Quote Originally Posted by Zojha View Post
You're kinda answering your own question here.

In general, people improve because getting better at something comes with increased satisfaction or enjoyment, be it via flashier animations, less anxiety about potentially holding people back, a higher engagement level, ego boosts (in the case of PvP), a better integration into a social group or other reasons.
I wager especially the last point is a large reason why the JP community has so much higher clear rates for challenging content (and is probably better on average as well).

Trying to motivate people with frustration instead also motivates them to stop doing the content altogether. So next thing is clamoring for higher rewards to compensate for the frustration caused earlier.
There's a difference though. You can scale up the difficulty without it becoming frustrating. Weeping City is a prime example. People complained, yet once it was clear it wouldn't see any nerfs, they sucked it up because the rewards were enough. Dungeons lack this kind of incentive, thus why people tend to see them as repeatable chores you just do. I am not asking for Savage, which yes, you aren't going to convince the average player to do. Just something that requires you to actually know how to play your job. Level 60 dungeons should be a step above, not utterly mindless like some have been.