Lets face it. This game did not live up to promises. I don’t know what went wrong or why, but it did. (Keep in mind, this post is in regards to PvE only.)
Lets look at the two core problems.
1. There is a HUGE grind
2. DE’s are stale, boring, un-interactive, repetitive, etc etc etc
I’ll explain in more detail.
1. There is a HUGE grind
For a game that wasn’t supposed to have a grind, GW2 sure has a lot of grind.
Because there is no item progression, all new content can be tackled immediately upon release. This makes it impossible for them to release content without adding arbitrary roadblocks, whether its lockouts or a huge list of item components required for a new skin.
This is an extremely BAD idea. The route they took led to extreme repetitiveness. Everything you have to do in this game is repetitive (and realistically, you only do 2 things: farm things for gold, or farm dungeons).
The cause of this stems mainly from their incredibly poor distribution of item components. For some reason, they picked 250 as a good round number for collection goals of rare components. UGH! How completely unnecessary. They had an incredibly intricate dynamic event system in place that to this day, sits unused to its full potential. By incorporating rare item components into DEs, you no longer need to entice the player into grinding to ensure they stick around. So whats wrong with DEs?
2. DE’s are stale, boring, un-interactive, repetitive, etc etc etc
DE’s are(were) awesome. The way they work, the way they are just on throughout the world, the way you can succeed and fail … surely the DE designers couldn’t mess that up!
Or could they.
DE’s, as stated above are stale, repetitive, and just plain dull. No need to go into it further, if you don’t agree with me, you won’t agree with anything else I’m saying. Click the ‘X’ in the upper right please.
Still here? Well then i’ll cut straight to the solution for fixing not just DE’s, but also the item grind, all while saving the entire game in the process: The key? Randomization!
Make DE’s more random. “How will that work” you say? Glad you asked, because I am going to present the exact way to do it below, and explain how it will save this game. Be aware, randomization means a lot of things in this case, not necessarily how they are constructed, or where they appear, but a little bit of it all.
First of all, let me outline the benefits that I will be discussing in my detailed example of ‘implementing a DE with randomization’.
Firstly: It opens up the world. If a DE’s location is random, players must travel all over to find it. Which leads us to…
Secondly: If a DE is hard to find or access, then you can give special rewards for completing it. No one would rely on it, or camp it, or whatever because they simply couldn’t count on it. Coming across it would be a matter of luck, like everything else in this genre. The rewards can be anything from achievements to special items/components.
Lastly: It allows the devs to mix things up a little. Rather than farming lodestones from the same elemental group for 50 hours, instead, you spend 50 hours ‘playing the game’ waiting to happen upon a unique random DE encounter. This also allows them to add content at a leisurely pace and be sure that not everyone will tackle it or even be aware it exists (I thought this was what was going to happen with DEs anyway? what happened?)