Quote Originally Posted by Belhi View Post
Ban Unsyncing and the number of people interested in going back and doing would just dry up anyway.

The problem with adding rewards to old content is for people who have completed the content in the past it just becomes an easy farm. If you have Coils down pat then any rewards become extremely easy to obtain. More over most veteran players will chose to run that old content, particularly ilvl synced, with other veterans who already know the fights so there wouldn't be much benefit to people how haven't seen them before.

People just naturally become less interested in old content. I wouldn't touch Crystal Tower again if it wasn't an easy way to get Aether Oils. I have long since run that place to death.
I'd love to run those old raids again, but literately, the minute V3.0 dropped the queues for those no longer exist. Chances are they'd become too much of a faceroll to run unsynced as well.

That's kinda the core problem we all keep running into, the content becomes too easy and boring. Other games try to incentivize old content by attaching rewards for doing things at certain difficulties, but in all fairness, that doesn't help things, it just encourages people to farm it until that item drops and then abandon it.


What needs to happen is disincentives for abandoning, kicking, disconnecting or exiting from content at certain phases. Right now people eat a 30 minute penalty, and that's preferable to spending 90 minutes doing a dungeon you don't want to do. This should be a debuff applied to all players that were in the party that prevents ALL World NPC's but one in the Hall of the Newbie called "Teamwork" from talking to you.

Under the hood, the game should require all the players that were in the party to select to dispute the debuff. Going offline does not tick down the debuff. If one person does not dispute it, then everyone keeps it. If everyone disputes it, but "the reason I think I was kicked/vote abandon" doesn't match, debuff remains. It's a simple way to check that players are not kicking for malicious reasons. Other games have similar functionality for "crimes" in the game. The reasons for debuff will list more specific things like:

"[Player Name], was [AFK|Disconnected|Idle|Chat spam|Cheating|Abandoned] at [Start|Regular Monsters|A Midboss|the End Boss] with (time remaining when kicked)"

That would solve most of the "I don't want to do this" type of actions, by creating a disincentive for abandoning. If something was legitimately too hard and abandoned it would be like:

"Party was unable to [Work together|cause enough damage|prevent taking damage] to defeat [Start|Regular Monsters|A Midboss| the End Boss] with (time remaining when abandoned)"

The way to tick the debuff down, if it won't be removed is to talk to the NPC and ask "How do I remove this?" And they will be presented with "Community Service (time remaining)" or "Jail Time (time remaining)"

Jail time, simply puts the player in a "Jail" instance where the debuff ticks down at 1:1, the player can also attempt to jail break by sneaking past the guards by hiding in shadows. If caught, time resets. If not caught, time continues to tick down outside the Jail. Occasionally drop a immediate-kill bomb in the player's cell, so the player can't simply AFK in the jail, they have to actually move around, time doesn't tick down while knocked out.

Community Service requires the player to be help take down FATE's that other players are participating in. Time spent in completed FATE's non-solo will tick down the debuff at 1:1

Players that are repeatedly kicked or abandon instances after any combat takes place will have the debuff's take longer to drop off. Dispute history drops off after 30 days. So all bad behavior is treated equally. Only one "disconnect" will be allowed within that time frame.