Idea credits to Yamikun (Post here, second paragraph) Alright folks, idea - scouting:- Target Audience: Endgame Characters (Raiders + Solo) Pre-raid Attunement Quest-chain [Final Stage, required once but optional repeatable system] Dynamic much like the raid itself, different combinations of objectives weekly (?). Objective(s) - [Scenario-style Notification System] Boss #1 - Scout [Score 0/3] Investigate ... (what he/she/it is upto) Bonus Score for faster times (Challenge?) No stealth tactics, plain old aggro range avoiding/hiding behind wall/etc. Boss #2 - Thief: Steal Plans for Universe Domination Attempt #113 [Score 0/3] Lure ... (away to another room/area with smells/gadgets/etc.) Mob Patrols to mix it up. Challenge - Lure continuously into other rooms/areas. [1 extra/2 extra] Boss #3 - Aggravate [Score 0/3] Irritate ... (throw fartbombs/banana peels/etc.) Hatred bar (fill to 100 units) - Challenge (fill to 125/150 units) Trash! - Collect [Score 0/3] Steal ... (armors/weapons/food supplies/etc.) Special Skills - [AoE slow/AoE chain - Teron Gorefiend debuff style] Challenge (Collect 20/30, Normal 15) Checkpoints: Respawn to a safe-area within the raid instance when you fail. Score system can be a achievement style thing, kind of like Angry birds - no rewards just a challenge for completionists. Problems:- Developer-time Even if it's dynamic it will predictable after a while. Once it's out people can Google the perfect paths for luring/kiting/etc. Inspirations:- WoW: ZG raptor pet quest in patch 4.2. Yamikun Boredom Alright, feel free to add to this. Just wanted to bridge the gap for raiders and solo-players (60% according to JG?) in seeing raid content, not actually killing them for loot. -Wire PS. Apologies if this has been talked about already. I've been an on-and-off lurker around here, I didn't notice one! Edit #1: Added Checkpoints for Respawn.