Currently, there is an option for choosing between Solo and Group mode, when choosing dungeons.
The Solo is mainly used for finishing the quest line and retrieving some sets of knowledge more peacefully.
The Group mode gives you weekly rewards and offers a few more puzzles.
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Solo Reward System:
The main issue with Solo is there is no reward for multiple completions, after the first run-through.
Some people actually would prefer a Solo alternative to group mode, if it offered similar rewards.
This would allow those who prefer not to work in groups, or have trouble communicating, to be able to have the option to;
However, there would need to be a challenging aspect to it, to not make it be way easier to obtain.
One solution: After the quest run-through, you could replay Solo, but at a tougher difficulty and keep the alternative puzzles.
- Variant: Same as above, but offer the option to take missions at the entrance - If you take them *then* the monsters become more difficult, otherwise it's the same difficulty as right now. This way you'd still have the option to just casually look for knowledge.
Another solution: Have Solo and Group merged, but have the size of the parties be variable. Similar to how some current world bosses' health fluctuates, you could have difficulty adjust based on the party size, and the puzzle requirements reflect accordingly. (Like a placeholder weight on pressure plates, or a totem for color puzzles be disabled)
- Variant: The rewards could also fluctuate; more people, the harder it is, but the rewards also increase.
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Add more areas to the World Map:
Currently, most underground areas will either say the map function can't be used there,
or treat it like the desert/magoria and not display anything about where you're at (Even if you use a compass)
If you are within Atoraxxia or Magnus, it won't even open the map - Which is a pain when you auto pathed, before teleporting there
(and now you have a path that will try taking you somewhere out of the dungeon)
Solution: Include an alternative level to maps, including a dungeon level and the overworld map (Closed-off instances could possibly be excluded)
- Variant: Require a compass to access map areas below ground, or in dungeons; to give them more purpose, again.
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A few fixes needed:
Sycrakea lightning fish to open the solo puzzle will sometimes phase through the ground, or despawn
- There should be an option to respawn it, without resetting the dungeon
Vahmalkea last puzzle on solo mode will not let you pass through while countdown is in progress
- You have to wait until the countdown stops, even when no monsters spawn... if there is no monster fighting, it should allow instant progression