Make exploration fun at 80
Is the enemy stat reduction thing confirmed or is it only speculation? It’d be a huge mistake, the early zones are already much too easy to melt for a downscaled char. :/
William S. Burroughs
https://forum-en.gw2archive.eu/forum/game/gw2/Dev-Blog-Changes-to-Traits/page/7
It’s said in the fourth Dev response on that page.
If possible it would be cool if Lv 80s kept their chosen trait abilities (Grenadier, Speedy Gadgets, etc), but had their trait points set to 0 (if you have Grenadier picked you have +300 power; it would be set to +0).
Just adjust downscaling so we downscale more. Probably solved. Game is more challenging.
I think the main problem isn’t difficulty but rewards.
It is much more rewarding to speedrun dungeons than to go out into the PvE world. If PvE world reward is balanced enough to choose between dungeons vs. exploration as an endgame, people will go out into the PvE world more and we will see less deserted areas. The problem with this suggestion is that it will lead players to farm in isolated areas and would not contribute to the exploration endgame. So I suggest Dynamic event bonus rewards. Bonus Rewards are rewards for extra money for completing the dynamic event once. It’ll reward you for, let say, 5 silver and 7 silver for group events. These money will add up over time. After a week, it will reset and you can do the event again for the extra bonus rewards again.
Example: You complete dynamic event A, you get the bonus reward of 5 silver. Do dynamic event A again, you get the regular reward and don’t get the bonus reward. If you do dynamic event B, you get the bonus rewards. If you wait till the dynamic event reset, you can get the bonus rewards for dynamic event A and B again.
My expected results: PvE world will have traffic again. With traffic, ANet will have a reason to add Dynamic events into the PvE world. Then they can focus on making expansions without worrying that the old PvE content will not have players in it. They don’t need Living Story to haul players anywhere in the old world and the newer dynamic events will make the world more alive instead of grinding achievements called Living Story. Open world PvE will be an viable endgame. Guild can zerg the open world PvE to complete Dynamic events together. Loners can go to an unpopular map to reap rewards by themselves.
So instead of artificial difficulty like scaling players down even further. ANet can add new challenging dynamic event instead to challenge the hardcore players.
This is a win-win-win-win-win for all sides. I can’t think of a side that loses except for people that worship Living Story or people that worship artificial difficulty.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Ever since the patch over a year ago that changed the loot tables so your level 80 could drop lv 80 gear anywhere in the world, I found they messed up downscaled PvE.
Oddly enough, back then they stated they intention was to ‘make the game more challenging when downscaled but with increased rewards’.
What we got was ‘fixed’ downscaling that made any lv 80 waltz through low level maps whereas before it could still be a challenge and increased rewards.
I remember the fire shaman in Ashford or the Bandit Lieutenant in Queensdale to be real killers, even to a small group of level 80s. After that patch, they were laughable.
To this day I’m not sure why they introduced that or why it became so much easier when supposedly the formulas for downscaling were reworking. I think they actually raised the level caps in certain areas (like the area in Caledon close to Falia’s Thorp, full of Veteran Hyleks; I could swear you were downscaled to 13 before whereas the mobs were level 15, and now you’re 15 as well – a world of difference), which made any other balancing around scaling redundant, since you hit so much harder and take so much less damage when you’re 2-3 levels higher than the mob you’re hitting.
There’s already little to no incentive for players to play anywhere between Queensdale and a level 80 zone. They either run the train (bleh) or just kill mobs so much more quickly than they would on higher level maps that it seems to even out the possibly worse rewards. I seriously hope Anet actually increases the difficulty for scaled players (though it still won’t change the train lucrativity so a vast majority of players will keep doing that and refuse to explore or play the game), otherwise I don’t see how anything will change after the initial wave of people running to explore to get their traits (not taking into account that this will only apply to newly created characters anyway, your level 80 will have the traits unlocked anyway).
I don’t know about most people but I actually have MORE fun when I’m steamrolling things. I dunno, something about those extra shinies and feeling powerful for all the work I put into my char. Of course I love a good challenge too and as such there are places I go to for that (WvW, PvP, solo champs and play on the highest maps etc).
So please, don’t say that we ALL will get bored.
I don’t know about most people but I actually have MORE fun when I’m steamrolling things. I dunno, something about those extra shinies and feeling powerful for all the work I put into my char. Of course I love a good challenge too and as such there are places I go to for that (WvW, PvP, solo champs and play on the highest maps etc).
So please, don’t say that we ALL will get bored.
Don’t worry this isn’t an argue this thread. I want to hear other players feedback on this change, and how they feel about current difficulty. Since, unless they announce another change, the game will get even easier. As much as you enjoy it now, can you imagine if mobs took half as much to kill for a maxed out character? Things are already steamroll for 80s in queensdale, etc. I’m just concerned that moving further in that direction will decrease the enjoyment of going out into the world to complete these new trait challenges.
