Costumazational islands.
The principle is the same as the guild ship structure. Each guild can now in addition of populating their airship with buffs, can also populate their brand new island with traps and mobs. What we need for that is premade island designs/models. once the guild leader purchases an island the guild mates can now fill the island with mobs and traps aquired from the questing world of ddo, thus making those islands into costumized quest challenges. ofcoarse the point of this is that later other guilds can try and take on that challenge that the other guilds made.
this idea works well with the structure of ddo that is today, because.
1) many quests are outdated and have no incetive to play them - bad loot and xp/min (tangleroot gorge- so outdated that i dont even remember how to type it)
2)all traps location are already known
3)ton of collectibles and soulgems are not exploited to the fullest.
the mechanics of obtaining mobs and trap parts can be made so that bad quests can provide essential matterials for capturing certain mobs, and the new costumizable traps will envoke a challenge like we never seen. traps could be premade from trap parts gathered at some of the less favorable quests or optionals that noone ever does. in this way some quests are farmed for xp, others for loot, some to flag and then the rest will have an advantage in collectibles, trap parts, and soul creatures for soul gems abundance. using those we can create stronger and better challenges.
besides the idea
as you know this forum is ment for suggestions from the players to the devs in matters of improving gaming experience.Even though at this point changing anything in ddo is not worth the devs time compare to making a new mmorpg, I too feel obligated to contribute to ddo but was rather negetivly responded in my previous posts. So i went back to the drawing bord and have a brand new yet old suggestion which positively adds to the diversity of playstyle and balance of ddo.