So firstly, I understand its a pvp first and focused game. That being said, a lot of people ive talked to, and myself, prefer pve content. It was said before that the problem with pve is it becomes dead content after a point that people will just blaze through to get thier levels then never use it again.
Im proposing Unique powerful drops that you obtain from dungeon raids that require a team/guild to complete. The unique item will have a one week period after which it will go back into the drop pool and be removed from the players inventory. The items should scale to the wielders level, making even an early dungeon worth fighting for late game players. The reset will also entice guilds to pvp outside of the dungeons and fight for the right to enter the dungeon and get the drop. Im thinking it will work like the mine, where there is a one hour window where anyone can enter the dungeon, allowing guilds to start but have the chance of getting hit from the back(go away rukia, not like that) and preventing that from happening after the time limit. After the time limit, only members of the guild in control can enter/re-enter. If after the time limit is over there are people from multiple guilds, it will be a last man standing fight to gain control. This obviously excludes the mercs, and the only way around it that i can see is instead of being guild based, making a seperate dungeon party system that would allow them to act like a guild for the duration of the run. obviously if you have another suggestion, please post it. The item can be traded between players, but not looted on death, but the timer doesnt reset. Its out for exactly a week and then back in it goes. That way if whoever gets the drop, say a battle axe or a piece of heavy armor, but theyre a mage, it can still be useful to the guild instead of just sitting in a bank out of play for a week.
I would also love to see once a day world bosses that act in a similar way, dropping a unique item with the same stipulations as well as unique mob items used for enchanting/crafting. Rather than it be on a strict 24 hour spawn, to allow for players of different times a chance to fight it, it would have a 12 hour cool down and a random respawn between 1-12 hours from the time of its death. My suggestion is moving the automotons and summoners around the road and making a giant automoton in the arena there. its just begging for an epic fight.
As stated in another post and suggested by Xavier, it would be great if mob drops could enhance the base stats of an item at the weaponsmith/mage vendor/armorsmith and be used to increase the odds of getting the enchantment you want at the alchemist. a golden statue in my guilds honor of being first empire, featuring the first empress <3. It would also be nice to have craftable gear using the mob drops, monster hunter style, that is balanced with whatever the current end game stuff is so it crafting doesnt become completely useless.
Gathering mobs for crafting. Tree ents to gather wood, automotons to gather stone, etc. all gathering would be done through combat, something i havnt seen any other game do.
fishing mini game. literally not a game unless you have one, ESPECIALLY if it doesnt fit the vibe at all. I dont make the rules. also fight the fish after you reel em in, cause why not.
also, after the item is obtained, the dungeon should just be open full time for anyone who wants to raid it for drops or to grind xp. putting unique mobs with thier own drops that fit the theme of the dungeon would encourage players to keep fighting it. say its a magic based dungeon, having a mob that gives an item used to increase the chance of int enchantments by slightly more than one from outside the dungeon would.
if you have any other suggestions for keeping pve interesting and worth doing, please include them below <3