Being a software architect, I’ll propose these problems / solutions in an Agile user story based format.
Sorry, there is also no TL;DR
Connect the players to the content; distribute level capped players across Tyria
1. As a GW2 player, I would like to be more informed about what is going on in the world around me. It’s a rather large PvE world and lots of different events occur at unpredictable times.
Solution:
Provide town criers in the major cities that alert players to some of the major events that are occurring throughout the game world. These town criers can let the players know when the centaurs are acting up in Hirathi Highlands, or when the Splintered Coast is seeing increased activity and that Tequatl’s approach is imminent. Let the players know if the Citadel of Flame is under Flame Legion control or that Zojja needs our help at the Crusible of Eternity.
Town criers may also do more than inform us of the larger “epic” events, like informing us that forces in certain key areas are low and need our help (a call to action that there are very few players in that area), or when the forces of Tyria are planning an attack on Zaitan’s forces on Orr and need our help. Perhaps even increase the magic find in these troubled areas as an incentive to visit them.
aside: Town Criers are one example of how to implement this goal. Other options are available, like an in game notification tool that players can use to subscribe to events they want to be aware of, etc…
Provide the player with a more intuitive tool for joining events / dungeons like a dungeon finder.
2. As a GW2 player, I would like to be able to obtain crafting mats and gear relevant to my crafting level without being restricted to certain zones.
Solution:
Item drops and drop rates should be directly related to the character’s level. The nodes may stay how they are currently (ie nodes are related to the level of the zone they are in). Also provide a new node type that allows tailors to not be strictly dependent on gear drops.
3. As a GW2 player, I would like to be able to participate in events / dungeons even if I don’t have the currency to do so.
Solution:
Allow armor and waypoint costs to scale based on how much available currency the player has, not on the player’s level. Establish a cap on this so it doesn’t infinitely scale. If a player is low on currency, this system won’t restrict the player from playing the game; if the player has adequate funds, then provide them with the highest cost waypoints and armor costs as an incentive to put more thought into their decisions. If a player has no available currency, waypoint and armor costs are zero.
“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee