146792-suggestion-new-dungeon-type-for-casuals-plunderings

== Content ==
			
Hey everyone!
 
Widstar makes a lot of fun and there are so many new players since Free 2 Play. I'm really happy with the raids and the hard veteran dungeons. But right now i read a lot of stuff in this forum, that casuals have problems with this. Many are saying the game is too hard. Others are afraid that the game got nerved and will get too easy. In my opinion changing anything on these dungeons is the wrong way to pleasure every part of the community.
 
So we have expedition for solo contend, adventures for funny group contend, normal dungeons for new players and veteran dungeon for well ... veterans, who need a cahllange and and want to learn. But whats with all the people who have spare time? Some people log in for 20 - 30 minutes and have spare time. Imagine having kids, going to work or other stuff which prevents you from playing. Or people who are just disadvantaged? We are all humans, some are better some are worser. All we want is fun and get stuff at the end of the day.
 
Why not make a new gamemode? I know there is already so much stuff but i fell something is missing and i just planed a bit. It is just an suggestion and my drawing skills are at paint level, but i love level design and could not resist. Please judge not too hard i just want to share ideas ^^
 
So here it is:
 
=== Plunderings ===
 
- Short Story -
 
"The Lopp want shinies! A lot of it. And they want them fast! Since protostar started their contract program,  everyone is so busy. Less adventurers turn in shinies! This can't be right. 
 
Something must happen. New places need to be discovered and so a group of lopp explorers went to find the rarest shinies on Nexus! But these little pioneers need your help! Plunder the Treasures of Nexus! Trust me, you won't regret it! But hurry ... you have no time to loose!"
 
 
So what is it about? You, the player find some of the lopps in you capitals. They want the rarest shines, so called "Elemental Relics" which are found in special chambers/facilities and caves in nexus. So you have to group up with players and do the work for them. These "Plunderings" are also found in the dungeon finder. The lopp will give you daily quests too and reward you with money for doing them!
 
- Elemental relics - 
 
Elemental relics are what they want. Beside of the daily quests, this is what is all about. Every mob in an plundering instance drops at least one relic! You gather as much as you can and can exchange them when you gathered enought. A defeated boss grants a lot more relics.
 
- Instances - 
 
Plunderings are dungeons with 100 - 200 trash mobs, have lots of Bosses and are pretty big. Don't worry, they will not take more than 15 minutes! Let me explain this with this blueprint of an example instance "Farside Energy Core":
 
 
Imagine an high security eldan facility on farside which powers all the stuff on the moon. Marauders in the north entering from a canyon on the moon and are in the north and north-east. Eldan Machines are defending in north-west and south-east. In the water storage in the south-west, some aliens from farside are ready to be killed there.
 
It is as it Stands in the picture. After 15 min (Example time), doors will close and teleport you to the entrence. Every Plunderings has a timelimit. You can not do every boss in one run! You can do 3 if you are fast and with lot of good equip maybe 4. Or maybe 5? You maybe can see the challenge behind this. So you can not kill all the trash mobs and bosses. To prevent that everyone always go the easiest route, the daily quests will give you choice of random bosses to kill.
 
-Bosses-
 
Bosses reward you with even a lot of more relics and optional stuff.  The bosses have all one mayor taktik you can explain in one sentence. Like "Yo, this boss when he jumps go behind the pillar, k??" No freakey phases and stuff, no big boss at the end of a dungeon. Simply, oldschool dungeon style ... To prevent to much farming, every boss will only grant relics once a day! Doesnt make sense to  kill them 100 times because they are the "easiest".
 
-Hazards-
 
You route always change because of the daylies and sometimes you have to make decisions to go through danger zones (Hazards). These hazards are always stuff to learn movement. Imagine the last boss of skullcano where this big leaserbeams where you have to jump over. In the picture there are some Hazards like this noted. You can see one near the star shaped stuff. Rotating laserbeams to jump over or to walk below them. Different here is, that hitting them wont nearly instant kill you. It is forgiving! 
 
-Graveyards-
 
There are unlockable graveyards where you can spawn to reduce walking times like in stormtalons lair. Time is rare and so this makes sense near hazards
 
-Reputation, daylies and loot-
 
Reputation is earned by the quests the Lopp but most rep will the relics do. Like the protostar contracts and not like a daily quest zone. You will rise in their fame and start to like you and give you more in exchange for relics. More money, renown,, unique buffs, costumes and overall cooler stuff. They trade relics for everything.
 
