Consider the following fraction:
Time Spent / Content Played
At the start of the game this fraction is relatively low. You play for 5 minutes and it's solid story. As the game progresses, this fraction gets larger and larger as the player is required to grind more and more to make it onward and see more of the game. If you were to graph this as a function of time, it would look something like this, where it quickly escalates to higher numbers and peters off, leaving the player with the dreaded grind in question.
There are two types of points on this curve. The first is the curve itself- the gameplay itself, the level design, the variety, how the player feels as they go through levels. The second are what I think of as spikes- that big moment when Arkus talks to you and it's all awesome, or when you fight a unique boss like Vanaduke or the ice queen.
The problem with spikes is that they don't last and they make the moment to moment gameplay feel drab in comparison. The devilites before Arkus feel very routine because that level has been used a dozen times before. Arkus himself is then only in that one scenario.. he took dev hours and effectively bottled them up for that one moment.
When the game first came out, it had very few spikes and A LOT of just basic gameplay. This works well because it's what motivates the player to play- when you go out to grind you have variety. You enjoy it, because it's what the game is about. When you have more of this, Arkus can wait, because there's plenty of content to see and do in the mean time.
The key to making people happy is making the grind happy.
The secret to getting this back is to regularly make and release levels. You wouldn't skip a promotion for money, because that would hurt business. Similarly, you shouldn't skip a new level release because that would hurt grinding, which in turn hurts the game which in turn hurts business.
There are a lot of unused or little used mechanics, like gravity blocks, explosives that contain jelly bombs, etc. and these things are excellent tools that can be used to add new and interesting areas for players to grind in. There are a lot of smaller ideas, like alternate boss levels (think a new D26 for FSC) or more danger rooms that can be implemented as well. Moving danger missions down a few depths to make a place for vanguards to grind radiants. These are the things that would alleviate the "bad rates of orb drops", without speeding up the game.
Thanks for reading,
Fehzor.
You have some pretty good ideas in regards to keeping the grinding somewhat fresh, but I do still think drop rates will play a big role as well into making players feel like they are progressing.
I like the ideas on new levels coming out, but it'd get kinda old pretty fast too. GH doesn't have (or doesn't seem to have) that kinda time anymore with what they said they are working out to be implementing new levels every single patch. In the meantime while they are working on other things, we might as well test some drop rate changes and see player response to it.