Zenoko, that's a good idea.
Yasik,
1. How does removing exp/gold leadership bonus incentivize leaders to lead?
The potions you listed aren't useful to leaders, to tanks - maybe. But even then, some tanks already have godsanc or use goblets/potions, so replacing leadership bonus for this is a waste of exp.
You said:
Only way to herd people into group - by making them **want** to group, abusing their personal motives in pursuit to make their characters more powerful.
The leadership exp I get is my own, I use it to make my character more powerful.
The potions you suggested will not significantly increase the exp (not by a factor of 20%) and likely hp/mana restore potions will be given away to tanks and healers.
Again, how does this affect personal leaders' motives?
Right now, you are saying, to motivate leaders, let's take away leadership exp and gold and split the benefits among the group. Why not make tanks spend their own points on their own potions?
2. There already are ways to prolong runs, but people don't stay focused for longer, than 10-15 minutes. There are plenty of reasons to go afk that may arise. Working on making groups run longer may be fruitless, unless we accept that people can afk, while doing exp.
Overall, I like an idea for a leadership/tank shop, but perhaps introducing another currency is too much. Add honor to leadership/tank bonus and create a shop to buy eq/stuff for honor for everyone. That may work more effectively.
P.S. Yasik, you personally insulted a player, who got 3 characters to 9x40, whereas you haven't done it once. What's more, Cyprimus has soloed most of his way there. Even if you take Cyprimus, who seemed to tank groups a lot, you'll see that he did almost exactly 50% exp solo:
http://www.slothmud.org/wp/live-info/pl ... c=CyprimusAs for Ip, who gripped a lot in my groups, that exp is about 20-30% of his total exp, the rest he soloed.
So please keep your finger-pointing to yourself, apologize to Cyprimus, and let's stick to the topic.