 
---
 
Sadly taking this and writing this took me time and now i have to go to raid. If there is something i forgot (but it should be ok i hope) i will add it later. This is my idea and i would really like to hear your thoughts about this. In my opinion don't nerf some parts of the game, it is awesome. Just make it so that everyone can enjoy it ^^
 
- Krash Ironskull
			
				
	Edited November 11, 2015 by Krapfenmann	
----
			
In before the Uber-Leets and Hardcores shoot you down!
 
I like it! Gimme!	
----
			
This sounds really fun.  I would love a place where you're just let loose to murder and grab what you can in a limited time.
 
A+	
----
			
Also +1
 
Could maybe just be rolled in with Adventures (which need some tweaking, esp in the rewards department) instead of a whole new category though.	
----
			
that sounds pretty funny to me! brings a little bit diablo flair if you just want to kill and loot... :)
would be settled around adventure difficulty then?	
----
			
Sounds like a blast. ^_^
 
+1	
----
			I like this idea on my first reading. May come back with some feedback later. 	
----
			All for variety in content. You have my resonators. 	
----
			
Some good ideas there. A few thoughts:
 
* Any time limits and objectives should be relatively relaxed, this content would be best aimed towards being fun and not too much frantic rushing around. Not slow and boring either, needs to be paced just right.
 
* These Plunderings (love the name btw) should be role neutral and not need the standard trinity of tank, heal, dps to complete. It should be possible to just dive in there and have fun regardless of group composition.
 
* The emphasis should be on just having some fun in the company of other players and getting some reasonable loot (gold, renown, omnibits, cosmetics etc). No need/greed nonsense - either personal loot or a pool of loot shared equally at the end.
 
* Rewards need to be balanced so that these don't supercede more serious content, but are still attractive to veteran players seeking to unwind.	
----
			
I mean, people might think i don't like casual content or something from my other posts.  I do, actually.
 
This idea is really cool!  It's a lot different than "raid nerfed to ground so that baddies (not casuals, some casuals are really good players) can do it"
 
Plus, think it's fun.   If it dropped some cool decor/flair/costumes that are otherwise hard to come by, it  would be worth running.
 
Maybe this is like an event instead it never goes away.  Please implement :D	
----
			
New suggestion for casuals...
NORMAL... FREAKING... DUNGEONS!!!
Is it THAT hard? seriously... just reduce the difficulty of vet dungeons by about 10%, which makes them actually beatable, and then make a "master" difficulty, that is 200% as difficult, for all those people that think the game is too easy...	
----
			
{| class="blockquote"
New suggestion for casuals...
NORMAL... FREAKING... DUNGEONS!!!
Is it THAT hard? seriously... just reduce the difficulty of vet dungeons by about 10%, which makes them actually beatable, and then make a "master" difficulty, that is 200% as difficult, for all those people that think the game is too easy...
----
			
{| class="blockquote"
I mean, people might think i don't like casual content or something from my other posts.  I do, actually.
 
This idea is really cool!  It's a lot different than "raid nerfed to ground so that baddies (not casuals, some casuals are really good players) can do it"
 
Plus, think it's fun.   If it dropped some cool decor/flair/costumes that are otherwise hard to come by, it  would be worth running.
 
Maybe this is like an event instead it never goes away.  Please implement :D
----
			
{| class="blockquote"
In before the Uber-Leets and Hardcores shoot you down!
 
I like it! Gimme!
----
			
{| class="blockquote"
New suggestion for casuals...
NORMAL... FREAKING... DUNGEONS!!!
Is it THAT hard? seriously... just reduce the difficulty of vet dungeons by about 10%, which makes them actually beatable, and then make a "master" difficulty, that is 200% as difficult, for all those people that think the game is too easy...
----
			
{| class="blockquote"
Na someone just needs to learn how to slinger heal 
 
git gud
----
			Sounds like a player skill issue.	
----
			
I appreciate how much effort you put into this, I really do.
But I lead a Casual guild. Like legit shit the kid's drawing on the wall again, brb type of guild where we value real life duties over our online lives. I have joint hypermobility that makes my hands and all other joints in my body either lock up or randomly dislocate if I so much as sneeze too hard. Yet somehow, I've completed ALL the silver dungeon timers (and a few golds) BEFORE the Bronze Age came to be. Casuals don't need easier content, that's just silly!
 
