Eliminate Crowns Entirely
Get rid of crowns entirely and replace crown costs and drops with energy equivalents.
A single currency would greatly reduce complaints over the "cost of energy". It would also add to the lore and make the currency have a sort of integrity.
The knights of the spiral order crashland and have to create a makeshift currency to get by. They use crystal energy, which is useful and in abundance, to do so. It makes sense.
It would also reduce the crown clutter from defeated mobs.
It's understandable that you could harvest energy from monsters in the clockworks. Why would mobs carry coins?
This is just something that makes sense. If crowns have no purpose, why have them?
Understandable and Sensible Crafting
Get rid of energy costs to crafting almost entirely (leave enough to reverse entropy) and replace them with higher costs of material components. This would be far more believable and lore-friendly.
AKA "Crafting is CRAFTING, not pouring money into the shape of a weapon."
Unfortunately, this would lower the pay to win ability of 3 rings' whale players. Almost definitely I cast this suggestion to inevitable failure.
Better Gear and Upgrades
Replace damage and defense increases across tiers of gear with new abilities and effects.
Make the Leviathan hit just as hard as the Proto Sword, but have some elemental damage, longer range, a wider swing, and stunning and sleep effects. With maybe a blurb that says something like "It'll knock your opponents right out."
This would allow higher tier gear to be more interesting, instead of "MOAR POWER LOL" close-minded thinking.
It would allow items to have a nice set of effects that really reflect their name.
Don't nerf gear at lower tiers.
This is pretty simple. There's no point in making high tier gear weaker in lower tiers. It doesn't make sense in lore and prevents people from showing off or reveling in their power.
The only possible reason for this is to make snarb/jelly runs hard for high tier players. However, if a beast of a knights shoves the handle of his barbarous thorn blade up snarb's behind, snarb should roll over and die. It's just basic reward/believability.
If someone wants to take on difficult snarb again, they can don their proto sword.
Normal Pet Heat Progression
With 100 levels to burn through and the cost of food, pets being charged by runs like any other gear would just seems like a natural progression. I honestly don't see a problem with this.
Auto-Attacking Pets
I don't use my pets at all in the clockworks. I just don't remember to. Whenever I use the one skill I've unlocked, it takes a while to be useable again and I just don't concentrate on fighting AND the skills/cooldown timer.
Also, it doesn't make any sense that your pet is just going to sit by while you fight until you tell it to get nasty.
It seems simple and obvious that your pet should automatically attempt to beat the stuffing out of everything in your path.
Weapon Heat Levels
Weapon levels should be limited by ingredients that would naturally upgrade the weapon, not arbitrary heat crystals.
Again, it just makes sense and suits the lore better.
The upgrades should not be chance-based. (this is based on a personal opinion that chance-based systems are terrible, unintuitive, and strictly worse than the alternatives unless the system needs randomness to accomplish something)
Drops Redesign
The difficulty and loot of any level is the exact same.
More players does not mean an increase in enemy health/damage, nor an increase in loot.
Anyone who picks up loot puts it in the loot pool. Multiple people do not have to pick up the same loot drops.
The loot is then distributed equally among the players at the end of a dungeon.
This leads to understandable styles of gameplay. Partying up makes things much easier, though it also reduces what each player gets.
This doesn't lead to favoring solo runs, though. Partying makes runs much quicker, and more reliable.
This leads to less scrambling for drops and more having fun.
Also it makes SO MUCH SENSE. Ugh I am crying right now from how much sense it makes. Thanks Obama.
Better Market Mechanics
The marketplace should group all items of any type (like all Light Shards) into one and only display the cheapest one to Buy. (not bid)
And allow just listing for buy, without bidding options. This speeds up the economy and makes trading simpler.
And lower listing costs to a cap of 5%. Preferably 0% or 1% for realism, but I assume 3 Rings is milking it for all it's worth. 10% is unrealistic and TOO DAMN HIGH!
No Bound Items
The only point of this is to prevent people who are leaving from giving their gear to someone else.
It's HARD to get gear. If I get end-game gear, I should be able to do whatever the hell I want with it! Maybe giving it to someone else resets its heat level because it "hasn't bonded with the player" or something, but some arbitrary "no you can't" restriction?
It doesn't make any sense and just spits in the face of hard work.
Minimalist UI
Add a minimalist UI option and maybe a way to rotate the view in-game, or like 1st-person rotation or something.
Conclusion
I'm sorry if this all comes off as entitled or pretentious. These are what I see as basic improvements to the current systems.
I understand that 3 Rings is almost definitely not going to implement any of these due to their limited actual game content and limited community. With what little community they have, they need to slow down their progression immensely to keep them playing.
However, these improvements would really make the game a lot more enjoyable. Frankly, I don't care if some people are paying to win as long as the rest of us have a good time. Cosmetic stuff could be pay to play for all I care.
For me, it's all about natural game mechanic progression and a polished game. I can understand if people reply with stuff like "lol this will never happen" or "noobs asking for free stuff again lol". If that is the case, I am sorry for blemishing your suggestions forum.
Please tell me how I can improve these suggestions or why they are bad/good.
Bring Buddy Revives back? Yeah, when my sister learns how to cooperate when she's the one revved.