I've been playing MMOs for way too long, so my experience suggests the opposite problem: people play MMOs to progress their characters, first and foremost. Even people who are super into the roleplaying element have, from what I've seen, adopted the same efficiency approach as the average player. So any system like this…
Is the limited Foundry playtime something they're set on as a design goal? Because... well, reading a lot of these concerns, something occurs to me. The problem may not be so much finding what you want, but that people just aren't interested in Foundry missions in general. Throw all the factors together: Limited play-time,…
Crazy idea: multiple star system. i.e you'd rate every adventure by how it fares in each category. So you could have a 5 Challenge, 1 Story, 1 Farm adventure, or a 3 Challenge, 5 Story, 1 Farm one, and so forth. This way people could express their preference without ****ting all over adventures. I don't think this really…
Someone (and realistically, LOTS of someones) still has to find you and be convinced of your quality work in the first place, which is the crux of this thread, I think.
@Zetor (lololol) I know it's just an implied and obvious truth of the way the system works as outlined in your post, but I think it bears repeating that the fact that first-past-the-gate adventures are most likely to end up rated high early and end up pinned to the top forever not only disincentivizes new content creators…