Diminishing returns' effect on gameplay
I personally believe it’s the former. Unless you are farming the same mobs in the same area fot 10-12 hours a day, running the same event chains for the same amount of time, you aren’t really going to see the effect of it. Granted we don’t know anything about it, other then the name, and the general idea of what it looks like when we hit it.
It’s the chain I beat you with until you
recognize my command!”
I think it’s an amalgamation of the two – player’s aren’t farming because the time gates on things such as dungeons, fractals, and bosses immediately limit their ability to farm. The gates leave players who normally would experience DR by doing the same dungeons repeatedly, to spread through different areas of the game and avoid that threshold.
Whether or not this is how people want to play is unfortunately a different story. I think the real issue the fact that there is not enough rewarding content, period, without having to develop a daily routine. Then the game feels like a job, and (I wanted to avoid this word) a grind.
2min search on devtracker: LAZY
DR in terms of what, though?
Because I quite definitely hit DR on rewards for events on the Zephyrite island.
I play whatever content I want, and don’t really experience DR at all, even if I can stomach running around CS for more than a couple of hours. If DR limits drops in persistent world if you stay in the same tiny area of one map all the time, this type of DR would never affect me.
Dungeon DR exists to solve a different problem than persistent world DR. Bots don’t farm dungeon paths, but players will. Other MMO’s lock dungeons to once a day, though I think in most you can do them on a different character. However, in those games, leveling an alt can require more effort than it does on GW2.