1. Give players with already high weapon and armor enhancements something to look forward to when doing floors 1-40. As it is now, you just have to grind those floors in order to get the CHANCE of an upgrade in floors 41-49. This is not fun, and it is also encouraging players with highly upgraded gear to abandon their groups on floor 49, if they got no upgrade, so they can try again from 41 upwards, instead of having to return to floor 1. Because the 30 minute lockout is still a time saver, if it skipps floors 1-40.
2. To discourage leaving groups early, make the final boss drop an upgrade, or make upgrades buyable with potsherds at a 1/1 ratio. Or allow for leaving duty after a boss is dead, WITHOUT saving your progress.
3. Include vanity items, housing stuff or glamour gear you can buy with [random currency name]. [random currency name] can drop from monsters or be inside any chest. This makes low-level floors feel less of a waste of time, or something you have to do, in order to get to the floors you actually want to be on.
4. We already have plenty of possibilities to play our classes. Dungeons, raids, daily quests ect. We DON'T need an additional one, so make a Deep Dungeon playthrough different from what we ALREADY were doing elsewhere in the game. Give classes a twist, focus Deep Dungeon gameplay more on pomanders, specially transformations! Am I the only one who finds them fun, even if they only have ONE ability to use? I believe them to be more fun than playing Deep Dungeon with my class or job, because they are something new. Give them additional abilities, or add new transforms with longer durations. Give us something that is REALLY new and fresh. We DON'T need any more combat arenas, no matter HOW they look!
5. Rooms and floors need to be more interesting and diverse than "random room with enemies", "random room with more enemies", "random room with enemies and chest". Less trash enemies per floor - actually no. Get rid of trash enemies ENTIRELY, and focus on enemies and an enviroment that is challenging. Poisonous pits to jump over. Mazes where you take damage, if they take you too long to go through. SINGLE enemies you can be afraid of, because they are difficult to defeat. And by difficult I do not only mean "has more hitpoints and hits harder", but instead has actual mechanics to look out for. Line of sight effects, or the addition of hazzards like dropping spike balls in Halatali. I know, this is not as easily generated randomly, but to be honest? This is what I BELIEVE many people thought Deep Dungeon would be about. Or am I the only one disappointed, because it turned out to be more of what we already have in abundance?
6. Less boring pomanders, more interesting ones! The idea of pomanders is great! I get really really excited about transforming into other beings, or polymorphing enemies into chickens, and frogs. And I like being able to see traps too! Oh and then there are those... "you take less damage". "You deal more damage". "You cure a very nasty effect you MIGHT get from an Mimic". "There are less enemies on the next floor"(why even have them there in the first place, then?). Some pomanders have cool and creative or usefull effects. Those are nice! And some others are just plainly boring. Effective, but boring. Remove those, or add those effects to something awesome, even if it is nothing more than a visual effect. Lightning twisting around my character's hands, or something along those lines. Anything that makes me WANT to use that item RIGHT now!
7. Moooore challenge! I know, I know. The first floors are merely an introduction to the concept, but still: floors 1-50 are too easy to go through as a group, and it becomes tedious if you do it multiple times in a row.
I think, developers were too afraid to create something new, and therefore went with the usual combat formula? Instead they should focus more on what actually makes Deep dungeon special: pomanders, traps and loot in general. Why not forget about classes and jobs entirely or at least for the most part? Just go in there, find cool pomander-based spells, transformations and buffs or debuffs, beware the traps, put that huge enemy to sleep for 5 minutes(and you BETTER be gone, when he wakes up, or else...). I really encourage developers to be brave, and try out something different, because as Deep Dungeon is right now - it's such a nice and really good idea, that I think developers were too scared to make use of =/. There is potential, definitely.