Allright, so many good ideas and so many top-level design issues are being mentioned at the forums regularly, but all these single threads often get lost or the big discussion threads usually wind up in too many posts without any apparent conclusions.
What I wish to do is make one constructive feedback thread, here in the suggestions forum where the major design issues are briefly mentioned. Under them, some of the better ideas mentioned on the forums will be listed. I’ll update this first post regularly, to make it, hopefully, an easy go-to post for Anet to find issues that are currently going on within the community and our own ideas on these issues and how the content should’ve been implemented. This can relate to PvE, WvW, PvP, or major concepts like crafting in it’s entirety, gearing up and customization in general, etc. Something like a suggestion for a change of the arrow keys or number field for how many items to craft at once is not for this thread. (Although I’d love to see the change regardless.)
Empty lower level zones
With Anet advertising so boldly that the entire game was the endgame, and that the journey from 1-80 was as much a part of the game as the level 80 gold/karma/dungeon grind, it’s odd to see that zones have become so glaringly empty below level 70. Some starter zones may see some population, but doing any event with more than 1 other (if at all) in zones from level 20ish to 70ish is a rare occasion. This means that some of the content in these zones, meant for more than 1 person, like Champion events, or just generally harder events, are never being completed, due to lack of companions. It also makes it feel that Dev time spent on generating more content for lower level zones is wasted, as most of it will not receive the attention it needs.
Recently, this got somewhat fixed with rewards being higher for level 60+ zones for level 80s, giving an incentive to visit lower zones. Yet, it’s no where near enough to see these zones becomes flooded.
Solutions
Use of overflows:
A solution I read once (full credit goes to that person) was to put everyone in every zone into overflow’s by default, and not in the zone for that server. With the current technology in place for overflows and servers, it would actually be really a good idea for all players, across all servers of either EU or US, to go into the Kessex Hills Overflow by default when moving to that map. You should then always be able to choose whether you’d prefer playing the map on your own server. The obvious benefit of this, is that it’s way more likely that you’ll play together with different people.
Increase incentive for higher levels:
Another, perhaps more obvious solution, is to use more aggressive scaling for higher levels for lower level zones, but make the odds of getting on level gear identical to that of a zone like Orr. A level 80 in exotic gear, currently in a level 1-15 zone just plows through content with (near) ohko’s. It makes sense then to not be able to get level 80 rares or exotics from these level 5 mobs.
However, if said level 80 players were to be nerfed into the ground to the point of a level 4 in just white gear (to off-set the access to all skills, traits, etc.), I’d have no issue to see said level 5 (veteran or champion) mob to start dropping level 80 goodies, with also access to rare, just like Orr.
Post 2 ==>