If you want easier content, it's already in the game in the form of expeditions and adventures.
400+ members of my CASUAL guild and we complete nearly all the dungeons 10+ times a day in guild groups.	
----
			
I like this idea of a mode for a activity even if they don't bring in a new mode for it.
 
I mean we already have shipha-- expeditions for it?
 
I could see this being a really cool idea for a group of adventures!	
----
			
{| class="blockquote"
I appreciate how much effort you put into this, I really do.
But I lead a Casual guild. Like legit shit the kid's drawing on the wall again, brb type of guild where we value real life duties over our online lives. I have joint hypermobility that makes my hands and all other joints in my body either lock up or randomly dislocate if I so much as sneeze too hard. Yet somehow, I've completed ALL the silver dungeon timers (and a few golds) BEFORE the Bronze Age came to be. Casuals don't need easier content, that's just silly!
 
If you want easier content, it's already in the game in the form of expeditions and adventures.
400+ members of my CASUAL guild and we complete nearly all the dungeons 10+ times a day in guild groups.
----
			Isnt this technically the same as adventures .... and noone does those anyway 	
----
			
I'm all in favour of new content! I'm not sure you are describing a new game mode though, but a new adventure.
 
Still, it sounds good, just got to get the Dev team on it. I've no idea how long it takes to generate a new, balanced adventure, but I'm guessing many months (6+?). 	
----
			
{| class="blockquote"
Isnt this technically the same as adventures .... and noone does those anyway 
----
			
Hmm ... how to explain? So i compare it with the protostar contract system. Instead getting them on a huge board you get therese Quest on a huge mountain of shinies with lopp before them (Maybe :D)
 
Here you get also 3 Quests daily. They change every day.
 
It's Monday so ...
 
Quest 1: Kill Boss 1 + 2 +3 in the plundering "Farside Energy Core"
 
Quest 2: Kill 5 Random bosses in any plundering.
 
Quest 3: Exchange 150 Eldan Relics.
 
So you que and follow one arrow route with the group to get your Quest 1 ready.
 
(Some example route on this 1 example instance)
 
You got it everything is fine.
 
Now its Tuesday...
 
 
Quest 1: Kill Boss 1 + 3 +8 in the plundering "Farside Energy Core"
 
Quest 2: Kill Boss 5 + 6 +9 in the plundering "Sunken Cassian Spaceship"
 
Quest 3: Avoid 2 Hazards in a plundering of your choice.
 
So you go the other route to the left. Now facing an hazard from this side. There are flames and steam coming from some huge machinery on the left. You have to doge them to get to the third needed boss.   As you can see there is a huge variation of quest and paths only for this example instance.
 
The yellow arrows are also example paths for other days. So you see always different parts of one zone. Some might get more difficult, but you can skip or don't do the quest. You still get relics you can turn in!
 
These Quests only help you filling the mighty shiny mountain for you faster until its full and *woosh* you get a choice of rewards. Imagine what you want, like costumes, Toys, Mounts, maybe a buff you can choose of like 10% more Money earnings? Or a very rare madame fayfay coin? :D
 
The mountain is now full and the Lopp will carry everything away. You start with zero progress. But get teased by the next Lootbox you can choose of.
 
I think this has NOTHING to do with adventures. ^^
			
				
	Edited November 12, 2015 by Krapfenmann	
----
			
Anything that adds more meaningful and fun content to the game is a win in my book and I do agree that the game is missing an entirely casual group mode - what adventures should have filled but didn't hit the mark there (even though some of them are really good).
 
It's a really well thought out idea that you put much effort into, hope you get an insight from a dev. Maybe they could implement some of your ideas to make adventures way more played, adjust how they work, and bring in a new one. Basically merge your ideas with the existing mode. I doubt they would add another instance type at this point, but this looks like it could be a lot of fun. There is a giant niche for entirely casual group content not being met and it could bring in/retain a whole bunch of people.	
----
			
Hey guys, it honestly looks like lots of fun and I really want a shinyquester title.  It's probably the thing i'd do once a week and 2pm on Thursday (or some other obvious downtime), but why not?   More variety is probably a good thing and will satisfy a lot of the anger people have about... well... about... uuummmm.....
 
