Post max level progression, let's discuss
What systems have you seen in other games regarding character progression past max level?
I am not talking about professions, or mounts or anything like that. Strictly character progression.
1) My first example of "not this way" is New World.
(Short explanation of how it works in NW)
After reaching max level (level 60), you enter a "High watermark system" (HWM). At the start, you can only drop gear that has a gear score of 500. After killing elite mobs or searching elite chests (that have a respawn time of 24h), you can drop a piece of gear that is 502. This increases your HWM for that gear piece only (legs, chest, helmet) and allows you to drop higher gear score items. Repeat this until you get to gear score 600. Also works the same way for weapons, each weapon having a separate HWM. Also, stuff that you buy from the trade post do not count for HWM. And the HWM is a hidden mechanic that you cannot check in-game at all.
(Explanation over)
Now, this system is crap. Utter crap. I tried to engage with it for a little bit and after 3 days of hunting elite mobs and doing chests i didn't drop a single piece of gear that i use. Not. One. That's when I gave up.
2) Another example of "not this way" would be no gear score.
Have the ability to drop the best item in the game as soon as you reach max level and finish progression then and there. Having an RNG system that maybe drops instantly or never is again, bad.
3) Have an infinite progression.
I haven't played BDO, but from what i gather, there is not set power limit. The more you play, the better your gear. This one is really bad, only benefits those that invest a lot of time in the game.
4) My proposal.
Now, i have been thinking about this for awhile and this is what i got so far.
After you reach max level there should be a some type of mechanic that starts affecting your character. But rather than be a hidden mechanic, have it be a quests chain that involves everything in the game. Difficult quests that needs a lot of work. Maybe one them says "take part in a siege" or other high level activities. Not exactly sure here, as I don't want it to be just "do what you did for the last 50 levels again". Something that just came to mind would be a quests that can be started only in a specific node after it gets to level 5, and each player gets a random one out of 10. So they then each group whats to level their node.
No matter the exact quests, the reward would be access to a 1 player instance. This instance would be hard and everyone must do them alone. Based on the players performance in this solo dungeon, they get to "wish" for (aka craft) a specific item they want. No RNG system, just raw skill. How good are you at the game.
A end game system like this would be satisfying and challenging at the same time because:
-there is no RNG involved. You get items based on how good you are and you get the items you want (I really, really don't need a great axe if i am a mage, trust me game, i really don't need it)
-if you get a crap item, it only because of you.
-is it solo players friendly
-even if you get a crap item, you can do the quest line again and try again.
-it lets the devs decided the power level of the rewards.
However, i don't think that the this should be the only way. You can get best-in-slot items like this, but you need to do a perfect run. Which would be rare. There could and should be other ways, like rare drops from dungeon/world-bosses or top level crafting, however the drops are random and the crafting is tied to the dungeon drops. This would be a way for everyone to get a guarantee upgrade for the gear they use.
What do you guys think? And what other system have you seen that worked well?