Since Misery and I have been going back and forth on this subject, I should preface my comments by explaining that I enjoy the spirit of debate. It's actually something I do for fun. I had a debate on my college campus not too long ago about the theistic problem of evil just for the hell of it. I have nothing against Misery, for the most part I think he's a cool guy. We simply have different tastes (and skill levels) when it comes to video games. I think it's an interesting topic to discuss.
1. The reload mechanic. Aside from utterly ruining the game's already slow pacing, any time you're reloading is a time when you're NOT using your gun. Got a cool, fun to use gun? Oh, wait, not so fun, it has to reload every second or two (and with many guns, that's NOT an exaggerated time between reloads, that's how frequent it ACTUALLY is). When considered around rapid enemy HP scaling (oh yes, this game does this one, if you didn't already know) and monstrous amounts of boss HP, this is a problem.
As I mentioned before, this problem is almost completely solved by switching between guns instead of reloading them.
In some ways the reloading mechanic is there to encourage you to use more than one weapon in a fight. I mean think about it, if you could just the same weapon every fight without every having to reload, WHY would you even use any of the other guns anyway? You'd just keep using your favorite and picking up or buying ammo for it indefinitely. To me that's what would kill the diversity of the game.
2. Dodge rolling. Now, I've never liked this type of mechanic.
Well, the company's name is "Dodge Roll", so obviously they disagree with you about their preference for this mechanic. Personally I don't mind it. It's even in Nuclear Throne for the types of players who prefer it. Yes, in EtG you're pretty much forced to use it but I really like the way it works. Though I don't expect everyone to feel the same way obviously.
3. Ammo. You have none! You have two options in this game: 1. actually USE your guns that have ammo. You can actually take down enemies sometime this century with this tactic! ....too bad you'll soon be out of ammo, because if the shop guy isn't selling any, you're *not* getting more. The only other option is to find more guns to replace the ones you drained, which means A: finding a key, AND then B: finding a chest that actually has a freaking gun in it. Instead of using your guns though, you have option 2 also: Use your starter weapon against lower-level threats. Why? Because you have no freaking ammo! But, this makes the game take utterly forever. It ALSO, though, means you are not getting much use out of all those cool guns the game is supposed to be about.
Not sure what your experience is like in this regard, but I tend to find ammo all over the place, especially on the lower floors. Between finding it naturally at the end of the room, or being able to buy it from the shopkeeper, it's rarely a problem for me. Keep in mind you can't keep all your guns at full capacity, you generally have to make a decision of which (say 6 out of 8 guns) you want to be able to use. But the game also has ways to sell guns you don't want anymore, or to salvage two old ones into a new one.
It's possible to get REALLLY unlucky (this happens in Nuclear Throne as well), but you can increase your chances of finding items with The Hunter, or reduce vendor Prices with the pilot.
One other thing is, if you're having problem finding enough keys to open chests, play Pilot. Not only does he come with the activatable item which allows you to lockpick chests, but the reduce vendor prices means he can buy more keys than other characters. Chests in EtG operate on a rarity scale. Brown is the lowest rarity (Blue, Green, Red, Black, and Rainbow). According to what I've been reading, Brown isn't usually worth wasting a key on. So you can use the lockpick with Pilot, and if that doesn't work simply destroy the chest and it still usually drops something.
With Pilot, I rarely ever run into a worthy chest that I don't have a key for, and even if I don't I can still try the lockpick.
Anyway, most of the rest of your issues seemed to be problems with the game's pacing. A lot of people don't like the "bullet sponge" enemies mechanic, personally I don't mind it. I always liked the lieutenant or 'mini-boss' monsters in RPGs because they give you a break from the monotony of killing another 5,000 useless minions. Having that one bad ass dude in the midst of all it that buffs all the other guys makes you feel like you're suddenly in the plot of the Lord of the Rings or something.
I absolutely LOVE the necromancer enemies in EtG. It's a neat mechanic because they only take 1 or 2 shots to kill, but if you leave them alone for too long they start summoning ungodly powerful shit that just makes you want to curl up in a ball and cry. So a lot of the time it's making your way through a literal bullet hell to kill them as fast as possible, or sniping them from afar before they can unleash the madness. There's also some necromancer types that can buff other enemies as well, giving them more hp, move speed, fire rate etc. Those are generally pretty squishy as well, but hard to get to.