I have liked some of the suggestions so far. Removing the trait bonus stats is interesting as it doesn’t make 80s feel weak, but rather slightly bring down their efficiency without compromising their diversity and feeling of completeness. A downscalling change could work nicely, but how it is calibrated is tricky; people in crappy gear at level 69 lets say could suffer more from this kind of change. So it would have to adjust per level to accommodate the average gear a player has at those levels.
Keep the ideas coming, and try to stick to the established format if possible, but if that doesn’t float your fancy, I’d rather get feedback than not.
I don’t know anyone who does exploring after they reached level 80.
Open world PvE feels like school did (not university)… repeat useless tasks over and over.
When you reach 80 you simply don’t want to explore anymore because it’s the most annoying part of the game. When you reach 80 you go straight to dungeons for some gold and then WvW, then stay in WvW until your money is gone and you’re forced to go do dungeons again.
In other MMOs mostly mobs in low level zones are gray and non aggro to high level player, what makes exploring for me less annoying then when i constantly have to fight.
So no .. i will have no problem if i am maybe a little stronger since you are by far not invincible in GW2 in lower zones.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
ArenaNet Managed to make the difficulty balanced… But failed completely at rewarding the exploration in lower level areas.
No matter there is chances to drop or level stuff, it will never compare to the drops we get from the Orr Maps for example, and that is not a balanced game as ANET insists on believe.
This is one of the things that damage more the “Facilitating Friendly Play”.
That’s why sometimes i did wish to not be leveling at all in GW2, and no scalling, so the things would be equally rewarding and difficult around all game. There is nice areas to explore and fight on, but it will always end up on “I can make more time worth more in other place.”
While this tried to balance the game, it also made PvE only rewarding on lvl-80 zones, that are still the areas where we can make our time exploring worth more. While this isn’t fixed, PvE Maps will remain mostly empty.
Asura thing.
ArenaNet Managed to make the difficulty balanced… But failed completely at rewarding the exploration in lower level areas.
No matter there is chances to drop or level stuff, it will never compare to the drops we get from the Orr Maps for example, and that is not a balanced game as ANET insists on believe.
This is one of the things that damage more the “Facilitating Friendly Play”.That’s why sometimes i did wish to not be leveling at all in GW2, and no scalling, so the things would be equally rewarding and difficult around all game. There is nice areas to explore and fight on, but it will always end up on “I can make more time worth more in other place.”
While this tried to balance the game, it also made PvE only rewarding on lvl-80 zones, that are still the areas where we can make our time exploring worth more. While this isn’t fixed, PvE Maps will remain mostly empty.
Actually I find that the opposite is true. While trying to farm for mid lvl mats (example rugged leather and the cloth for that tier) you get screwed out of it because of the lvl 80 junk that you DON’T want. Have you seen the differences between tier 4 and 5 mats lately? That right there tells you something is wrong with the current drop system. Your only option is to hunt things that drop lootbags and that soon becomes a bore…I am more of a roleplayer and would prefer to kill an animal for its hide/leather, you fail because you get lvl 80 gear junk instead of hides. This becomes much more noticeable in the mid lvl maps, low lvl maps seem not as bad.
Play in Orr you say? No ty mith and that tier leather is junk, only the silk now is worth anything finally after so long. Of course if you are lucky to get tier 6 that’s a different story.
ArenaNet Managed to make the difficulty balanced… But failed completely at rewarding the exploration in lower level areas.
No matter there is chances to drop or level stuff, it will never compare to the drops we get from the Orr Maps for example, and that is not a balanced game as ANET insists on believe.
This is one of the things that damage more the “Facilitating Friendly Play”.That’s why sometimes i did wish to not be leveling at all in GW2, and no scalling, so the things would be equally rewarding and difficult around all game. There is nice areas to explore and fight on, but it will always end up on “I can make more time worth more in other place.”
While this tried to balance the game, it also made PvE only rewarding on lvl-80 zones, that are still the areas where we can make our time exploring worth more. While this isn’t fixed, PvE Maps will remain mostly empty.
Actually I find that the opposite is true. While trying to farm for mid lvl mats (example rugged leather and the cloth for that tier) you get screwed out of it because of the lvl 80 junk that you DON’T Want. Have you seen the differences between tier 4 and 5 mats lately? That right there tells you something is wrong with the current drop system. Your only option is to hunt things that drop lootbags and that soon becomes a bore…I am more of a roleplayer and would prefer to kill an animal for its hide/leather, you fail because you get lvl 80 gear junk instead of hides. This becomes much more noticeable in the mid lvl maps, low lvl maps seem not as bad.