Actually it seems that most players are upset that they are bad/lazy and won't get taken into DS because of it? ???  i'm not sure.   lol.	
----
			
I'll keep my response short. I do like the idea of adding more content between Adventures-Dungeons and Dungeons-Raids to appease the casual player. 
 
However, I DO NOT support dumbing/nerfing/scaling/(whatever the heck you want to call it) down the current content. In the long run, it's better that Carbine focuses on more content than revising what they have already spent ample time creating.
 
That is all. Carry on.	
----
			
I'd have to say no. While I appreciate the idea, it seems unnecessary and a hard capped timer version of what we currently have in terms of instanced content. It's a bit iffy when people bring their idea of "casual" into their suggestions. However for me Expeditions already fill the role your plunderings do and allow me and my friends to go at our own pace without worrying about timers and allows a good deal of wiggle room for us to take care of real life happenings while in the content.  At face value what you present would cause more aggravation and be content that I probably wouldn't do often because I couldn't fit it into my smaller play sessions at risk of having something I need to step away form the computer for. Adventures are also fun to me and wish more people did them, but I tend to do those when I have more time or I get a group that wants to steamroll war of the wilds. With that said I can't see this being a content type in and of itself, but I can see it as an adventure or expedition as it 
 
I think if we're going to go based off your definition of casual and if you want a strict time in place,it might be good suggestion to opt for tweaking the open world events(quite a few are marauder themed anyway) to be on demand(capable of being triggered by the players when not currently active). These could even utilize some of the areas that aren't being used, like the numerous empty marauder caves and random camps and such that are quite isolated.
			
				
	Edited November 12, 2015 by Typrop	
----
			
I think this is a fine idea, but wanted to drill down a bit more into what I think the Pros and Cons of this idea are.
Pros:
Likely a low development time compared to say new dungeons or raid instances. Content like this would not suffer from reuse of existing assets.
Is more that just a dumbing down of existing content
Time geared to casuals - can be completed in short segments
Provides progression as you can clear further into the instance in the time limit
Cons: 
Not sure what Niche of content this fills? Is this like adventures or expeditions? What will keep it from just replacing that content?
Is this trinity content like dungeons or is it non-trinity content like expeditions
What is the reward paradigm? Will it serve to move players into vets or is it a replacement to progression in vet dungeons? What gear will it drop? Will it drop gear at all or will gear rewards be based on elemental relic collection and turn in? 
I'd love to see some more details provided on what you had in mind. We've seen some great community ideas for improving casual content and progression. Maybe we could integrate those ideas and come up with a great proposal. 
			
				
	Edited November 12, 2015 by MedicMelawen	
----
			
Why do people keep asking for this? Have you logged into the game? So much pve difficulty spread that it blows my brain anyone would ask for more steps In between...
 
1. Ship hands are basically easier than questing
 
2. Adventures are a step above questing, but have some bosses that can kill you for being dumb but are easy to beat even if half your team dies
 
3. Dungeons will kill you... But generally just have to pay attention
 
4. Raids are more complicated so someone's more likely to mess up, but the difficulty level of actually DOING things isn't much harder. You need better gear and there are more people to have to rely on not messing up.
 
Only step I can think of not listed is one were its much crazier than raids in terms of speed of attacks... Like 1 second casts to interrupt and .5 second casts you have to dodge or die... 
 
 
Seriously though, you want casual dungeons? Adventures already exist... why spread dev time	
----
			Honestly this is just proof that if a company gives you a boat load of content people will still cry	
----
			
{| class="blockquote"
Seriously though, you want casual dungeons? Adventures already exist... why spread dev time
----
			
{| class="blockquote"
Because it seems a lot of people don't enjoy the adventure format?
 
This idea has the advantage about being more about going in a blowing stuff up than it does the story-driven adventures.
 
