Originally Posted by
Biomega
At this point, the changes necessary to make this a different experience are so extensive they're unlikely to ever happen. One big problem is the fact that people WANT bite-sized content. They want their "sessions" to be easily divisible into small chunks, which is why a dungeon taking 60 minutes would never be a reality outside of a very dedicated demographic. They want things to go fast, about 15-25 minutes ideally - but that in turn means you cannot tune rewards to be substantial, as farming them would become trivial. An ARPG-style RNG-based system is the obvious consequence, as we can observe right now. That is just a fundamental problem of the gearing system, which requires various gates in order to modulate progression rates (e.g. with raids it's the weekly lockout). The badges/JP system is one possible counter (especially with a cap), however that system has proven somewhat unpopular in the past as rewards don't "feel" right if they're just X currency. Nevermind the fact that it's at least some form of meaningful cumulative reward, people just don't like earning numbers. They prefer chucking the n-th useless item that didn't roll TF, despite the obvious inefficiencies. What other system there could be to combine both... well, that is quite the design challenge. I think it's also connected to more, fundamental issues about the game and a quick fix is likely not possible. At this point, I'm waiting to see what the next expansion brings, as I'm sure they have learned now that running 250 Maw of Soul keys in a week is not what people had in mind when they wanted dungeons to matter again.