I wanted to contribute to the discussion in the dungeon forum, albeit as small a contribution as it may be. So here’s a thread to post suggestions to improve dungeons in any aspect you can think. I’ve looked around myself and picked some out to start off on. More can be added later. Anet if you’re reading this I hope it helps in some way and keep up the hard work.
Note: Be respectful of others ideas and try to offer constructive criticism. Don’t just complain about existing issues, offer suggestions it could improved. Ultimately it’s up to Anet what gets implemented.
1. Create an easy, medium, hard path with rewards appropriate to the level of difficulty. (Rewards to be determined).
2. If diminishing rewards continue as the basic reward system, add a cool-down indicator per dungeon. (Possibilities include an icon like a buff or condition or a count down next to the path in achievements).
3. Add better loot tables to mobs. i.e. add fun and exciting items unique to dungeons. These could include: recipes, tonics, minis, possibly weapons/armor with skins unique to the dungeon, not necessarily the dungeon weapons/armor although that is also a possibility at a very low drop rate.
This next suggestion is less likely as the token reward system has already been implemented but I feel should still be included for completeness sake and future consideration.
4. On completion for the first time award a specific dungeon armor piece (soul bound on pickup and unique to each path) + 1 token to redeem for either an armor piece or weapon at the vendor. Therefor completing the three explorable modes grants an entire dungeon armor set. Completing the dungeon path again grants another token + a rare or monetary reward and have the items such as gift of Zhaitan worth a number of tokens that’s appropriate.
Note: This does not address various issues like being dropped from the group for various reasons (internet, server, group vote, etc.)
5. Add a feature that allows you to advertise LFG or GLF and for what dungeon anywhere in the world.
6. Instead of increasing mob difficulty include more challenging tasks that won’t allow advancement in the dungeon until completed. A couple of examples include, but are not restricted to, jumping puzzles that resurrect you to the beginning if you fall, deactivating alarm systems (interrupted when downed, not when hit, or at least save the progress), etc.. This may not be possible because the dungeons have already been integrated into the game. This will slow down speed clears, add some flavor to each dungeon that makes it unique, and possibly offer some intellectual stimulation.
7. If dungeon rewards are increased this may not have to be implemented, possibly create a unique version of broken armor in dungeons that’s free or has a reduced cost to repair inside that particular dungeon. People have requested that armor repair be free altogether, but that system could be abused to just enter a dungeon and repair armor then zone back out.
8. Have a zone for each dungeon to meet with people or have merchants to sell loot or access the TP. This could serve as a social gathering place to find other players to do the dungeon.
9. Make boss mechanics more unique per dungeon. add mechanics/environmental mechanics. More interaction with whats around you and adaptive game-play.
(edited by Joyful Jester.4391)