Hello. I apologize in advance for my broken English.
I'm not even sure which section this can be attributed to - I have suggestions and a topic for discussion, and I also want to share my experience. Surely something like this or much of it has already been proposed and discussed.
- Redesign of the dungeons system and rewards.
How do you see top content? Is it something to strain, try, and ultimately receive a worthy reward? Sure thing! But it doesn't work now.
As soon as a new top-end and difficult dungeon appears, the players train for a long time and go through with great difficulty, end-to-end. But then.. They get used to it and start selling places in the party. The loss of one player is acceptable for passing. This became especially noticeable with the transition to a new type of module release, when the gameplay content is enhanced, and the dungeons remain the same. Buyers may not participate at all in the passage and observe from the side, but receive all the rewards. And this is bad globally. The system of selling something itself is also game content to some extent, that's not the point. The evil lies in the fact that the majority of those who buy (and there are quite a few of them) do [b]not see the game[/b]. This is the most terrible and root of all troubles, which can be described forever.
Everyone wants to dress in the best items. Unfamiliar players will first of all look for parties by items, GS. I know too many players who don't live up to what they're wearing...I offer a multiple drop system and levels of top dungeons.
Each new dungeon must have 3 difficulty levels (after the next release, leave only the average or look according to the situation).
The easiest level (№1) should be accessible to most. It is also suitable for getting acquainted with the basic mechanics of the new dungeon.
The second level of difficulty is analogous to Zariel at the start of the module. A difficult dungeon that can be completed with the things of the old modules.
Level 3 - Hell! Players must pass this level. A well-trained and well-coordinated team that has collected everything you need already in this module. The complexity should be done with a margin of 3+ months after the release of the module.
The rewards shouldn't be very different, only their number. This will serve as an adequate incentive for passing. If you can pull the hardest dungeon, get a lot of rewards in 1 playthrough. Example:
Level 1 - 1 chest.
Level 2 - 2 chests
Level 3 - 4 chests.
Level 3 (hard) - Yes, you definitely need to make a unique reward for passing without deaths and in the hard version. Then to show everyone how cool you are.
It has to be a unique cosmetic item, a title, a useless companion, and so on.
I hope I conveyed my thoughts correctly, share yours too ^_^
Sorry I don't speak English. I am using an online translator.