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This suggestion in a nutshell: Make Boss Rush dungeons the intended instance for getting materials from dungeons.
Boss rush, per design, only consists of one room. That alone fixes a lot of the issues relative to dungeons aka length, monster HP being way too bloaty, and long hallways.
Instead of requiring a 15-minute run to yield nothing, Normal dungeons could have a better yield of boss rush dungeon passes, as the incentive for players to run those to get the materials needed for gear. It also gives experienced players a reason to run those again. Add in the Huge Lucky system in place for the smoldering threads, and Boss Rush Passes that do not expire, then you let the players pile up passes and run them whenever they have the time to.
If the reward chest from Boss Rush is to be adjusted to include the 'rare' and 'new' drops, it would make dungeoneering a lot easier. Likewise with the drops designed to come from the bosses directly.
Boss rush to start with already requires the player to be able to handle the boss monsters in the dungeon, so drops wouldn't be made 'easier' to get just by making it the proper strat. Instead it'd make dungeon runs more rewarding than the current status quo, and much less time-consuming/mind-numbing for the average player to get crafting materials.
While the Dungeon system has gotten multiple revamps in the past while never really fixing the issues latent to dungeons, Boss Rush dungeons always had that framework that could make it worthwhile for players to run, just like Abyss dungeons are preferred to get smoldering thread due to their straightforward design.
The biggest reason I don't see Nexon removing gender restrictions on all outfits is money.
There -are- ways to still make money even without limiting players. For a game all about freedom, it becomes weirdly restricted when you start to dig deeper into the fashion aspect.
Heck, they started to put separate idles and put special/nonspecials in gacha for that very reason. Create rarity for people to pull the version with idle. It wouldn't be too farfetched to keep doing it, or as I've suggested in another thread, to just make the unisex version gacha-only while releasing patterns for the regular versions. There are options that allow freedom whilst still making money, the matter is nexon being willing to give players something nice.
When we keep seeing the sameish designs for both males and females anyway, might as well just let us choose.
- Make puzzle event permanent, instead of three months of nonstop login and having it act as an event filler. Make it replace any kind of battle passes, honestly (looking at you, Kr.)
- Puzzle event should last the whole year, which would give plenty of time for anyone to get the puzzle completed. It then could be cycled to another outfit set afterwards.
-Give daily rewards for it each day, instead of once a week as is current. It could follow the daily bonuses ex: Monday = crafting material, Thursday some magic powders, etc. They could also be randomized to not throw off the in-game balance and disrupt material flow.
-The pieces needed would still average about three months of activity, which would be fair considering the span of a whole year and people having things like a job, or school. Any extras beyond the outfit would just be that: extras. a small incentive without it being too game breaking.
-All of this would be account/server wide. One character per server, per account.
- For the last-minute people, or those who don't want to bother with logging in for the whole three months, give them an option to pay to get the puzzle done quicker, because, let's face it, that's just within this game's cash shop methods to do something like this.
These suggestions would make puzzle 'event' friendlier to players, and would also give a more certain method to get those specific outfits in a recurring way, especially since most of them do have some in-game functions re:special NPC lines in chapter 7.
The concept of abyss dungeons is pretty unique to this day, and holds better than the endless hallways of the older dungeons. With only Peaca and Coill having abyss dungeons (with rewards that have honestly grown obsolete), here's a few suggestions to make them better:
- Instead of adding equipment that is barely usable, add appearance scroll versions of those weapons in the chest rewards, plus themed equipment and cloth patterns.
Additionally, expand on the number of abyss dungeons there are;
Each of those dungeons would be themed accordingly and give out appearance scrolls and fashion as their main gimmick. For instance:
Rundal: Mermaid-themed dungeon, Blue merrow as boss.
- Mermaid-themed weapon appearances, and weapons themselves.
Alby: Web / Spider themed dungeon, either a buffed up arachne or a drider (spider-taur) boss.
- Web / witch themed things
Ciar: Stone-based dungeon, Golems and living stone (similar to the karu /maiz mobs, or par ruins, but with stone instead of ice)
- stone-based appearance scrolls and equipment
Rabbie: Succubi bosses without their hat, that isn't the queen?
Fiodh: nature-based dungeon, similar to mag mell
- nature-themed weapon appearance scrolls and equipment
Barri: Mineral-themed dungeon; a boss that can be mined after its death? a big hunk of sentient minerals?
- gem-based appearance scrolls and equipment
*All of these bosses would also have unique mechanics to them; Merrow could have a Dive attack, for example.
The passes would be easier to get as well; either handicrafted with an item relative to the dungeon theme (cobweb, any ore, tree branch, etc...) or bought straight-up from the poulnabrone researcher. They would all also drop scrolls to convert abyss weapons to appearance scrolls, similar to the fsn conversion items. That way items like sephirot xbow and duke rapier can also benefit from this update.
its short length would mean those items wouldn't necessarily be rare either as drops; they'd be more f2p equipment any player can get just for fashion purposes.
different difficulties could also be implemented to separate the pool of items (patterns/weapons/accessories/app scrolls for instance) that would be unique to the abyss version of the dungeon. The bosses could also differ; Rundal having a mini-whale as boss at its easier levels for instance.
it would give more incentive to run those dungeons in the long run.