Despite having played the game for long, I am one of those players who haven’t got “Dungeon Master” yet, partially because my guild (and most guild, I imagine) almost never runs the harder/longer dungeon paths. The most infamous of these is of course Arah P4. Thanks to the LFG-finder, it should now be easier to find groups. But when I look for Arah groups, half of the entries are usually groups selling spots (not only to P4).
This is in my opinion an anti-social problem that hurts the game community. While some might think it should be punishable and others don’t, it is obvious that it’s a sympton caused by parts of Arah being too long and difficult for many players. Especially considering that you can get kicked before the final boss if the leader leaves group (which is a problem I put in another topic).
My suggestion is a change to either Arah (specifically P4), or even to the entire dungeon system. It doesn’t have to be a complete redesign, but just enough for players to find an average group that, if competent, can completely the dungeon within an hour or two. thus eliminating sales of group-spots. I am not familiar enough with the dungeon to have a specific change in mind, but I have a few suggestions:
1. Nerf Arah P4 last boss (EDIT: SIMIN, NOT THE LAST BOSS!
It is my understanding that the hardest part of Arah P4 is the last boss. While it makes sense for this boss to be the hardest in the game, a simple nerf seems like a reasonable option, considering that many players are willing to pay for others to kill it for them. This could by itself eliminate the problem with spot-selling. Any change that stops this problem is a good change in my opinion.
2. Difficulty options (or “pug vs guild group”
Another option is to allow players to choose between two or more difficulties for either bosses or even entire dungeons. In that way, your average PUG could complete the easy bosses for a normal reward, while experienced guild groups could do the harder versions for better rewards. This is of course a freature that many other MMOs have, and one that could potentially increase the challenge and enjoyment of the game for both casual and hardcore players. It could be done with a single boss/dungeon initially, and potentially expanded afterwards.
3. Arah trash change
Another basic problem I have with Arah in general is that half of the time have been spent running past trash (which in my few experiences usually ends with the group being split and trying to run past trash by themselves). It’s fair enough to use invisibility to run past a few groups, but up to half of the dungeons (in my experiences) is often spent running past trash. Simply reducing/nerfing the trash or changing the positions/pace could make the dungeon flow better. Also, more WPs.
4. Rewards appropriate to dungeon difficulty
One way of encouaring players to run more difficult/long paths is to have the rewards be proportionate to the difficulty of the path. CoF P1 is probably the most popular of all paths because it’s so fast/easy, so having a path that’s three times a long give three times the reward sounds reasonable.
Finally, an in-game calender (or “guild dungeon coordinator”) that allows guild members to arrange their own events/dungeons could make it easier to arrange guild-events. Of course, since most guilds have their own websites, this is not vitally missing, but it could still make things easier.
(edited by Nilas.2605)