What’s more important for the long-term survival of GW2? A game that rewards players with loot at a not-too-fast rate that keeps them going like crack-addicted mice or a game that provides rewarding experiences to new and experienced players?
With the exception of the new Living Story (and its too early to make a call on that), pretty much all the PvE events have become focused on loot. Southsun Cove promised a whole new zone, but what we got was a crowded one-time weekend event that many didn’t even get to finish. I was more disappointed about not being able to face the Ancient Karka than losing out on the chest. Right now, what reason is there to go to SC other than crafting mats?
Dungeons are fun to run a few times. After that, all that’s left is to go for the gear. Full sets of armor and a weapon require what, 25 runs to earn?
Fractals introduced a whole new level of stat gear that requires grinding to acquire and are needed to survive in the fractals…and added a new dominant currency to further complicate the economy. I do my dailies with the same enthusiasm that I clean the bathroom every week.
Prior to the recent World Event chest changes, players were farming Orr for Tier 6 mats and money, leaving the rest of the world bare. The guaranteed rares did spread the players out, but only to the areas with easily-won scheduled boss battles, and created overflow issues themselves. The solution to the overflow problems? Limitations on the loot.
Right now when players reach level 80 and want to make use of crafting to make exotic gear… what’s the main concern? Ectos, which again requires farming equipment to salvage and/or money to buy off the market. The new dual-cost ascended gear is ridiculous.
What I don’t see on the PvE side is any significant and long-lasting endgame content that takes advantage of the massive world ANet created. Right now the only time players step into many of the zones is the Personal Story. The Living Story looks to be heading in the right direction… hopefully it will do more to permanently refurbish and breathe new life into the existing zones rather than end up like Lost Shores.
So, my suggestions -
1) Make the Living Story the priority for PvE to increase the rate of new content. Focus on multiple zones each time. Small changes across many zones will be more effective than big changes in one or two zones. Don’t feel the need to end it all in one massive boss battle.
2) Lessen the influence of loot and crafting mats on player distribution by making the nodes and drops specific to the player’s level and not the area level. Give a player with an orichalcum pick an equal chance of getting orichalcum in Queensdale as in Orr. Give all champs and meta-bosses a chance to drop level 80 rares and exotics for level 80 players. Every zone should be equally rewarding to endgame players.
3) Keep working on the down-leveling system. Level 80’s with exotic equipment still have a significant advantage in low-level areas. Increase the challenge for high-level players in these areas. Every zone should be equally challenging to endgame players.
4) Let players replay personal story quests at will. Add a PvE button to the UI that tracks completed quests and allows them to be reactivated. Personally, I’d love to get more time in the golem battlesuit.
5) Give every major city the same functions… for example, put a Mystic Forge and dungeon vendors in each of them.
6) Introduce multi-zone Dynamic Events.
7) More armor and weapon skins!
I understand the game is new and ANet needs time to grow the game… but it seems that the time they have spent on the updates so far has been wasted as the primary legacy the updates have left has been on the economy. The PvE world is pretty much identical to what it was at launch.
Ideally, if the players’ enjoyment is ANet’s major goal, then all functional non-content differences between the zones should be eliminated, allowing players to choose where to play based upon their personal preferences and not the need to grind mats or loot. The Living Story is a great chance for ANet to reach for this.