is like saying it's ok to have crappy cafeteria food that nobody likes because you're allowed to drive off campus to get something to eat.
But I'm NOT saying it's okay, because I'm NOT saying it's crappy. People are blowing this way out of proportion. The original poster UNINSTALLED his game over this.
I've played the game since the update at length and I have never found my fun "restricted." I think what people are railing against, really, is the CE it costs to get to the bottom of a gate on the first trip - not the time it takes to do so (because considering you might make forty or fifty runs during the lifetime of a gate, one trip to through the early levels is pretty insignificant), so maybe we should be railing on CE cost adjustments, and not a reworking of the progression system.

I find my fun restricted, I don't like playing the upper levels but now I have to. Previously I would do a lot of runs of a gate but they were all emberlight and lower. I admit I am a player without a lot of time for the game, so when I do play I want it to be fun and not a grind through artificial restrictions. This also means I probably won't play a gate 40 to 50 times, so the time spend on the initial run down to tier 3 is going to be a higher percentage of time than someone who plays a lot. With little heat/crowns and the CE cost of getting to the 'good' part of a gate, it feels a lot like a grind. It seems like this game (like many other 'free' to play games) is about letting you trade time for cash. "Don't want to play for hours to earn some crowns to upgrade your gear? Buy them with money!" So if the gate tiers are supposed to be a CE sink, then just make it explicit, 150 CE gets you a pass to tier 3 (if you have the gear) or you can play your way down. What do other people think? I've played down to tier 3 on a couple of gates but really have zero desire to do so again. I'd rather there are no gate tiers at all, but if there are, then a way to by pass the time and boredom requirement with CE would be nice.
You do know you're posting this after an update which balanced out the heat and crowns pay for every depth? Right now you earn about the same on every depth? The difficulty is still off in my opinion though.