Also, the idea has received enough positive feedback it's worth considering. It seems like it would fit into the adventure place in progression, but with less waiting and messing around, and more carnage.
----
			
{| class="blockquote"
and those people are probably the majority of the ones who are on adventures... so let them enjoy themselves...
----
			
{| class="blockquote"
listen kiddo - this game's original stance was "HARDCORE!" and people like the OP are literally ruining games on a regualr basis... heres how it works:
----
			
{| class="blockquote"
I love a good challenge, but I also enjoy stupid fun too. There can be both. Why not cater to as many kinds of players as possible?
----
			
While, i do understand what people are trying to say - and the point is merited - he plundering idea is still kind of fun.  I'd want to try it out.
 
People know that i feel most new content is unnecessary - but if we are going to some new content, make it different!  A lot of the other suggestions are just like.. um... repetitive and unnecessary.  If we are going to have something other than a new raid for people who have finished DS - let it be truly different.	
----
			
As cute as the theme of the Lopp and the shinies and the plundering is, I find myself wondering if this is really all that different from Fragment Zero, the expedition with tons of skeechy mobs and a few straightforward encounters, some hazards, and a few fun mechanics like the shields and lasers.
 
As far as I can tell, this is basically the same general concept but on a timer is too short to do the whole thing, so you have to basically rush through only part of it.
 
Do I have that right, or is there some other aspect to this that makes it fundamentally different from the Fragment Zero instance?	
----
			
{| class="blockquote"
-snip-
----
			
{| class="blockquote"
Honestly this is just proof that if a company gives you a boat load of content people will still cry
----
			
{| class="blockquote"
New suggestion for casuals...
NORMAL... FREAKING... DUNGEONS!!!
Is it THAT hard? seriously... just reduce the difficulty of vet dungeons by about 10%, which makes them actually beatable, and then make a "master" difficulty, that is 200% as difficult, for all those people that think the game is too easy...
----
			
{| class="blockquote"
When you finished gearing up in veterans you'd just come back asking to nerf master dungeons.
----
			
No. What this game really needs is a COT DAM Mario Kart Hoverboard BG!!! Your LAS would be replaced with spells such as BOOSTERS, RAY GUNS, ROCKET LAUNCHERS. Just imagine the possibilities.
 
Also, soccer BG too pls
			
				
	Edited November 16, 2015 by Vork	
----
			
{| class="blockquote"
listen kiddo - this game's original Frosts stance was "HARDCORE!" and people like the OP are literally ruining games on a regualr basis...
 
----
			
Wow, i just did not have the time to log into my account over some days and it's amazing how many people discuss this suggestion.
 
The whole idea was, to make a fun based experience for everyone. No hack n slash like in fragment zero. The whole instance difficulty i imagine is also around level 70 like Dungeons. Dungeons are also declared as level 70 but the boss mechanics are still complex and have so many red zones! You are used to them, found them easy or think it should be harder? Thats ok, but everyone is different. Nothing trains the players into these scenarios. Before you first time you joined a dungeon, nothing so coplex happend. Even adventures are a joke when compared to veteran dungeon difficulties. So i join dungeons with the group tool, there are MANY people who:
 
- Leave the group after the first group death.
- Have the will to finnish the dungeon but still wipe and then leave after several attempts.
- Group did not walk an single step, but a vote appears to leave the dungeon and everyone agrees.
- Someone is new and everyone see him dying and vote him out.
- Nobody explains everything but recommends "Look up a guide on Youtube!"
- Personal experience: I know many people who avoid the Level 3 Contract when you have to finnish an dungeon.
- When a dungeon runs well, group is far above the recommended LvL 70 Equip, so i assume that the recommended item level is simply wrong.
 
Is this intended to happen and good for everyone? It's bad for the players of every skill class!
 
But this is still not the thing to discuss here. These are my personal experiences and experiences with the people i played with. So i got this idea and thougth. Why not making something fun and also what practice everyone?
 
The Trash should be Simple to kill. Is any trash in the dungeons difficult to kill beside of the one you have to interrupt? Just don't be so unforgiving when not doing it. No red "2 sec in and die" red telegraphs when you have the recommended item level. No mobs which heal themself and are if you forget to interrupt. So sounds like "Well this going to be easy?"
 
