After getting to experience all the raids and most of the quests in the game, I have to say that I find the end-game of DDO quite lacking when compared to what other MMOs have done/are doing to keep players logging in.
Before you click back on your browser, this isn't a "X is greater than DDO" Q_Q post. I've been playing MMOs for over twelve years now, and been a hardcore raider for most of that time. Even though I still subscribe to other games, DDO commands most of my free time as of late because of its amazing dungeon design. The overall difficulty and flavour that the average dungeon (and most of the boss fights) exhibit is way beyond what other games are offering at the moment, and it keeps me coming back, but lately my friends, who are staunch supporters of this franchise since they were young (and dinosaurs roamed the Cretaceous) are hitting the wall and aren't playing as much.
Sadly, the problem is the game, specifically the end-game design. The attention to detail is gone, the ingenuity of the designers of memorable gameplay is wasted, the skill exhibited in DM'ing is replaced with a lazy nonchalance in the raiding end-game. In short, a great micro-experience of a 6 or 12-player dungeon (and again in those same instances solo after a re-roll or heavy twinking) is not enhanced by this MMO, its just a counterbalance against all the shortcomings in every other facet of this game. Once you step out of the dungeon, there really isn't much for this game to offer.
Some of the many things that this game could use some help on include, but aren't limited to, User Interface (why did my spell fizzle?) Graphic Design (why does this ML18 belt look exactly like my ML5 Disease Immunity belt on my hot bars?) PVP (currently implemented, or so I'm told), Loot design (you receive 5x Potion of Paralysis Removal) Bugs (being tripped can cause you to lose your instant cast LOH) Lag (ok Horoth is at 80%, everyone take a break) and most importantly, Philosophy.
Many people smarter than me have already commented on the mouse-in-the-treadmill/scientist relationship that gamers/designers have with a lot more eloquence than I can muster, so I'll spare you. Bottom line is; we want that cheese so we'll keep running, and its in their best interest to keep us running for as many months as possible.
The trick is to make that cheese eventually attainable where you don't have most of the population achieve godhood before you can bring out 10 new levels/dragons/level of difficulty. The problem with DDO is, there is no ceiling. The cheese might as well be in outer space.
Risk/reward is actually pretty stable up to the Elite level. If you like a dungeon, you can solo it on Normal (or Casual for those of us with jobs/spouses), group up for hard and bring in your vets for the elite.
However, when it comes to raiding, once you've reached your 20th completion (a mechanic I applaud), there's only two ways to get the cheese:
1. Reincarnate and smash mid-level dungeons with your new gear and stats.
2. Run epics.
I'm so frustrated with #2 that I'm beginning to think about #1. A lot. In fact I'm considering Completionist, which by all accounts is a one year investment in the game, as a quicker means of improving my character than getting epic gear.
Which brings us back to Philosophy. The designers of DDO seem to think its ok to put together a great system for the first 60% of your character's life, and then leave the rest at the end of such a grind tunnel that a one-year vacation to Korthos Island seem like the preferable alternative. I'm a gamer, not a mouse, and eventually I'm going to stop running if I think there's no chance of me getting the cheese.
At the moment, I think that's the Epic Grind.
Now we, the players, want to keep playing, and maybe even bring our friends along to Eberron, and you, the designers, want to keep getting our monthly subscriptions, so here are my suggestions to help everyone get what they want.
1. Reduce the amount of junk. Seriously. Level 18+ quests dropping seven, eight loots, all of which are going to the vendor really bog down the experience. How about 3 loots for each player; one armour/weapon, one stack of coins/jewels, and one scroll/wand/stack of arrows. This doesn't hurt our banks much but really helps with crucial bag space, and can even give rise to a more equitable reward system, where fair-minded DPS can dump their third loot to the healers and arcanes who actually spend gold and consumables during the adventure.