But anyway, my main point is that the game doesn't rush you through it. You could spend about 10-15 minutes per floor, but of course the teleports allow you to traverse almost anywhere you want in an instant. Most of that time is spent actually fighting monsters or looking for secret rooms (for me at least). Some of the rooms are big...so what? I takes less than 10 seconds to walk from one side of the biggest room to another. That hardly seems like a slog.
But honestly, it could also be about the reason you play video games. I play games to relax, but also to be challenged. Sometimes being challenged is relaxing (I know it's kind of counter-intuitive, but human competitive instinct and all that). However, the level of challenge that I desire heavily depends on my mood.
Lately I've been played a lot of CS:GO. Well that game is about as hardcore as an FPS gets, and it's also known for its extremely prolific hacking community, something that Valve hasn't been able to slow down since the late '90s. You can easily die in one headshot from a variety of guns, even with a protective helmet, and some weapons can kill you in one hit to the body. There's also when you die you have to wait until the next round (at least in competitive), which seems like a mechanic you would hate (because you're not shooting) but I digress.
The reason why games like Counter-Strike and Enter the Gungeon are so popular (EtG is still on the first page of the Steam top seller list and continues to have a 90% approval rating after ten billion reviews) is because developers understand that, at least for the average person, when you're not shooting is just as important as when you are. Those important pauses between combat make the fights themselves that much more exciting. It's the same way that in any worthy Suspense or Horror movie, the majority of the plot is building up to something truly terrifying, not just a bunch of cheap jump scares. Jump scares ad infinitum are what make crappy horror movies.
It's the same way with a good game. Some games allow you to fire 24/7 (any kind of unreal tournament, quake whatever, tribes etc.) but usually those games have a much smaller and more hardcore fanbase (I predict that Doom 4 will be the same way after a few weeks). Those game are also share a similarity in that they generally don't encourage using cover as a game mechanic. Things like having no cover, no reload, and firing your weapon 24/7 is something which hardcore players may enjoy, but I think the average player needs breaks in action to gather their wits and assess their situation. That's why I believe games like Counter-Strike and Enter the Gungeon are more popular than the faster-pace alternatives.
Sorry, I actually only JUST noticed this big post of yours; I've been very distracted the last few days (got a new dog, and he's just 8 weeks old, so that means I have a lot to do right now) so if I miss stuff in conversation sometimes, that's why.
Anyway. I'll preface as well and say I don't mind debate either. I just hope people understand that if I sound angry or unpleasant, I'm (usually) not angry at THEM, I'm just angry because I'm usually angry. Well, not usually full anger, more of a constant low-grade disdain for basically everything. So I sound negative all the bloody time. I suspect though that on THIS forum, at this point, I no longer need to explain this. Hell, I even complain about content in a game that I myself designed (Warden, Obscura Disc... to name a couple. Chris found this hilarious during TLF's expansion design because I'd keep ranting randomly about the damn Disc, which I made). So I hope everyone takes what I say with a grain of salt. It occurs to me that I'm not entirely sure what that phrase means, but I think you get what I mean by using it.
But yeah, I don't mind some back and forth debate. Typing gives me something to do that isn't JUST gaming and is cathartic.
Now, I know I already did a big damn quote box there (just to make it obvious that I suddenly noticed your post when I hadn't before) but I'm going to use small ones now to pick out specific bits. NOBODY CAN STOP ME.
In some ways the reloading mechanic is there to encourage you to use more than one weapon in a fight. I mean think about it, if you could just the same weapon every fight without every having to reload, WHY would you even use any of the other guns anyway? You'd just keep using your favorite and picking up or buying ammo for it indefinitely. To me that's what would kill the diversity of the game.