I thought of simple bosses. But why not using already implemented boss systems, and slow them down that everyone can see in 2 seconds what is to avoid. Everyone knows the first boss in stormtalon. This boss has different phases and first time you are in this dungeon many think "Holy cupcake, what do i have to do? Never went normal dungeons because i level so fast and enjoyed to get into the game! Never thought this happens". All happens so fast! Why such a rush of attacks kicking in?
 
First boss there are:
 
- The main attack of the boss.
- Crosslike red Telegraphs in first phase.
- 4 mobs to drop a red zone on them to remove their absorb shield
- You get disarmed.
- Random AOE from one of the priests.
- Some fast rotating energy orbs which stun you.
- Big red zone to avoid coming from boss with some little spots to stand in. (Interruptable)
- Maybe i forgot something?
 
So many stuff happening at just one boss. I don't think it's overwhelming when you do it some times and someone explains it but thats not what im talking about. It's like nothing out of the dungeons, beside of some group quests and level 20 events, need so many reaction, previously known tactics and other stuff to do? Adventures are not doing anything to prevent this big impact from happening.
 
Why not make a bosses, to get new players used to the used boss telegraphes in vet dungeons, but only slow and not so many at once. Imagine maybe a pell poss with these rotating orbs visible BEFORE the fight starts, standing there like he's in trance or something. You see what awaits you. Everyone knows what to do and to avoid.
 
I could give another more examples but i hope you know what i mean.This is just an example.
 
This also spares time to programm KI for the devs (Hopefully), like all the reused Art, models and other stuff.
 
I like critic in every way about this idea but some people are here who have their opinion put about others in a weird way. I'm just here to share ideas for something for everyone, not to say "This game is too much hardcore.", or "Game is too easy" or support only one site.  I just think it's mean to force someone to choose their side in thethe allmighty "I know how this game suceeds" mentaly. We play and love Wildstar because it makes fun. Everyone likes something different i think.
 
I'm just sharing ideas. I like to design and love to use ingame tools or world editors to create stuff. Thats how i work, but there is no foundery like in D&D Neverwinter or an level editor like for Half-life. Housing is fun but i can't build my working dungeon on it. So only thing i can do is write. Nice to see ideas coming up. Mostly from non "hardcore" players, but maybe others bring up also some ideas. This system is, as i wrote before, intended to be flexible. I said no gold medals and stuff but, maybe there are some other ways to attract veteran, skilled players with this? Still happy about ANY idea. ^^
 
Thank you everyone =)
 
EDIT: Oh and the ideas above are only examples! Maybe there is also room for Fragment zero like trash mobs. This plunderings should have differnet instances and everything can be designed different.
			
				
	Edited November 16, 2015 by Krapfenmann	
----
			
{| class="blockquote"
 
- Leave the group after the first group death.
- Have the will to finnish the dungeon but still wipe and then leave after several attempts.
- Group did not walk an single step, but a vote appears to leave the dungeon and everyone agrees.
- Someone is new and everyone see him dying and vote him out.
- Nobody explains everything but recommends "Look up a guide on Youtube!"
- Personal experience: I know many people who avoid the Level 3 Contract when you have to finnish an dungeon.
- When a dungeon runs well, group is far above the recommended LvL 70 Equip, so i assume that the recommended item level is simply wrong.
 
Is this intended to happen and good for everyone? It's bad for the players of every skill class!
----
			
{| class="blockquote"
Don't forget pugging into content they have never done because you know they are special snowflakes who expect to be handed a free pass. This is a MMO if you want to do it solo then your experience will be totally different. If you pug into content you have no idea about don't expect for players to sit and teach you. Don't cry when you get kicked.
 
Should there be low level content for casuals? Yup. 
 
