Here's me hoping this doesn't fall on blind eyes. I know currently, if something hits Lamania, it is basically set-in-stone. Nobody can have better ideas than SSG. This is exceptionally more complex than just slapping it into conquest to avoid making new code.
I would propose Adding another Bonus Type rather than absorbing it into an already (mostly) working conquest bonus.
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First Step, Leave Conquest as is.
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Second Step, Remove the current First Time Bonus.
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Third Step new Delving Bonus is as proposed by Torc. Simplicity of showing an improvement for doing Reaper compared to Elite.
Hard 50% Bonus
Elite 100% Bonus
Reaper 150% Bonus
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Fourth step, Add a First Time Dungeon Awareness Bonus (name is questionable). This will calculate for individuals rather than the entire party.
Add the ability to count how many mobs have been agro'd as well as a tag on who agro'd the mob. When a mod becomes triggered, start a count of 30 seconds, after the 30 seconds, that mob is considered Aware. The reason for the 30 second delay is for when you walk into an end fight and blow up the boss without killing the mobs first.
Add the ability to count if that mob was killed after being aware.
In the XP window, show Mobs Aware of You minus Those Mobs Killed. (Again, calculated per person.)
Have a full experience value listed to start (think death penalty)(Solo, Casual, Normal, Hard = 20%///Elite, Reaper = 45%).
Subtract an experience value for having too many Aware Mobs left behind (10 mobs left behind = - 10%, 15 mobs = 15%, etc.).
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Example of XP Window...
50 monsters made aware by You.
50 monsters made aware by You that were killed.
0 monsters left to spread word. (-0%)
First Time Awareness Bonus: +45%
50 monsters made aware by You.
40 monsters made aware by You that were killed.
10 monsters left to spread word. (-10%)
First Time Awareness Bonus: +35%
50 monsters made aware by You.
35 monsters made aware by You that were killed.
First Time Awareness Bonus: +30%
etc...
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This system should keep game play the same for every playstyle EXCEPT the people causing your pathing issues.
The people that cause your pathing issues will be the only ones punished.
This allows a benefit to stealth gameplay bonuses which you "plan to add".
This allows you to not touch anything to do with awkward and complicated conquest numbers (which have been accepted by this point).
This allows the ability to maintain a First time separation maintaining the encouragement to run different things.
This allows poorly timed enemy spawns to not ruin a bonus last second.
This allows a person that doesn't know what they are doing to go off and accidentally trigger an encounter without hurting the rest of the party or griefing the system.