I have an idea, I'm sure it'll get torn to shreds because people who actually profit from raids right now will lose something, so if you criticize my post, you need to post how you'd fix them. Almost every effective MMO out there uses them to bring people together and do them together, so there's definitely a core design flaw.
I can identify two issues:
1) There's no incentive for grouping with new people - the rewards only come faster the more experienced your group
2) The scale sucks. 10 man raids don't involve many people, so they're not truly a guild-level activity. Raids are supposed to be.
Here's the idea: move most of the rewards to guild missions tied to them: Remove all gold, magnetite shards, gaeting crystals and exotic loot from the raids during a normal clear. They’ll still drop LI/LDs and collection materials for people in the same fashion for people that want to do them outside of guild missions for legendaries.
Then, implement a new guild mission that works as follows:
1) It starts with a squad of 30 people, 10 in each subgroup. The mission is only startable this way. I’d be fine if this was down to 20, as that’s just shy of a wow raid, but the idea here is that more participation is better.
2)The squad leader selects a raid, then a timer for 30mins to an hour for the guild mission appears for each sub group. Each group is ported into its own instance. The timer for the mission only counts down while the squad is in combat. The chests still drop LIs/KP/Achievement pieces
3) If a wing is cleared, the squad is able to port to another wing of their choosing (if there’s a leutenant commander or commander in a group, they pick)
4) At the end of all timers for each subgroup, a chest with gold, magnetite shards, gaeting crystals and exotics appears for the members (the magnetite/gaeting ratio is determined by where the time was spent in raid) . If a player was not active during the whole run, their results are scaled for the amount of time they were active.
The missions could also be coded to allow varying sizes of squad, but with the catch that each subgroup of 10 added increases the rewards.
This guild mission could be repeated up to a certain maximum number of times per week.
People cannot be removed from squad. If they DC or are toxic they can be placed in one of the inactive squad groups and then replaced with someone else invited to squad.
The goal is to keep people engaged, trying & encourage as much cooperation as possible by tying the rewards to the timer and participation, hence the timer will only go down as people participate in encounters & kicking can’t be done & there’s a cap on the number of replacements you can bring -> generous enough to allow for problems, but not so generous that you turn people into your LI machine.
People will still only get legendary rewards from actually clearing the encounters & they can still be sold by private sellers, but the real economic rewards from raid participation will come from coordinating and working with a large number of people in a guild, hopefully turning it into a social activity.
A common refrain will probably be: Aren’t you turning it into a participation rewards?
My response: Isn’t it already just a participation reward? Anyone doing them now only wants a participation reward. They don’t want to teach anyone or work with anyone, that’s why there’s so much KP requirements and why people stop and/or can’t start. Now you’re rewarded by playing with and working with the community instead of grinding out that 2g + exotic + shards as fast as you can.
Now, the only thing affected by your skill is your legendary progression rate. Squads aren’t penalized as heavily for trying a harder boss for someone’s collection but can still LI farm if that’s the goal. Guilds could even have different groups do different things -> training, LI farming, achieve farming and you join the squad that matches what you want.
Also, this could help revitalize guilds as a mainframe for community interactions. My best experiences in this game come from working with guild mates and I think it's sad guild missions just don't cut it.
I'd probably still box myself out of raids with this design because of my chaotic schedule, but I think it might have potential of doing good.