But lets be honest the loot will go along with the low level then we will get threads complaining about not getting ilvl80 loot for doing lower level content. People will always complain about content then once the content is provided people will complain about the rewards for doing the content.
----
			
{| class="blockquote"
One of the most popular events/content in WS to date? Hoverboard racing. Absolutely no gear involved with it. TONS of people ran it from all skill levels. Not everything is about progression and power. The quicker folks realize that, the better.
----
			
{| class="blockquote"
Are you seriously posting that in a thread about lower level dungeons? Like really?
----
			
{| class="blockquote"
Yep, because nowhere in the OPs idea was gear ever really mentioned as a reward. They said things like buffs, costumes, other cool things. Don't see gear in there at all. Do you need gear to drop from everything to have fun doing the content?
----
			
Actually, if you read, there'd be about 15minutes of play time for this, maybe 20. 20min for a costume piece? Sure! People farm discoveries for HOURS to get a costume piece. Why not run something that's a lot less time and is fun? Of course, this would mean that they'd have to add things to the loot table over time too so it didn't become stale. Not that hard of a task to accomplish. (EDIT: That last point is rather important, updating the rewards frequently would give meaning to the content for a longer period of time!)
 
I still run the crap out of Frag Zero with friends, why? Just fun and the renown is great for housing. There's no other reason to run it other than fun! Yes, fun can be had without progression. I do PvP with no hope of winning, I don't care...it's fun to do every once in a while. I could care less about rankings and all that, it's just fun to have a laugh with friends. Maybe we get lucky and win or clear the content completely, if not? Still good fun most of the time. That is the point of games, fun, yes?
 
I could also say the majority of people don't Raid, which is actually very true, guess we should get rid of them too then? No, because people enjoy it. Add more for them too! On the same coin, there's nothing wrong with having something else to do that has interesting mechanics and loot.
			
				
	Edited November 16, 2015 by Kitsune Hazard	
----
			This game is already tweaked (A little more tweak and it will be a braindeadshit like wow)... I could finish every single pug dungeon in the last 2 weeks.(more then 50 run) Peoples just afraid of dungeons without reason and lazy to learn or ask tactics. Oh and btw i like your idea! It can be a shiphand.	
----
			
{| class="blockquote"
This game is already tweaked (A little more tweak and it will be a braindeadshit like wow)... I could finish every single pug dungeon in the last 2 weeks.(more then 50 run) Peoples just afraid of dungeons without reason and lazy to learn or ask tactics. Oh and btw i like your idea! It can be a shiphand.
----
			
Descent idea, but honestly, rather them devote their resources to something else.  And people killing things and not getting gear would be problem.  See it in the world boss kills now. Plus these would replace expeditions and why do that?  Honestly, I don't know why so much effort put forth for single player stuff in an MMO.  It has it's place but how would that further progression for players and get people playing with others? 
 
And I understand buffs, but to have to farm a casual solo content to do raids is a bad idea.
 
It good idea for the future, and it's a way to "ramp" up difficulty for solo players and even raid players to do something outside of raids.  Could even implement when you kill a boss, the other bosses get tougher.  A pre-vet-dungeon geared player may do 2-3 bosses, vet 3-4, ga geared 4-5 ds 5-6.  	
----
			
{| class="blockquote"
Well, i don't want to be rude but ... i really don't know if you read anything in detail here?
 
Also "Peoples just afraid of dungeons without reason and lazy to learn or ask tactics." ... Thats because EVERYONE is the same human being, likes the same stuff, plays the same, enjoys the same, has the same time for everything, is at the same age, has the same reaction, and stuff like this. Well, forget it ...
 
But I'm glad you did it through 50 dungeons ... I'm sure there isn't something wrong with dungeons. I just maybe have bad luck and really get rare through random dungeons but this isn't the topic here and Dungeons should stay how they are. Just putting in my experiences and experiences from some friends. Nothing more . Your experience may not be the same but you cant deny that there are people out there who actually have problems!
 
You even don't get gear here. So dungeon gear is still something you want.
 
Everyone wan't guild buffs. Why not adding Buffs useful for raiders? Food and consumeables already exist, but would it not worth to get a daily buff for 2% more damage? 2% more crit or another things like this? You have even the chance to select it! 2% more prestige? More money? Whatever. This affects all other parts of the game but only once at a time. So raids get to easy because all take the 2% dmg buff? I don't believe that when there are dozens of buffs to select from like like:
 
+ 5% more <currency>
+ 2% more <any Stat>
+ 10% Walk speed.
+ 10% more sprint duration.
+ 10% more ressource found.
-10% time for fast travel, potions and portal skills
+5% more buff from foods and consumeables quality.
 
That are some ideas only for the buffs. There is still plenty of other awards to choose from beside of buffs.
 