I'd phrase that more like 'tried to balance out' as I still haven't gotten much of either. ;) Maybe that has more to do with how it takes ages to heat up any 4* stuff, I don't know, but when the heat meter moves up 1 pixel on a piece of gear after a depth 9 level I'm not real excited about my progress. I still find the game play at earlier levels boring. Maybe they should do less messing around with scaling damage and just restrict the gear you can use to the star level of the tier you are on. (Ha, I'm j/k about that, I'm all about less restrictions.) I don't really see anything wrong with the gameplay of levels for newbies not being fun or challenging or materially rewarding for experienced players, that seems like a natural progression. Which is why trying to make experienced players play them seems so odd to me. If the idea is to try and get experienced players to play with and help new players more it seems like that could be done other ways. For my gate passes that I have gotten I just speed run down as fast as I can solo, which for some levels is real fast. (You'd be amazed at how quick wolver's den goes. ;) maybe other people are leading teams of new players as they go down the tiers, I don't know. I'd still trade CE for a free pass vs spending the time going down (even the speed runs down take a while.) Jus tmy opinion of course.
That's odd. Earlier today I went from Haven to Moorcroft, and heat/crows earnings felt just like when I was playing below Emberlight. Some levels did give less than others, but that's more to do with how some levels are incredibly badly balanced in the way of giving nearly no crowns or heat. The only thing that bothered me was that everything was too easy. (you can read up on more details if you like in the other threads where I posted my personal opinion on both topics)
Several of us have basically stopped playing the game too out of frustration for the changes, and if the only change recently was to increase the crowns and heat in upper levels, then the point was lost somewhere along the line.
The problem isn't really about lower levels being too unrewarding, the problem is mainly in that grinding was introduced in an undesirable way. You've always had to grind lower levels for materials, but that's for gear, completely optional, stuff that you get to pad your character with more numbers. You now have to grind to access content in the game, which is unacceptable.
A lot of games do this at early levels, which is awful every time I see it. Having to level up or get to a certain point before being able to really access or be viable for the -fun- parts of a game really kills my enthusiasm for playing one. I don't want to run around town for an hour or run boring garbage or go through a lengthy tutorial to be able to access pvp in one game, or the fun dungeons in another. Spiral Knights went from being almost not-guilty of this to being a gross offender: you don't need to just do this as a new player now, you need to do it repeatedly for every single gate, or at the very least two plus every other gate you'd want to run from then on. This is also the #1 reason I don't buy that we're being overly upset and that if these changes were present from the beginning, we'd not complain about it.
As far as the purposes of the change, to try to ease newer players into not accessing lower tier content and to encourage older players to play with newer players, there are changes that could be made to more subtly accommodate both of these without blatantly forcing players to go backwards. There have been plenty of other fine suggestions for pulling different skill levels of players closer together, and a lot of them are perfectly fine, but the major roadblock is the energy system, which likely needs some kind of tweak to encourage veteran players to play with newer players, regardless of whatever changes are made to material rewards.
Another major problem is the lack of incentive to party to begin with. Parties are only used to climb through tougher levels (stage 3 arenas and firestorm citadel, for now) and players will generally have more incentive to solo instead when they aren't doing that. Bottom line: you get fewer materials partying than if you solo because materials are split, and there are no incentives to party otherwise.
Difficulty scaling is another point of frustration. Higher tier content will always be easier than low tier content because of the differences in the dungeons. All that can -really- be changed between the upper and lower levels to accommodate difficulty change is numbers: damage numbers, health numbers, etc. These have -always- been a bad way to work difficulty. Look how frustrated people were over the last boss in firestorm citadel: the boss itself wasn't really terribly hard, but it became hard because it had 6 phases with way too much health and would one or twoshot most players. Every bad MMO or RPG that used health as the primary difficulty scale made players cringe, and if Spiral Knights tries to work it that way, we'll cringe too. Firestorm citadel depth 29 will always be harder than jelly farms depth 4, unless numbers are nerfed to the point that veteran players will be forced to just switch to lower level gear and carry 3 sets of gear, which will only compound the frustration we have to begin with.
Sorry to say it buuuuut it s still grinding. Yes you gain more heat and some more pocket change money ( i made 3k in 6 or 7 levels in total ) but the main problem stayed the same, main problem being grinding all over again in unsatisfactory and not intertaining levels for each and every gate. I certainly don t have the time and will to grind that much and i m certain I m not the only one. So still i stay with my original claim that introducing passes for every gate is a very bad idea.
Second thing I don t understand is once you get a pass to Moorcroft ( and I presume Emberlight too but as I say I don t have the time or will to grind so i ll be in Emberlight in 2 days i hope) you can t play from Haven anymore so basically tear 1 is closed to me. Is that a bug? I mean i don t know why would enyone implement that feature on purpose ??????? :S ( I hope it s a bug, seriously...)
At the rate i play meaning doing maximum 10 levels per day I ll get to interesting below Emberlight levels just before gate I choose cycles out.... If you see my point all this is very very very limiting for players like me.
And considering levels being more challanging ummm I don t know really I didn t bother to move away from enemies and of course i didn t touch my shield in all 7 levels and I wasn t even close to dying.... so I d say we didn t move much in sence of challange. Pitty, I think those changes are just going wrong way....
I couldn't agree more with Kevbum there.
also i have all the requiers stuff and 15/15 tokens and i can't pass the wall , i speak to wired nothing... i can't pass the wall , my caracter is bugged... or the game?

One thing I have to disagree with you about Kevbum is on "no incentive to party", reward wise. I'm pretty sure the more players, the more Heat/Crowns are dropped. And since Heat/Crowns are split, you get more than you would solo. I think that makes up for whatever loss in materials (though I'd disagree with that too - its all chance afterall, but I often find myself with more rare materials than if I went alone).
Cactuscat222, you are both correct and incorrect: heat and crowns are given 100% to each player instead of being split up, so the effective drop rate of crowns and heat is multiplied by the number of players. As far as your own individual gain, this means you get the same amount, not more or less. Being in a party would allow you to run levels slightly faster, but at the easier lower levels, being in a party makes no noticeable difference.
As far as making up for the loss of materials, materials are the primary reason to dungeon crawl in the first place. 5* and 4* mats, with the occasional 3* mat, are usually the limiting factor in whatever someone wants to make through alchemy (if it's not having a high enough level piece of equipment to upgrade, which usually goes much faster to begin with.) Having less people to split loot up between means more gain, especially since things like sealed swords can drop from boxes.

