Here's a quick list of things that ultimately can provide a smoother, more enjoyable experience for all.
First off, let's address this:
"I'm tired of premium users spamming enters and leaving when there's no cleric/fs and we get stuck with 3 people and have to leave."
Well, for one, as long as the second boss in each phase is alive, more players can enter. But let's address that rampant queue/kill/leave issue.
This also ties into: "People keep leaving after the first boss in SC"
as well as: "I got kicked cause there was no cleric and lost my energy."
So the fix isn't quite simple, it's a little more eloquent, but it is possible and we have the systems for it.
Each time you enter a GA mode, you are 'taught' a temporary buff [stack system], named some random name that instills a sense of 'commitment' to the cause of completing the dungeon.
Based on the actions of you and your team, this effect is changed to beneficial or negative states of play.
Being Kicked:
If you are vote kicked, within 2 minutes of entering the mode, you are removed from the instance, but refunded GA Energy points and cleared of the 'commitment' stack.
If you are vote kicked after 2 minutes of entering the mode, you are removed from the instance, and cleared of the 'commitment' stack.
Leavers:
If you voluntarily leave the dungeon at any time before it is completed, the 'commitment' stack is converted into 'mark of the repudiated' and disables you from queuing for a GA Mode for 3-5 minutes.
All others:
Lastly, if you complete the Dungeon, the 'commitment' stack is removed.
Modes:
We were promised an Escort style mission in the Sikuku Catacombs. This is, where exactly? Cause I've never seen it done.
But enough of those jabs.
The following is just a quickie list of features that could be added to current modes, or added to new modes.
Escort:
Some AI has a set path through the Dungeon. At certain check points, this AI will perform a 'long cast' of pre-determined time, to stop at these locations for a more controlled time. The teams goal is obviously to protect this AI, and defeat assaults or clear mobs as the AI progresses.
Granted there could be more to that, but that's like the baseline that I would have approached it at if I wanted a fast method to get Escort in the modes.
Wave Defense:
Simply put, your group is locked in a location [say one of the spider rooms in CoU as an example], while 'waves' of arachnid are sent in to clear you out. Your job is obviously not to die, but also to defend the ground from these waves.
To be honest, I would like to see this added into the current flow of the mode. For example:
Engaging Any boss in CoU would put up 'Web Walls' that you can only enter the room through, not leave.
Once the Boss/Sub-Boss is downed, then the wave Defense mode kicks in. Now that you have slain the King/Sub-boss/Boss, the minions are trying to take their lair back.
Clearing a 'Wave Defense' mode of a Dungeon would obviously provide more Exp naturally, but also more Valor via the GA system itself and better rewards.
Legendary Mode:
Legendary modes as an idea would invoke all 3 versions.
The Exalted version we have, with a timed Escort, all the mean time performing a Wave Defense after each Sub-boss/Boss.
To top this off, all monsters in Legendary mode would have 3x HP, yield 2x experience, and grant bonus Valor and Clan Points.
Max team size: 10
Clan Mode:
Only members of the same clan would exist in the group while queuing for this mode.
Clan mode offers clan point quests inside the DG, while all Valor is Converted directly to Clan Points. Also provides a bonus 20%experience points.
Hero Mode:
Not to be taken likely, immense difficulty.
Consider this the 'Legendary Mode", but reverse scaled. This mode is for 1-2 Character Max.
This should be the epic challenge mode, while not providing 'Legendary' grade equipment that the respective mode rewards, this mode rewards 'Legendary' refining materials.
Loot:
Let's face it, the VAST majority of MMO's have some secret, incredibly rare gear that looks absolutely amazing. Almost all of those come from Dungeons or PvM of some type.
This is due to the fact that currency related items are able to be calculated, planned for and attained right when you need them. Taking the surprise and drive out of the equation. I've stated it for a long time, even giving examples and suggestions, but today I'm going to fore-go the details and simply state the following. We need RARE gear. and when I mean rare, I mean iROSE beta finding a Unique rare. It was so hands down hard to get a unique in those days that I only managed 2. Staff and Duals. It took months, and months of farming relentlessly on lowbies to finally get one. The other was sheer luck. But I digress. There is no sense of rarity in any items left in ROSE. Not even the Faiths are rare anymore.
It's time to drop some new uniques, NOT reveal their drop location, chance or stats. Don't reveal anything about it at all. Simply add them, and let them be discovered. Preferably in some new dungeon mode / updated dungeon modes or something. Give the farmers a reason to farm and discover, instead of mindlessly repeating tasks for a currency.
Well, that's about all for today.