Let me begin by saying this is not a complaint or gripe post. It is meant to offer some constructive criticism and suggestions for simple fixes to issues that I have found with various aspects of the game. I would prefer that responses and discussion remain focused on evaluating and attempting to solve these issues rather than a descent into bickering and name-calling.
That having been said, let’s begin:
Issue 1: The open world and the lack of PvE participation
The world of Tyria is beautifully crafted and the designers have worked hard to create numerous areas, characters, and events….that are virtually abandoned. The concept of dynamic scaling is great and in theory it allows a zone, any zone… to be both level appropriate for new players, and end-game content for those at 80. Unfortunately, there seems to be little reason for most players to explore the world. How can Arenanet get players back into Tyria?
Some suggestions: rework daily achievement to be more zone specific and offer better rewards to entice players to complete this daily. Rather than a generic “kill 15 enemy types” or “gather 20 of anything”, make the daily more specifc i.e: “gather 20 copper ore” or “kill 1 Risen, 1 Moa, 1 Cat, etc” forcing players to spend some time traveling the world and really getting to know Tyria better. To promote this objective, offer reward options like "pick one: 1 mystic coin + karma, 1 random elemental shard (the tier below cores) + karma, or 1 bag of coins (random amount between 10-30silver) + karma.
This would create an objective that tempts players back into the world and helps alleviate that constant complaint about lodestone prices. (2 birds, 1 stone)
Issue 2: Dynamic events are not being utilized to their full extent and players only do certain events (read: dragons and some orr temples)
Suggestion: create a system that scales event rewards for completion of chains and meta events. For example: event 1 – xp, karma, coin. event 2 in chain – xp+,karma+,coin+ (same reward but maybe a bit more), event 3 in chain – xp+,karma+,item(low%blue,green,low%yellow). A chance at a better reward would motivate players to stick around for an event. Meta completion: xp, karma, chest. Which brings us to the sub issue of chests.
If the reward is so good it’s worth keeping in an enormous chest, then why is it always so crummy? Let’s have a chest give a better chance at some decent loot. In addition have the chance at loot scale in relation to the number of preevents completed. Nobody wants to help with steps 1-4 of a meta but they all sure want that final part when the chest pops up…. let’s make it worthwhile to participate.
Issue 3: Dungeons are a mess and skipping/shortcutting is a bad system. Mobs in dungeons are above veterans but below champions in difficulty but they seldom drop any loot. As a result, most groups feel that the risk is not worth the reward of fighting them and parties devise ways to skip or evade enemies. Why bother having them in the dungeon at all if they are to be ignored and run past?
Suggestion: Either A) tone down the trash to make clearing it easier and faster, improve the loot from trash to make it worthwhile to kill them, or C) remove the majority of the trash mobs and let players just fight bosses as they are now. Of these solutions, I prefer B. I think making enemies easier just turns dungeons into more of a zergfest than they already are and thats no fun in the long run nor does it challenge and excite players. Removing enemies would also make dungeons silly, essentially creating instanced boss encounters. However, improving the quality of loot from dungeon enemies (better chance at tier6 or rare quality mats maybe) would make killing trash mobs more appealing. Sure, groups focused on expediency might still want to skip the trash, but I believe that more groups would consider fighting some of the enemies Arenanet has worked to design and place in dungeons if it was worth their time.
These are just a few suggestions for issues that I feel are hurting the long-term playability of the game. I will likely address some of my concerns about WvW in another post (maybe in that forum) as WvW is a whole other mess and I believe Arenanet is already working quite hard to improve it.
Thanks for reading my wall of text and I would appreciate any feedback that furthers the discussion.