I'm sure if ZOS reads all the posts or not but I need to get my ideas onto paper... Figuratively speaking... Or these thoughts will drive me up a wall.
I'm sure I'm not the only who gets frustrated by the farming process in this game. Don't get me wrong, I do, in fact, believe the farming process to be necessary, but ZOS needs to implement a system to reward players for taking on harder content. I hear a lot of people want a "Token System" which would be an awesome idea. Have a dungeon specific vendor that accept dungeon specific tokens. However, make these Tokens require you to complete challenges in order to acquire. Specifically, the three main veteran dungeon challenges: Speed, Survivor, and Hard Mode. Reward players for mastering the mechanics of harder content. Otherwise, the only reason people have to do these is for Daily Pledges and Achievements... Which leads me to my next points. Have that system carry over to Undaunted Pledges but in a different way. You know how when you accept a Pledge, there's that option asking for something harder? Well, include Speed and Survivor next to the Hard Mode challenge. Each nets you one extra key, which would make trying to get Undaunted shoulder pieces far less stressful. In addition, have an option to "Go big, or go home" in which you can stake your entire reward on completing all the challenges. Succeeding at the "Go big" challenge though should net you not one of your standard purple Undaunted Keys but a gold one that lets you pick a piece out from the dungeon you just completed. For example, say you accept the pledge for an easy vet dungeon such as Fungal Grotto 1, you select the All or nothing option and complete it. Not only would get the tokens from doing the challenges but also the Gold Key. However the Gold Key, unlike the Purple Keys only allows you to select a shoulder piece from the dungeon you got it from. In my example, I used Fungal Grotto 1, so you would only be able to select a Kra'agh shoulder. My final point was achievements. They're useless, they don't encourage your average player to get them unless they come with a Title, Dye, Skin, Pet, Costume, etc.... What if you allowed us to use those otherwise arbitrary Achievement Points as the currency to buy the gear we need from dungeon vendors. Otherwise, we can't even display out Achievement Points as like a bragging right, we can't display the Achievements themselves and other players can't actually view which ones we've completed through and interaction menu. Please, do something about that. I only say that, because Achievement Hunting is how I've been staying interested in this game.
Basically what I'm getting at is ZOS needs to not just reward players for taking on harder content but give clear goals in acquiring the gear they need. It's not exactly a solid idea to ask everyone to farm the same dungeon dozens of times to MAYBE get a weapon or jewelry for a set they may or may not want with a trait that may or may not be beneficial. Retain the random drops but give a clear goal in farming higher content that rewards players for putting in the effort is all I ask.
(P.S. Can you make two handed weapons [i.e. Swords, Staves, Bows, etc..] count as two pieces of a set? Building is frustrating enough without these restrictions. Or even better, add off-hand items to two handed weapons. Items you have to farm for and don't add any damage themselves but allow for full utilization of a set. This one was a guild mate's idea but like add a pommel for great weapons, charms for staves, quivers for bow, etc, etc.... Also this one is my idea but let Ice Staff user equip shields.)
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