1/2. Your solution is no the right solution to keep people interested in playing the game. Your solution is just how do we stop it and yeh it might be on the right track but the last thing we wanna do is give people a reason not to come to territory war or screw over the average joe because he isn't as try hard cause at the end of the day people who abuse it now are the same people who would sit there waiting for daily reset to grab it again. You'd need a way to limit it correctly to per person, theres a few things i've been thinking off but right now its not at a point where i feel I have to stop it right this second especially since the main abusers where MoneyTeam and they're not doing so hot now, only fair the other side of the coin is now getting there chance.
4. It's not about anything being dismissed, I'm talking about time vs result. A trial dungeon thats just a copy of a dungeon (Maybe has 1 or 2 custom skills like the 100 trial 5 mans) takes me all of about 1-2 days to make per dungeon. Give it a couple more days of gear making testing values and stuff and in the space of 2-3 weeks I can have something nice and ready for launch that has a considerable amount of effect on player activity and generally gets positive feedback. Where as something that you suggested gives you what exactly? More NPC time or more durabillity? Sorry to say it bluntly but I as someone who enjoyed this game would always prefer something to do than something passive to make people more likely to stay in 1 place. People don't like stuff like this, its nice if it took a day or two to implement a system like this and people would be like "Ohh thats cool". It's not going to change game activity or get a lot of people being really happy or hyped about it. It's just going to be a feature we add that in 2 months time nobodies even going to remember unless they make a new guild and they stumble over it and be like "Ohh right they added this guild thing, nice". I have limited time to work on this game, I'd much rather spend it on things that people would enjoy, things that make your character have something new to obtain, things that I've personally sat there and watched player activity rise by releasing rather than on something that only really guild leaders will even remember in 2 weeks time. It's was only an example about dungeons being something we could be doing as that tends to be what makes the game active the most.