Gear from quests
I like the idea of gear from quests, not a normal quest, a long quest. Special gear, that is a little better then normal gear, but non trade-able non drop-able. For example, you completed a quest, after long going back and forth betwen npcs, kill 50 this kill 50 that, bring me 200 this, bring me 100 that, you have to slay a certain monster at the end, maybe a black bear, and as a reward at the end, you get 20k atack exp and 20k defence exp, and a hunter sword. Hunter sword is like jagged saber stats, but maybe like + 5 evasion or something.
I love the idea of getting special equipment from quests. After all for saving an entire village you should be rewarded with something more than you can get in the local blacksmith's shop. You DID risk your life!
Although, personally I hate quests in games that are "Go kill 50 rabbits and bring me their furs." And that's the entire quest. What the <censored> is that?!?! I enjoy a story line, something that makes me want to keep training, so it's not just an endless grind fest. Of course you should kill monsters as quests, but at least make it interesting and for a purpose that is part of the entire story.
Boss
A boss that spawns every hour or so, maybe like 20k hp, and has 50% chance to drop tier1 items, 75% chance to drop tier2 items, 50% chance to drop tier3 items, 15% chance to drop tier4 items. An example of one could be a giant spider named Tantona, with 25000 hp, in a cave in the desert map, he would spawn every 60 minutes after last death.
I think this is a great idea. Sort of the king of all creatures that only the most elite can take down, and even then, it's still a challenge! Such a creature should drop things very valuable of course, but in my opinion, make it extremely rare.
Dungeons
Dungeons, like instances, but with normal mobs but much more of them. All dungeon mobs would be aggressive. This would give reasons for people to have all types of diffrent builds for the purpose being effective in dungeons. For example, in the dungeon there are 10 mobs all really close to each other, someone with a tank build, dodge and vit, would get them to attack him. Then the others would start attacking the mobs, with high end damage builds.
But then the tanker gets all the defence exp and the people with damage builds gets all the attack exp!?!?!?!?! (see partys/groups below)
I can't say much since I've never participated in an Eternal Lands instance, but this does seem like a good idea. It worked great for you and I lastnight when we took down the Cockatrice. Even after the update you guys did to make them stronger, Mas and I switched builds. He took all defence and I took all attack. We were able to take down the Cockatrice without even fleeing once. Though, I doubt this would really happen if there is going to be no #reset on the finished product. No one would take an all defensive build that could only hit and 1 every time he scores a hit. And no one would get an all attack build that can never dodge, or even absorb a hit from his/her opponent.
Partys/Groups
When in a party/group the exp would be split, and would mostly be used in dungeons. The way I had the exp splitting thing figured is if one person got 100 attack exp and you have 2 people in group, instead of 100 for 1 person, both would get 50. Maximum people for a party/group could be around 5. If you have 5 people you could have double the exp then normal, because it would be a perfect party/group (I actually got that from shaiya.) So if you would normally get 30 exp when you have 4 people, when you get the 5th, you would ge 60 exp. Partys will help in dungeons because dungeon mobs would be harder to take on by yourself, and because, even if its at half the exp per block as if you where soloing, you could take on 10 mobs in a party, as if you where soloing one mob. So its 5X faster. Drops would also be split, so if one person picks up a bag with 200gc in it and you have 5 people in a group, instead of one person getting 200gc, each would get 40.
I would LOVE to see a party feature in the game. Totally separate from the clans/guilds of course. Seems like you could keep the original design of the guild system, and tweek it to make it work for a party system.
Koss: #make_party
System: Party created. There are 4 available slots in your party remaining.
User 2: #join_party Koss
System: User 2 has joined your party. There are 3 available slots in your party remaining.
<Several hours later>
User 2: #leave_party
System: User 2 has left your party. There are 4 available slots in your party remaining.
Koss: #destroy_party
Make distribution of the EXP/loot equal of course.
Just my $0.02