Nuclear Throne already solved this one. You don't have to reload in that, but players will constantly switch up weapons. Everyone has their favorites, but... the thing about NT's weapon design is that each one is good at different things, and bad at different things. Many players, including myself, generally play the game without really running out of ammo at all. So in that case... why do we switch out weapons? Because the situation changes, and our current weapon selections may not be the right ones anymore. Even if those weapons are our favorite ones. For example, I love using the shovel in that game. Love it. I also love using bolt weapons when I can get Bolt Marrow to go with them. But... those things aren't always right for the situation at hand, or a situation that I know to be approaching. For example, let's say I'm approaching area 5; Lil' Hunter's territory, which also contains enemies like Snowbots and dogs. Melee weapons don't help me all that much in this zone, so this might be a good time to drop the shovel. Also, I want certain things to deal with Lil' Hunter himself. I like to have a "heavy impact" weapon; something that deals a single monstrous attack, the sort of gun you use on single powerful targets or extremely compact enemy groups, instead of crowds or isolated small foes. That might be a good time to switch my crossbow out for something that can fulfill this. However... those aren't the only possibilities. Sometimes, depending on which weapons and mutations I have, I might decide... you know what... Laser Minigun is available, and THAT is a room clearer. I can use that to take out his buddies FIRST, and then attack him instead of the other way around. Sometimes that's a good idea. Sometimes it's not. I have to actually think about this decision and choose carefully.
But the point is, I never just use the same guns all the time once I have them. Neither does anyone else that plays NT. Even despite that the game doesn't really do anything to say "you need to stop firing that for awhile".
Gungeon has, already, the potential to do the same thing. A heavy-hitting single shot weapon for example is something that might not be so good when you're running around in the open and surrounded by jerks... but it might be just the thing when you can dive behind a table, and pop out to fire occaisionally. Same goes with "charge" attacks. I've seen some weapons that do things like explode into tons of shots upon impact, or perhaps pierce enemies; these are good against groups, wasted against single targets. Or perhaps something like the RPG (which I found in my run I did just now). One of the few guns where the reload mechanic actually makes sense (though in ANY other game, it would just be fire-rate...) the RPG takes 10 billion years to reload but hits like a freight train. Totally wasted against smaller guys, and not so good even against bosses because of how many times you'd have to reload. But against strong or Jammed enemies? You bet it's going to be a good one. Either one hit implodes them, or you fire it, and then quickly select something else (preferably a rapid-fire gun) to finish them off right after the blast hits them.
I can keep going on and on, but my point is that the actual weapon design, when done right, creates the reasons as to why, exactly, you would want to switch weapons. In addition, this is the reason why, in games like this (and Nuclear Throne does it for this reason as well) you have an "ammo" count at all. It means that EVENTUALLY, unless you're finding plenty of ammo, you'll have to switch. So that factors in. That of course doesn't excuse the bizarre terrible drop rate of ammo, but I'm hoping that might get altered in a later patch (since it's such a constant complaint from players).
So you don't need the reloading in order to encourage the player to keep switching weapons. It's all about design and balance. Keep the weapons interesting and unique, and keep them balanced out, and make sure each is good at something, bad at something else (unless of course you're making a "rare" type of weapon that's made just to be crazy; any game of this type worth it's salt MUST have a few such guns, of course). When done right, the situations generated by the game will give the player all sorts of potential reasons to switch, and more importantly, make them THINK about it. Simply switching randomly because of reloading isn't interesting OR deep at all. There's no thinking to that... you just mash the button and keep firing. It just seems silly to me.
Well, the company's name is "Dodge Roll", so obviously they disagree with you about their preference for this mechanic. Personally I don't mind it. It's even in Nuclear Throne for the types of players who prefer it. Yes, in EtG you're pretty much forced to use it but I really like the way it works. Though I don't expect everyone to feel the same way obviously.
Oh, I know that the dodge roll thing is... extremely subjective. As a rule, this mechanic isn't exactly a game-ruiner for me. I hate it, but I can tolerate it, sort of. Some of my favorites use this irritating concept (such as Our Darker Purpose). But in THIS game it very specifically compounds the problem of just not being able to attack very often, and compounds the OTHER problem of the game's ultra-slow pacing. This is the WRONG game for this mechanic, unless some changes are made. It also forces it's use more than any other game of this type I can think of (NT only puts it on ONE character and pattern design never, ever pushes you to use it, and even in ODP, you HAVE it... but you don't HAVE to use it, and can instead learn to dodge by understanding where and how big your hitbox is; confident players can do that, but less confident have the option to dodge roll, nobody HAS to use it in that game).
