Quote Originally Posted by minihalcyon View Post
A good way to encourage fighting the mobs would be some kind of positive reinforcement. For example, in Dungeons and Dragons Online, players accumulate an XP bonus (10-25%) based on the number of monsters slain before the completion of an instance. The highest reward is only offered for slaying all monsters in a dungeon.

This could apply to XP or SP. I'd imagine something like this would encourage more players to defeat many of the mobs, while the players who just want to rush the boss for the gear drops could still have their cake,

Not really a suggestion (but it could be). Just demonstrating an example of good design. I realize not everybody likes the idea of borrowing concepts from other MMORPGs. This one, however, seems okay to me.
This is a great idea and would make dungeons more interesting. A lot of people wouldn't care about the extra sp for the r50 dungeon, since they're already r50, but for those still going for sp (and looking toward the future when higher ranks are added) this would allow players to feel some extra pressure while in the dungeon. Getting a large sp bonus at the end proportional to how many mobs you defeat would have parties walking the edge to try to kill as many as possible before entering the boss fight (and saving enough time for that fight as well!) This could make it interesting, but I do think the focus will, and rightly should be, on the advanced gear that can be found in these kinds of dungeons. That is, of course, the number one reason why people do them and why there is a time limit and why they are difficult, as well as secretive (something about a 5th chest...)

so yeah