Actually, I was fairly certain that if you were partied, mobs literally dropped more heat and crowns - I thought I remembered reading that in the tutorial or something, but again, I could be sorely mistaken. Does anyone know for certain if this is the case?
@Cactuscat222
Don't think something like that is mentioned in game before.
In fact not much about partying is talked about in game at all, but from my experiences you certainly don't gain more heat or crowns in party.
@Sheloba: Normally when you create a party, and you've unlocked up until Moorcroft, then you can click both buttons of Tier 1 and Tier 2. Tier 1 is auto-selected here. As far as it goes for me, I can access every tier in a gate that I've unlocked. If you can't, then yes it is a bug.
I'm also with Kevbum and Magus on the party issue. Crowns and Heat are exactly the same.

Then it was just a miss-observation on my part. I apologize.
If this system stays, I believe that completing the requirements to unlock a tier should unlock it for ALL gates forever on that character. The way it is now turns SK into a grind-heavy game. Reduced grind was one of the things which had potential in setting this game apart from other MMOs, allowing it to appeal to the casual audience. I know I sure as heck don't make forty or fifty runs through one gate nor have the time to, and anyone who does is FAR from casual.

I haven't read the entire thread, and I'm a bit behind on the forums in general, so please forgive me if this has been said.
This change does not functionally bar anyone from anything. It is just an obnoxious hurdle. Example:
I have tier 2 stuff. I have a newbie friend with 0 star items. We play down a gate from Haven to Moorcraft. At Moorcraft, I talk to the warden, and am told that I can pass. My friend is told he cannot pass. He bounces back to Haven. I go through the magical level barrier, ask him what he wants me to buy him from the presumably limited access shops (and trade it to him later) and then hop on the down elevator. I send him an invitation to join my party, and we're both together again playing in tier 2.
So if you're willing to party, and flip out of and into the party at the appropriate point, all you need is one schmuck who has gone through the shallow levels.
That said, artificially forcing players to play in certain areas based on their stats is always going to be obnoxious. Either the current case remains, and there isn't actually a boundary, or you can't play with friends. If the goal is to get everyone to play from Haven every time, then playing from Haven needs to be as fun as playing at core depth. If Haven is fun, people will go there.
Here's what makes Haven less fun than The Core:
1. You've been there before. You've seen the monsters before and you've played the levels before. Many times.
2. It's at the beginning of the story. It's good to feel like you're making progress, and the storyline defines the Core as the end goal. Have is as far as you can get from the Core, so going back there all the time is like running in circles.
3. Anyone can get there with zero effort. There's a button that will always take you to Haven for free. Bragging rights = 0.
4. There's no suspense. You know that you aren't going to die with 5 star gear in Tier 1, unless you really try hard. The danger meter doesn't even register any danger.
How to make Haven nearly as fun as The Core:
1. Add new places you haven't been at surface level. Maybe it's just a visual thing. Maybe there are regions that sell different costumes. Maybe there are regions that sell discounted items, or crafting materials for those who have traveled through many shallow levels. Or maybe Haven just changes over time as the clockworks cycle in a visible way. There should also be a greater variety of monsters in the shallow levels if we're all going to be spending a lot of time there.
2. The plot needs to define the end goal as "Getting to The Core from Haven in a single day". For some reason, Knights can't survive for very long down in the clockworks, so if they want to find out what is in the Core, they have to do it in one quick motion rather than over the course of weeks.
3. Visible armor and equipment is a reasonably good way to brag. Maybe a visible max-depth stat, or special titles or achievements or trophies would help.
4. If there's no suspense anyway, you may as well give people the option of skipping the level.
I still don't get it... why make everyone play through Haven-Moorcroft-Emberlight...? I can't get my head around it. And I haven't seen any convincing statement from OOO about it. This has nothing to do with keeping new players from learning by dying and it doesn't encourage any experienced player to party up with new players.
Skaf sums it all up pretty well up there.
Perhaps add Danger Rooms that are accessible only to people with gear that's overpowered for the level (read: when the threat level is very low for the regular content)? And I do mean add dangerous content on every level.
I've spent most of my weekend going through Haven/Moorcroft on two gates, trying to reach Emberlight+ content. There is no chance monsters will kill me there. Sure if you pick a gate with lots of arenas the payout/heat will be good enough, but that was all the satisfaction I got. We won the third arena fight everytime without breaking a sweat. Like this, it's gonna get very old very soon...
So... why??