But yes, conceptually it's a very subjective thing.
Not sure what your experience is like in this regard, but I tend to find ammo all over the place, especially on the lower floors. Between finding it naturally at the end of the room, or being able to buy it from the shopkeeper, it's rarely a problem for me. Keep in mind you can't keep all your guns at full capacity, you generally have to make a decision of which (say 6 out of 8 guns) you want to be able to use. But the game also has ways to sell guns you don't want anymore, or to salvage two old ones into a new one.
Really, I'm just not finding the stuff.
I have learned how the characters work; the Pilot's lockpick, the Hunter's.... dog. The lockpick isn't really useful for getting ammo of course, that's not it's point. But the dog should be, yet even with the Hunter... it just doesn't happen.
There was one run I did just earlier where I did, somehow, find like 3 ammo boxes outside of the store, right? So that SOUNDS good on paper. In practice.... no. Two of them appeared on the first floor. The first appeared JUST after I'd gotten an ammo-using weapon and fired it like, 5 times in a room (really, Gungeon? Really?) and the second appeared like, two rooms later when I'd barely used much more and sure as heck didn't find any more guns yet. The third appeared numerous floors later.
I know there's ammo in the shop, but I don't see it as a solution. It makes the shop more boring to me. It feels like money isn't a thing I use to make interesting purchases or choices. It's a thing I pump into a specific room to get that room to produce more keys and ammo. That feels like that's ALL it does, because the game sure as heck does it's best to make sure that's all I can buy. NOT buying keys and ammo means I'm not going to have any keys or ammo. Even with the Hunter (though I do seem to get at least the occaisional extra key, but not really any ammo with her).
Now, having very abruptly unlocked a couple of NPCs finally, I've then run into their special shops; now those were more interesting. They're not just selling keys and ammo but are selling other things that are worthy of purchase enough (without being hyper expensive) to make me delay a key/ammo purchase. Like I bought a pitchfork at one point, that was a good buy and was actually an interesting choice to have to make (considering the other items that character was offering). I'm hoping the game does more of this. But... the normal store itself could be more interesting too if I didn't have to focus so freaking much on keys, ammo, and keys. And in the end that focus on those is likely to also make me not use special shops as much as I otherwise would, because one way or another, I have to pump money into keys.
I am aware of the chest rarity thing, too, by the way. I try not to use keys on brown chests in particular except in the rare occaision where I figure that I've got a good amount of general stuff, so why the heck not. Rare though, that.
Anyway, most of the rest of your issues seemed to be problems with the game's pacing. A lot of people don't like the "bullet sponge" enemies mechanic, personally I don't mind it. I always liked the lieutenant or 'mini-boss' monsters in RPGs because they give you a break from the monotony of killing another 5,000 useless minions. Having that one bad ass dude in the midst of all it that buffs all the other guys makes you feel like you're suddenly in the plot of the Lord of the Rings or something.
See, I don't mind that mechanic in the way you phrase it. Isaac does this, with Champion enemies, which have way more HP and DO things, because why not. We're adding a similar thing to Starward, even, later on. But there's a difference here: When I talk about enemies being bullet sponges in this game, I *don't* mean just the Jammed. I mean *all* of them. EVERYTHING has too much HP. This includes very weak things, like basic shotgun guys (really, these guys are simple and easy... do they need THAT much HP?). Which is just made worse by rampant HP inflation as the game progresses. As many guns just don't hit very hard.... this is a problem. I don't mind the appearance of the occaisional "Elite" monster or miniboss in a game like this. Even Nuclear Throne does that with things like Golden scorpions/tanks, Buff Gators, stuff like that. And in THIS game I expect things like Iron Maidens to take more hits than normal enemies. I just don't expect those NORMAL enemies to already need to be shot as many times as they do. It's just too much.
But anyway, my main point is that the game doesn't rush you through it. You could spend about 10-15 minutes per floor, but of course the teleports allow you to traverse almost anywhere you want in an instant. Most of that time is spent actually fighting monsters or looking for secret rooms (for me at least). Some of the rooms are big...so what? I takes less than 10 seconds to walk from one side of the biggest room to another. That hardly seems like a slog.
