Dynamic Event Impacts
Many of them have a more lasting impact. Temples for example. GW2 has by far the best event system I know in a game, but its not perfect, no. Some of them feel a little sloppy, but then again there are like thousands of them in the world. Its really just a matter of design and they arent going to change much now. I’m hoping HoT will bring really good event chains that feel like they are worth doing… and that hurt when you fail.
Its not practical, because events themselves are designed to draw attention. It also assumes groups sometimes take a while to congregate in order to hit critical mass for certain big events.
This concept is 2-fold in Orr, as prior to the champ trains, it was difficult to get enough players on the map in one area to work an event. Couple this with the fact that the events in Straits of Devastation and Malchor’s leap were long push/pull chains, it was exceptionally difficult to help new players progress through the areas once most players made it to, and started farming in, Cursed Shore. This later moved back to Straits with the Rally point Karma train, but has since been replaced with the Dry top chest train in popularity, and that later replaced with Champ trains and Silver wastes chest runs.
Ultimately, the event chains are designed to be won by groups, and intentionally fail back to their start point with the idea that a frequently cycling, or use of standby events as a way to gather group momentum for the later parts of the meta event. Graveborne is one such start point, as is Nebo Village.