Also, Quest loots. Why do I need a copy of soandso's journal after the adventure? it doesn't hand in for a reward, nor step a quest. Most of them you can't even click for storyline (not that I care, but I'm sure some RPers out there do). It's just junk. The stuff you can't use outside of the instance it drops should drop to the floor like keys. Too often I open a bag to look at some arcane doohickey and ask myself, "if I destroy you, will I have to redo some terrible questline in the Restless Isles"?
2. Reuse low level collectibles and shards for new ends. There are far too many Discs, Shards, Trophies and Portal Fragments in game. All they do is cause player stress due to complete lack of bag space and premature Alzheimer's. Does anyone even know how to unleash the suppressed power of a Dreamspitter?
Create a system where there is one powerful currency, say, Epic Raid tokens. Make them tradeable to a vendor in the Twelve's Conclave for really amazing things, such as +3 tomes, Gems to socket your Epics, Hearts of TR, and Scrolls of all the available Epics. Put those up for something really high, perhaps 20 or 25 for a dungeon-loot and 35-50 for a raid-loot. Make all of these things Bind on Acquire.
Next, take a second tier currency, say Epic Dungeon Tokens. Put up +2 tomes, Hearts of GR, Shards of Power/Great Power/Supreme Power, all the IQ Discs, Boots of Anchoring ingredients and Draconic Runes. Make all of these things BoA. Next, arrange to have all the War Trophies, Dragonshard Essences, Shavarath Stones, Essences, Crystal Shards, Shard Portal Fragments, Medecine Totems, Bladestorm Fragments and Infernal Pacts tradeable to this vendor for Epic Dungeon tokens.
Finally, only make the items available if you have the corresponding reputation, say 75 for Yugoloth gets you Boots ingredients, 150 with the Twelve gets you Shards, 250 with the Coin Lords gets you IQ Discs, 250 House K for Con, 250 House D for Strength, etc.
3. Recycle old gear into Epics. This is implemented (and I applaud the notion) but it hasn't gone far enough. Currently the system of 4 for 1 (shard, seal, scroll and item) is bottle-necked by the acquisition of the epic drops, most notoriously, the scrolls. I say keep the drops the way they are, but also make the Scrolls buyable from a vendor for Epic Raid Tokens (as mentioned above) and charge Epic Dungeon Tokens for the process, but offer a deconstruction as well.
The Free Agents offer next to nothing for most classes, so perhaps make that awful dwarf smith in Zawabi's capable of "de-Epic'ing" your items back to their 4 components, minus the cost of the Epic Dungeon Tokens. That way, a player can't "Epic-ize" and "de-Epic" ad infinitum, but they aren't punished if they want to reincarnate. If you have the Twelve rep, you can deconstruct your Green Steel mistakes too. This should probably cost the appropriate Power Source, or perhaps a Cleansing Stone (from your 20th completion). Many of us would love to start over, but feel we can't give up our gear. Fix this and we will want to pick up another 6 months of billing.
Speaking of the Twelve, I'm holding about 100 small and medium ingredients for no apparent reason. Get that Eldritch device up and running, let us craft some larges for our ingredient trash. You could probably go as high as 10 smalls for a medium and 5 mediums for a large and still the players will sing hosannas in your name.
This game has a huge upside. It's fun. The replay value is very high as it offers the right combination of mental acumen and keyboard-dexterity, and the community is the most mature and helpful of any that I've been a part of. It needs help though. Currently, a small percentage of us are actually "playing" epics, which is to say we're doing our best to kite every mob through firewalls and blade barriers and make levers and sarchophagi our hidey-holes. Far from an epic experience, let me tell you. Perhaps if we had some Epic gear (even one per player) we could actually take on the challenges as "intended."
Devs, these humble suggestions are just some of many (much-needed) tweaks that will make players who are burning out on their alts or trying other games get back on the treadmill. If you make it a bit more realistic for your end-gamers, you might find your subscriptions climbing to the point you can finally afford to fix the bloody shroud lag, or possibly some fun emotes, or maybe even a proper auction house. At the very least, this mouse would squeak a lot less.