Sounds like you want open world, non-instanced dungeons...but...
1) They tried this in 1.0. Moreover, even FFXI doesn't have dungeons that take an hour to traverse unless you kill each and every enemy individually. Trash mobs are not popular.
2) Random chests? Sure why not.
3) Again this is something even older games like XI and EQ1 thought were bad ideas. They'd have "named/NM spawns" but enemy spawn camps were pretty well fixed. Anything "random" had to be triggered manually. The very first order of business all players took when "traps" were found that triggered mobs was to give detailed write-ups on how to avoid them.
4) This is something a lot of MMOs used to do, but it became simpler to just have fixed or spawned bosses, as competing for these open world spawns and spending hours with the random number generator was horrid. Plus, this is what hunts are.
5) This already exists. The chest locations are just fixed.
6) Again it sounds like you want an open world dungeon. I'd like to remind you that in most open world dungeons, those other players aren't "reinforcements"...they're competition. If you mean like 24 man raids...well, maybe.
The problem is this is not how the game is designed. It's "scenario based." While a large dungeon you enter with multiple groups and have to find your way through a la Kefka's Castle in FF6 sounds great on paper...coordinating 24 people through a winding maze full of RNG baddies just doesn't quite work from a practical standpoint. There are already problems with the very, VERY basic Tower raids we already have. If it's a lucky day when you can get all 3 groups to stand on their pads in CT, then relying on a group to handle something complex like deciphering an ACTUAL progression puzzle is asking for the moon.
Add to that 3-5 hours for raiding is actually UNUSUAL. Of course there are raid groups that go for that long or longer (mostly trying the same encounters over and over til they get it), but the majority of players do not have the patience or time to commit to a 5 hour raid. This is part of the reason we have timers on our instances. It's not even MEDICALLY a good idea and promoting such is asking for trouble.
Hell, back in EQ1 and FFXI they drew the line at 8 hours, and that was for clearing zones the size of Coerthas. Even Dynamis, XI's first raid, had a flat limit of about 3.5 hours a day.
And before you say "Well it should be an option!" Please consider the development resources that would have to go into making a 5 hour raid that only a fraction of the already small number of dedicated raiders (we're looking at less than 10% of the playerbase here) would have any interest in.



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