Co-Op MVPs (as opposed to the current Competitive MVPs).
Every once in a while, on a new Arena-like map, a custom MVP spawns. This map is accessed by talking to an NPC near the Pront Fountain, cause hurray for Prontera Warp Passes! It would probably be a normal MVP except you'd want to buff its stats a bit to account for the number of players that would (hopefully) be participating. The MVP has souped up drops and EXP, to make fighting him seem rewarding, and gives something really cool for the MVP reward (like...sunglasses slotting coupons? 8D Stuff like that.)
5 minutes before the MVP spawns, there's a serverwide announcement, telling the players where the MVP is going to be. This will hopefully attract as many participants as possible.
Whether the encounter is timed or not is up to you, but if the MVP is killed/killed within the time limit, all players that participated in the hunt are given a reward. This would probably best come in some sort of currency like 'MVP Coins,' and then you could put an exchanger in town that lets you trade in MVP Coins for stuff.
So for the sake of example:
Wickebine Tres (MVP), cause the bio2 ghosts need their MVP versions.
55,500,000 HP
Lots of Attack and stats and stuff, I'm too lazy to come up with realistic ones. But standard 30 vit that's for sure. And when rude attacked, instead of teleporting, it does rude stuff in response, like spam earthquake/HJ/something mean so people won't do it, but can't grief by teleporting it.
Drops:
Thief Clothes [1] 50%
Ninja Suit [1] 50%
Grimtooth [0] 50%
Scalpel [3] 50%
Rogue's Treasure 30%
Rogue's Treasure 30%
Old Card Album 30%
Old Card Album 30%
MVP Reward: Large Coin Pack (90%), Sunglasses Slotting Coupon (10%)
The idea is to give valuable and useful rewards, but not to the point it will devalue in game equivalents. To this point, you would probably want to make a rather varied list of MVPs, or at least drop tables, so that for this one for example, the server doesn't get flooded with Rogue's Treasures, which are currently quite uncommon.
Having the MVP in a closed room also allows some balancing stuff as well. You can give everyone a token that expires after X time (theoretically, about an hour after when the MVP would time out and the players would fail). This token would be proof of participation, allowing a player to claim rewards at their leisure (within reason) without having to rush - plus, if they die and return, and the MVP is killed before they get back, they can still be rewarded by cashing in their token. This way people don't feel the need to sit on the floor dead rather then respawn and keep trying, and others can't just wait for the MVP to die and then try and come in and claim rewards without even being there.
You can also add fun stuff to this room, like a prep room that slowly regenerates your HP and SP, or an Inn NPC to heal you to full so you can get right back into the fight. You can make the room auto-ressurrect all players every 5 minutes, and other silly things like this. Also, if you're into Kafra Shop involvement with the event, you can sell Kafra rental gear that gives huge stats against these monsters, but only works in the Arena. For instance, a shield that gives 50% reduction from all races, expires after one week, and has no effect outside the Arena. You can make similarly overpowered gear for every slot, and give the players an option to super-power themselves, without having to worry about balancing it for the rest of the game.
When the MVP dies, a server announcement is triggered and NPC spawns in the Arena. This NPC takes your expirable token and gives you a Small Coin Pack.
Small Coin Pack: Consumable, gives 1~10 MVP Coins when opened.
Large Coin Pack: Consumable, gives 11~50 MVP Coins when opened.
"But how do we stop people from abusing with multi-clients?" one might ask. Make all the coins and coin packs account bound. It won't stop people from getting them on multiple characters, but it WILL stop people from using 5 accounts to rush the maximum rewards.
Then, once you've got your pile of coins and feel like getting some rewards, you go to the Prontera Fountain where our handy dandy Prontera Warp Passes take us, and talk to the MVP Coin Vending Machine!
Sample rewards:
1 Coin: Experience
5 Coins: 50 Yellow Potions
10 Coins: 50 Condensed White Potions
25 Coins: 50 Blue Potions
50 Coins: 15 Yggdrassil Berries
100 Coins: 1 Old Card Album
200 Coins: Some Headgear Unique to the vending machine
500 Coins: 1 Slotted Elemental Armor of your choice
750 Coins: 1 Level 4 Weapon from the Hugel Medals Reward List of your choice
1000 Coins: 1 Slotted Mid Headgear Unique to the vending machine
I put in potions and stuff for the early rewards, but you'd probably rather put in something actually fun rather than just healing items. Like, rare pet tames, wrapped masks, jewelry boxes, etc. Regardless, the rewards need some work, but you get the idea! As far as the high end rewards, the point is to make them VALUABLE, DESIRABLE, and REQUIRE WORK TO OBTAIN. We don't want to flood the game with slotted mids and slotted elemental armors, but it's a pretty nice reward for someone who's willing to stick it out and save for them.
Now, benefits for an event like this?
-MVPing event thats not just double drops! People who enjoy fighting bosses will finally have something to do that will be fun, relaxing, and rewarding! Those who aren't normally able to participate in MVPing because of various reasons will get to join in on the boss hunting fun with no worries of other players stealing the chance away from them!
-If the events are scheduled regularly enough, it will get people logging in! If it happens say, every day at 3 specific times, people will consistently come back. If those rewards are tasty enough, people will want to work for them! Multiple times a day will ensure that everyone has a chance to participate, no matter what their schedule! No more complaints about not catering to Time Zones!
-A chance to cooperate with other players instead of compete against them! Though competition is fun, and there's nothing wrong with it, there aren't really any activities that promote working together with large groups of players. Get them working together will build a stronger sense of community, help people meet eachother, and all in all help everyone to have a good time!
-Fun for everyone! While even those who can't afford the best gear, or who aren't the best class at the best level, still get to participate and get rewarded, those who ARE at the top can aim even higher: that MVP reward is nothing to scoff at, equalling up to 5 individual kills! Not to mention the actual items the MVPs drop themselves! No matter how skilled or....unskilled you are, there's still a reason to participate! And since everyone gets rewarded regardless of how much they help, there's no penalty for people who decide to play support classes instead of killers.
-Lots of potential for variety! The GMs can have a lot of fun putting together new and interesting bosses for us to fight. Even if their experiments go a bit over the top, and in the end the MVP can't be killed, all they have to do is tweak it for the next time. Players will be miffed, obviously, but in the end there's no real permanent damage. You could even implement a consolation prize for players if they are unable to kill the MVP within the time limit, so they don't feel they've completely been robbed of an hour of their lives.
Sounds great, doesn't it? But there's some not cool things that will come with it too.
-People can farm the coins by dual clienting. Making the coins and coin packs account bound will help alleviate some of this issue, since people won't be able to put five accounts worth of coins together to rush for the high end rewards, so as long as the low end rewards are balanced properly, I don't see this as being too much of an issue.
-People sitting on the map and not participating. Essentially the same issue as above. Honestly though, if they don't want to partcipate, I see no reason to force them, and as long as the reward NPC is time based, people won't be able to just AFK and grab the reward.
-Flood of rare gear from the bosses dropping stuff. This can be alleviated by simply balancing the drop tables properly. Maybe the rewards need to be less high end gear, more valuable consumables? Having the MVPs drop nothing but OCAs and Jewelry Boxes is always an option. Or, you could make them drop incredibily valuable gear, but lower the rates to sub-5% levels so that it doesn't drop too often. Either way, there are options here, and a little bit of proper thinking can avoid a BIG problem.
All in all, this is something that could be really fun, and as long as it's balanced properly, I think would be a huge benefit to the server without causing any sort of damage to the health of the server. I'm not sure how much coding it would take to do - probably quite a bit more than I realize - but I think it would definitely be worth it.