
Originally Posted by
Mikey_R
Now, I know I am one for saying, if you see an issue that needs fixing, maybe make a suggestion, so, here is my suggestion. Rather than each optional area giving a specific thing, make them all drop the same item that will be used as a currency. The shop this currency is used in allows you to exchange them for a variety of things, including Gil, Tomes, Mounts, Minions, Glamour as well as some other, more unique things. Maybe relic items, soils, seeds, upgrade mats etc. Things can then be priced not based on doing 1 dungeon run, but maybe multiple ones. The inventory only gets updated as you meet certain requirements as well, for example, getting to level 50 and finishing the 2.0 MSQ allows you to buy Tomestones of Poetics.
This then ties in with something to add to dungeons and that is optional objectives. Saving the prisoners in Sastasha, killing all enemies in Tam-Tara etc. If you complete the objective, you get currency. To complete the objectives, you need to go into side areas and, depending on how long/hard they are, they can award a different amount of currency. Now, the important bit here is that you can only get currency whilst running synced. This is just to prevent a player from running through a dungeon unsync and quickly farming what they want solo, which defeats the point of the system in the first place. Yes, you will probably still get the people that just want to be in and out asap, but that isn't something that is going to go away, regardless of what system you implement.