Oh yes, I know the game doesn't rush me. These games rarely do. And NORMALLY, I don't mind backtracking (to a point). But in other games, there's usually better reason to, and more interesting things to find. Isaac, for instance. There are a HUGE number of reasons why you might want to backtrack... particularly for a min-maxer such as myself (but even players that don't do that will still find many reasons). Those reasons generally lead to interesting and useful things each time. NT is the one that doesn't do this, because that developer decided "screw backtracking I hate it" and the game doesn't have any at all. So there's no comparison to be made to THAT game. But either way, for THIS one, I warp, and then walk bloody slowly through an inflated room, to reach another room... that doesn't have anything interesting in it yet leads to more rooms that probably don't have anything interesting in them either. MOST rooms don't have interesting things in them. In Isaac, this is not the case. There are rocks to bomb, traps to navigate for a variety of useful pickups, all sorts of things even in just NORMAL rooms, and then tons of special rooms all over the place, breaking up the flow of "normal" rooms. We've tried to do this with Starward as well, and this is usually the case also in games that aren't Nuclear Throne. In this though... they're just not INTERESTING. I never feel like I'm going somewhere. I feel like it's just more plodding along, the same plodding along as I was doing a few minutes back, the same plodding along I was doing before. And character movement is... so slow.... when that's combined with a lack of "hey there's interesting stuff here" it becomes a slog to me.
But honestly, it could also be about the reason you play video games. I play games to relax, but also to be challenged. Sometimes being challenged is relaxing (I know it's kind of counter-intuitive, but human competitive instinct and all that). However, the level of challenge that I desire heavily depends on my mood.
Aye, I play games for a few reasons: 1, I'm bored out of my mind otherwise, and the other big one is 2, it actually gives me something to focus on. BUT, I do need a challenge to hold my attention. And there needs to be ENOUGH challenge. I've mentioned before in other places on the forum that I'm autistic; one side effect of this seems to be my ability to focus on a huge number of things at once. The other side effect is an INABILITY to focus on only one. When there's not enough THINGS, I start to lose interest and get both bored and agitated and after a time I'll begin spacing out. A challenging game will put a great number of things to focus on into the game all at once, keeping my attention on the game. I know all games have slow moments and all, but if a game has too many, my attention wanders and also splits.
Of course, sometimes I can use the words "complex" or "deep" in place of "challenging". Something like Isaac grabs me because there's a million things to do, a million ways to go about the game, all sorts of possibilities to think of and ways to min-max my character (and when I'm having really bad RNG, THEN the challenge will also step up a bit). In something like Dwarf Fortress, or maybe Anno, there's 10 squillionty things going on at once, all this incredible depth and complexity happening, so even when things aren't being difficult, enough stuff is happening to allow that focus (or what passes for focus for me) to occur.
Thus, when this game ISNT doing those things.... yeah. And while I do think that (Lazy Spray foes aside) enemy patterns are pretty interesting in this game (like you said, those Necro-jerks... they're irritating, but they're INTERESTING) the fact that BASIC enemies are such damage sponges just slows it down too much. I spend too much time fighting the simple guys, which isn't very interesting.
Lately I've been played a lot of CS:GO. Well that game is about as hardcore as an FPS gets, and it's also known for its extremely prolific hacking community, something that Valve hasn't been able to slow down since the late '90s. You can easily die in one headshot from a variety of guns, even with a protective helmet, and some weapons can kill you in one hit to the body. There's also when you die you have to wait until the next round (at least in competitive), which seems like a mechanic you would hate (because you're not shooting) but I digress.
The reason why games like Counter-Strike and Enter the Gungeon are so popular (EtG is still on the first page of the Steam top seller list and continues to have a 90% approval rating after ten billion reviews) is because developers understand that, at least for the average person, when you're not shooting is just as important as when you are. Those important pauses between combat make the fights themselves that much more exciting. It's the same way that in any worthy Suspense or Horror movie, the majority of the plot is building up to something truly terrifying, not just a bunch of cheap jump scares. Jump scares ad infinitum are what make crappy horror movies.
