“We do not want you ro grind in this game. We think this is not ok” except for when you’re level 80 and everything in PVE is one (boring grind) for armor skins or tokens. Farming events, farming dungeons. It feels like the ‘vision’ for 1-79 is dropped as soon as you hit 80. Don’t get me wrong I really liked this game and i’ve played it for a good full 2 weeks of /age time.
The focus seems to be on PVP at 80. I think that there are a few things ‘wrong’ in PVE. I will list them below. I’ll first tell wha I feel is wrong about it before I tell what I think should be done about it. TL;DR Skip to ‘Recap’ when you want to avoid reading the big text below
Armor
- Obtaining skins doesn’t feel rewarding; the stats are the same.
Obtaining exotic stats is not hard at all (easy). Once you are level 80 you can craft exotics of buy them off TP for a fairly low price. The problem is that all exotic gear has the same stats. At level 80 everything you do for gear will be for the skin. One big grind for a weapon/armor skin. I know a lot of people like this, even I did like it at first but because all the stats all the same it doesn’t feel rewarding obtaining a skin. You can show it off but you can’t inspect each other so it’s just a skin..
Dungeons
- Loot-system design doesn’t feel that rewarding.
Dungeons are really fun to do but not if you have to grind it 30+ time’s to get a full set or a weapon. Because the loot is a big pile of (vendor/salvage) blues, greens and ocassionally a rare and the money is not bad but not that good either. The main purpose to be in the dungeons seems to be the tokens. I don’t mind farming tokens but I don’t like the fact that there is nothing else to obtain. Sure there are dungeon sets but the gear obtained from outside the dungeon doesn’t look that much diferent.
World bosses
No world boss is difficult in this game except for when you don’t have enough people. A boss is either ‘not doable’ or ‘easy’ with not much in between. Also the loot is not so rewarding for killing a dragon that barely fits on your screen. The experience is great the first 2/3 times. After that it’s ‘been there, done that’.
- Slaying a boss isn’t that rewarding.
- Loot-system design doesn’t feel that rewarding.
Here are some things I think will increase the lifespan of PVE content and keep people loging in, not just for PVP.
Loot Sytem tips
I know Anet want to have a gear system that doesn’t force you to do anything but enables you to do everything. But what makes MMO’s strong is the personal progression. Gear progression is a big part of that. Why spent hours of grinding for another skin when everyone can get the same stats?
To make loot system more rewarding there should be a logical increase of stats. Not only blue, green, rare, exotic. For example: you can get gear from a dungeons story mode and craft similar (stat) armor. After you get a full set you can go explorable where rare crafting recipes drop same as rare armor from the bosses. Then you can spent the tokens from expl. on exotic crafting recipes or exotic armor.
- Loot is more rewarding like this.
- Crafting exotics will be harder (recipes more difficult to obtain)
- More fun to ‘grind’ dungeons knowing your making progress, not just farming tokens.
World bosses
One simple tip: Make world bosses also available as an instance
The number of people needed 10 or 20 or even 30. Guilds want to beat big dragons together. World bosses are a lot of fun but mind numbing easy when there are lots of people around and not doable when there are only a few. Anet can even enable difficulty levels on the bosses in the instance (easy/medium/hard).
Voila raids enabled with content already in place. Everyone can slay the big dragon outside of the instance so there is no loss on experience. But instanced bosses can provide (guild) achievements and even some loot/rewards that are not obtainable outside the world.
Recap
- Loot system doesn’t feel that rewarding at the moment.
This can change by a logical increase of stats within the endgame at level 80. (example given above) Gear progression is a big part of an MMO and it’s missing completely in GuildWars2. It’s a big grind for skins at the moment and a big rain of blues/greens and an ocassional rare.
- Make world bosses instanced
Make a 10, 20, 30 player instance of every world boss to a tight group of friends/guildmembers can fight the dragon for (unique) rewards or (guild) achievements. This way everyone can experience the boss fight (in the open world) and an instanced version for the people that want an extra challenge. Anet can set a difficulty (easy/medium/hard) all with their appropriate rewards.
(edited by Equanox.2081)