I could have 20 more expeditions, dungeon, adventures and even plunderings but in some time in the future you are through every contend. Even raids! The last updates added always some stuff for everyone and since when did advancing an game with more stuff get something so non important and sometimes signed as "Everything is fine let this game stay how it is" ... This never happens anywhere. So many games let players advance their experience with custom created contend (Like steam workshop, foundary in D&D and editors at all). Other games add addons to the game, others DLC. So an MMO is also something which also grows. Even when my suggestion does not get into the game, maybe it gives people to talk about, how new contend could look like while waiting for other drops.
 
Imagine devs would implement new leveling zones for lvl 25 - 35, people would still complain that this contend is not needed. I don't get it. So many people like to explore new stuff, like to select "Their own path" in an Fantasy/SciFi role playing game. I liked the selection what i can do as i played vanilla wow long time ago. "Do i quest in Strangelthorn now or do i get to the other continent?" So i like new Stuff. What i agree is that new contend MAY not destroy the game itself. I'm looking at utter "Talent" sytem in WoW now O.O
 
And again, this idea is not an adventure, shiphand, dungeon or raid. The main idea is to add someting new, which rewards everyone in any way and makes fun, is expandable and not time wasting (Well you ccan read it all above ^^). And yeah i like Lopp ... and after Malgrave, i did not really see them again. Like "Bye Lopps now serious stuff begins!" ^^
----
			
{| class="blockquote"
I appreciate how much effort you put into this, I really do.
But I lead a Casual guild. Like legit shit the kid's drawing on the wall again, brb type of guild where we value real life duties over our online lives. I have joint hypermobility that makes my hands and all other joints in my body either lock up or randomly dislocate if I so much as sneeze too hard. Yet somehow, I've completed ALL the silver dungeon timers (and a few golds) BEFORE the Bronze Age came to be. Casuals don't need easier content, that's just silly!
 
If you want easier content, it's already in the game in the form of expeditions and adventures.
400+ members of my CASUAL guild and we complete nearly all the dungeons 10+ times a day in guild groups.
----
			
{| class="blockquote"
Descent idea, but honestly, rather them devote their resources to something else.  And people killing things and not getting gear would be problem.  See it in the world boss kills now. Plus these would replace expeditions and why do that?  Honestly, I don't know why so much effort put forth for single player stuff in an MMO.  It has it's place but how would that further progression for players and get people playing with others? 
 
And I understand buffs, but to have to farm a casual solo content to do raids is a bad idea.
 
It good idea for the future, and it's a way to "ramp" up difficulty for solo players and even raid players to do something outside of raids.  Could even implement when you kill a boss, the other bosses get tougher.  A pre-vet-dungeon geared player may do 2-3 bosses, vet 3-4, ga geared 4-5 ds 5-6.  
----
			
{| class="blockquote"
Actually, I'm believing that this is for groups? I don't see how it would be a solo thing to do, though there's already people who solo Vet Dungeons...and quite often, so that's essentially solo content for some too. Also the mechanics here seem to require a group to complete them with the time limits involved so not sure. World Bosses are a problem only because there's so many people there and not nearly enough good stuff dropping from them at all. You might get lucky on something once in a blue moon but that's really it.
----
			
{| class="blockquote"
No, this was an idea for solo content.  Which are shiphands.  And someone doing a solo vet dungeon is so rare, I only know of one person doing it and thats Moe Pork but he just did it for fun.  Not to farm them.  I can't solo vet dungeons as a warrior and I'm full DS geared.  Which btw are the only ones doing this.  And the WB thing, I've done 8 total, and of those 8, I got 4 pieces of iLvl 90 gear so a 50% drop rate of gear for doing 8 bosses, thats actually really good considering how many dungeon runs someone has to do or in an actual raid, you may get 1 item a week.  This is a shiphand/expedition idea in a nutshell, but still a good one.  And potential to scale.  But at this time, they need to add more onto the content they do have and they only have so many resources to do it.  I understand ideas for non-raiders are out there, and good on the OP for this idea, but should have ways for the non-raiders to do and get into small group content.  It is an MMO.
----
			its the journey... the players downing DS have so much practice that even if you rerolled their gear to the previous tier they'd still make quick work of it... better gear just means faster kills, which means less time for mistakes to happen	
----