If there are no rewards, people won't run them, but if the rewards are random, and frequently garbage (I'm sorry but gacha-style rewards are garbage) then people are just going to run them for the experience to level and then never touch them. This game already "Bloats" your inventory with the raid drops as it is. You would think that the game would just have a separate "raid token currency" like it does with the beast tribes, so players don't end up with all this junk when they're dropped into a roulette.
Fixing the game economy is an entirely other discussion. I'd make the argument that the way to fix that is to just make the marketboard, retainers and housing work at the data-center level rather than the way it works now which would require visiting every server on every data center to find the best price. But it would also require crafters to actually "craft", to supply NPC vendors with the items they sell to players. Not this "collectible" system which exists to level the crafter but does nothing for the game economy. Imagine for a moment that only crafted HQ gear was available, and tomes/tokens gear was level 1 glamor gear only. it would unfortunately only reward people for buying the maximum retainers, so maybe it's best left as it is.
That said, let's go back to the trinity conversation. My point in the last post was that perhaps there could be dungeons that the goal isn't "clearing it" but exploring it, thus you can only open certain doors or paths with certain jobs. You could only clear certain enemies or bosses with a certain job in the party. If you wanted to solo it, you would need to re-visit it with every job once to clear every path and get every reward. And if you wanted the rewards again you could NG+ it, but you have to get all the rewards from it before you can reset it.
Take for example how Totorank originally was:
Versus now:
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