It's the same way with a good game. Some games allow you to fire 24/7 (any kind of unreal tournament, quake whatever, tribes etc.) but usually those games have a much smaller and more hardcore fanbase (I predict that Doom 4 will be the same way after a few weeks). Those game are also share a similarity in that they generally don't encourage using cover as a game mechanic. Things like having no cover, no reload, and firing your weapon 24/7 is something which hardcore players may enjoy, but I think the average player needs breaks in action to gather their wits and assess their situation. That's why I believe games like Counter-Strike and Enter the Gungeon are more popular than the faster-pace alternatives.
I'm.... not going to go into my opinions of CS:GO. I see it as a very boring game with ONE map where you do the same thing over and over and over and over and wait 10000 years each time you die. I'll refrain from going further than that.
My own theories though on why slower-paced games are more popular is different though: to me, it's because most people are slower than a box of rocks. I don't mean "slow" as in stupid or unintelligent. I mean slow/fast as in sheer speed. Speed of reaction, speed of processing.
This honestly is one area where I have ALOT of problems with tons of games. My own speed is very abnormal. I am *fast*. Really fast. Both in reaction and processing. Something has to be moving at warp speed for me to consider it fast at all. It's why I do not, for example, play Street Fighter, despite loving that genre; the game is just too freaking slow to hold my attention (and frankly, even stuff like Guilty Gear Accent Core could be faster). May as well be watching a sloth cross a road. This issue gets at me with tons of different games (even ones I like, such as Isaac, will irritate the heck outta me with this sometimes). It's one reason why I tend to use a berserker style in competitive games, because eventually my patience snaps, and thus so do I.
It's why I always rant about what I call "hide-n-snipe" FPS games VS "run-n-gun" games like Doom. The second one is constantly exciting with fireballs all over the place and explosions and lasers to dodge... the first one involves a lot of me not moving.
Now, that being said, I understand what you mean about understanding the importance of the stuff you're doing when NOT shooting. Even the most explosively violent games, like Doom, have non-shoot moments. In Doom, this means exploration, and searching for secrets, and sometimes running back to grab ammo or health that you spotted earlier but didn't need. But the issue comes depending on WHAT it is you're doing in those times. In Gungeon, the "not shooting" comes DURING combat, which is part of the issue. As opposed to something like Isaac, where you're attacking pretty constantly while enemies around, but then the important stuff, related to building your character, comes during the sections BETWEEN combat. The combat itself is constant pressure, but there's still plenty of "gotta do things other than clobber stuff" moments. Only NT really gets away with not needing as much of that (though a lot of players will still roam around levels after clearing them, checking for weapons they might have missed and making decisions on those). I'd be more fine with it in Gungeon if the non-shooty bits during combat ADDED something to that combat, but... to me, it just doesn't. I'm JUST waiting during those moments. I'm not doing or thinking about much of anything. Just waiting.
And to a degree, I find it important to keep in mind that one way or another, this IS an arena shooter. It's not an FPS; constant firing is the norm here. When you go outside of that... you better have one hell of a good reason for doing so. This game has NO reason for doing so. And that's where my theory tends to come into play; the reloading and cover bits aren't REALLY to actually ADD anything to the gameplay; they just work easier with the slow reactions and processing and whatnot that most players have. I've often had this very same theory when it comes to modern FPS games VS old Doom-style ones.
Though, I'm well aware that all of that is A: subjective, and B: somewhat related to me just not exactly being normal. But still, it factors into my own experience with the game and other similar games. I don't need that additional time, so that extra "not shooting" time is just "blank" to me, if that makes sense.
Anyway, all an interesting debate.
And I do apologize if I've seemed a bit more ragey than usual in this thread (particularly in my few posts previous to this). I've not exactly been in a good mood lately; though this is one reason why I'm refusing to give up on this game yet, because I recognize that that mood is affecting me somewhat yet will eventually fade. So for now, I've no intention of dropping this and will keep at it. That and also I'm still hoping for some balance patches (for the drop rates) at some point, when bug-fixes aren't a priority. So we'll see what happens!