Now
there's a reaper incentive: Fastest time to complete any given dungeon on reaper each week on a server gets everyone involved a nice little item in the mail. Which dungeon changes week to week. Or day to day. Or whatever interval. Or more than one dungeon. Or all of them. I don't know. This sort of thing, is what I'm saying
Similar 'goal' based rewards would be good too: a few random reaper objectives tied to the usual optional which can appear one per run like a goal of 'no deaths' or 'conquest' or even 'subtetly' and earn everyone a +1 lucky loot bonus to the next reaper dungeon they run, or something.
Point being: something to drive up the competitiveness or make people switch up tactics in response to a secondary goal. The reward has to be worth it, and XP isn't the way to go, I think everyone is agreed. So I'm thinking in response to success against random but significant goals, increasing the chances of "good" random loot in
future quests - a loot streak, if you will, though it should be wiped out simply if you complete but don't make that optional objective - might be the ticket.
Or a guaranteed roll for one slot of your end reward on a table which include store item consumables like mana pots, airship amenities, raid timers, blood of dragons, tomes, and rare collectibles or eberron dragonshards.
That sort of thing.
Obviously more skulls = higher bonus or more individual items.
Hmm. i should go post this in the reaper reward thread.