I can see these changes having a good effect on alt users. Now if someones out of free energy they wont jump to an alt to keep playing? I would like it though if making it to tier 2 or 3 would affect all gates not just one.
Just chiming in here to add my 2 cents, which is basically what everyone else is saying. This update does not make any sense to me. Even if I were coming in as a new player it would not make sense to me. Making us play through every level of every gate to unlock higher level content just *feels* like a way to force us to burn through energy and encourage us to buy CE...which it will not do, whether that's its intention or not. At least not for me. I'm not going to waste real money to play boring content over and over just so I can get to a level that's not boring. And the time it takes to do all the early levels of every gate is boring and tedious. I was already frustrated with the time commitment required to actually make progress, b/c some of the gates can be time consuming, but this makes it simply not worth the effort. I've played less than half as much since the update as I did before, and find myself logging on, sitting there, and trying to convince myself it's really worth bothering to go down a gate...and usually failing.

A physicist friend of mine once told me a story about an institute being built in Russia; that story applies here.
Like all sprawling research campuses, the construction was slow and done in pieces; however, the scientists were eager to move in as the buildings went up, enduring the inconvenience of the dirt paths and roaming as they pleased. The person in charge of construction offered to build walkways many times, but was rebuffed. Finally, the rainy season came, and the mud tracked into the new halls became too much. The foreman demanded a meeting with the head of the institute.
The night before the meeting, it snowed. The foreman tramped inside from the cold, and stomped upstairs to the office of his boss. As he came in, the eminent scientist gestured him over to the window, which commanded an impressive view of the sprawling new grounds.
"There now", the chairman said. "Do you see those trampled paths there, standing out against the bright snow? That's where you need to build the sidewalks.
---
I agree with Kaybol: the devs have never really offered a compelling reason for why we should re-do the Haven-->emberlight cycle every week, yet huge and sweeping changes have been made to this effect. It seems very important to them, but it beggars casual players and forces experienced/ well-equipped players to a grindfest. This new update is a giant cloverleaf interchange of a sidewalk alongside the path that players have trod in the snow.
A few thoughts:
- We need to earn a tier 3 pass for EVERY gate, which means a haven run is now required at least once a week. (no more hiding out in emberlight to skirt the elevator pass) At ~150-200 energy in gate fees to reach tier 3, that means that I would spend more than my mist allocation just trying for a full set of tier 3 passes... much less actually playing in tier 3. This update makes variety very expensive, and may discourage people from fully exploring and playing the game.
- What I *do* like about the new tier pass system is that it encourages people to all come together in haven and socialize. That's actually very good, and a step forward- amidst the other griping, that needs to be said. But at the moment, this update creates a pricing model that borders on abusive, as I am continually forced to grind for hours before I can play the content I want. (As a casual player who prefers weekends, I can't even rely on mist energy to buffer the costs of getting my tier passes)
- On the new payout model: The devs asked what we would want in order to make playing tier 1 viable, and we said the coin payouts were an issue. Hypothetically. But why have they been equalized? Should I really get the same coin payouts for blowing through tier 1 as for spending thousands of crowns and energy to craft the equipment needed for tier 3? Sure, tier 3 gives better items... but if I have no incentive to venture past tier 1, then I also have no reason to (pay for) craft(ing) things that need rare ingredients.This aspect of the new payout system feels like it's missing something very important.
My opinion on individual gate passes are that either they're a very big mistake, or they have a secret valuable reason for existing. I'm holding my breath to see which one it is! But as it stands now, without anything added to it, it's a plain mistake.
Deleting the game until it's fixed? I say go for it. If you're jumping on your horse this quickly in a closed-beta phase, just because an update was released that temporarily puts your fun in danger, then well you're not really understanding what "testing a game" means. It's taking the goods and the bads, and delivering opinions and bug reports about both.