Well, i believe the, if they spread all node resources and resource mob drops towards all maps depending of our level (if 80 drops tier 4/5 on all maps) it will balance everything and spread people around all PvE.
To fix some problems that exist they could make a way to convert higher tier resources to low tiers at a rate they define, 10Tier5 converted to 25Tier4, etc… etc… For people still get lower tiers resources.
That will fix the major balance problem with scaling that is the material drops of a lvl 80 monster and not by close to what drops on lower level areas.
Asura thing.
ArenaNet Managed to make the difficulty balanced… But failed completely at rewarding the exploration in lower level areas.
No matter there is chances to drop or level stuff, it will never compare to the drops we get from the Orr Maps for example, and that is not a balanced game as ANET insists on believe.
This is one of the things that damage more the “Facilitating Friendly Play”.That’s why sometimes i did wish to not be leveling at all in GW2, and no scalling, so the things would be equally rewarding and difficult around all game. There is nice areas to explore and fight on, but it will always end up on “I can make more time worth more in other place.”
While this tried to balance the game, it also made PvE only rewarding on lvl-80 zones, that are still the areas where we can make our time exploring worth more. While this isn’t fixed, PvE Maps will remain mostly empty.
Actually I find that the opposite is true. While trying to farm for mid lvl mats (example rugged leather and the cloth for that tier) you get screwed out of it because of the lvl 80 junk that you DON’T Want. Have you seen the differences between tier 4 and 5 mats lately? That right there tells you something is wrong with the current drop system. Your only option is to hunt things that drop lootbags and that soon becomes a bore…I am more of a roleplayer and would prefer to kill an animal for its hide/leather, you fail because you get lvl 80 gear junk instead of hides. This becomes much more noticeable in the mid lvl maps, low lvl maps seem not as bad.
Well, i believe the, if they spread all node resources and resource mob drops towards all maps depending of our level (if 80 drops tier 4/5 on all maps) it will balance everything and spread people around all PvE.
To fix some problems that exist they could make a way to convert higher tier resources to low tiers at a rate they define, 10Tier5 converted to 25Tier4, etc… etc… For people still get lower tiers resources.
That will fix the major balance problem with scaling that is the material drops of a lvl 80 monster and not by close to what drops on lower level areas.
I have suggested letting us downgrade mats not long ago, example from say 5 to 4, then 4 to 3 etc. I think things like this could go a long way to solving some of the problems. But the loot system seriously needs looking at. At no time in any game should one ever desire loot of lower level than the highest they can and should be getting, that just makes no sense lol.
Why not wait until you know ALL of the details of the feature pack before jumping to conclusions and inducing mass panic?
Why not wait until you know ALL of the details of the feature pack before jumping to conclusions and inducing mass panic?
Said it before and I’ll say it again – “why not ask the devs to not release all of the info instead of just some of it in bits and pieces?” Cause and effect at work.
I’m really not optimist to any good change in terms of Scaling / Exploration and it’s rewards on this feature patch. If it was already discussed since this game launched, people request changes, make PvE alive again so people can make their time worth equally no matter the levels of the map they’re in….
I’m not optimist they finally did listen to us.
Asura thing.
I don’t know anyone who does exploring after they reached level 80.
Open world PvE feels like school did (not university)… repeat useless tasks over and over.
When you reach 80 you simply don’t want to explore anymore because it’s the most annoying part of the game. When you reach 80 you go straight to dungeons for some gold and then WvW, then stay in WvW until your money is gone and you’re forced to go do dungeons again.
there are actually some unique tasks and things in the open world, but you may never have done them, because you dont need to do them to level up.
Jumping puzzles, Mini dungeons, Certain well designed dynamic events. Certain chests in interesting/hard to reach places.
Yes there is a whole lot of filler dynamic events, and hearts generally are boring, but i think the OP probably means the good interesting stuff, not the lame fillerish events.
Perhaps… they should create a new type of dynamic event tag, lets call them special events, these are the events/chains that are highlighted as being more than just filler events. have them give better rewards, or better chances for rare rewards. These events can be more designed to require varied and interesting play.
Why not wait until you know ALL of the details of the feature pack before jumping to conclusions and inducing mass panic?
Said it before and I’ll say it again – “why not ask the devs to not release all of the info instead of just some of it in bits and pieces?” Cause and effect at work.
It’s the impatience of so many people on the forums that is the cause of all the panic not the fact that ANet has decided to release the info in chunks. If they released it all at once, then the vast majority of you people wouldn’t read the entire blog post from top to bottom anyway. At least this way everybody is more likely to read the entire blog post every day so that they have as much info as possible. We already have enough people who didn’t read ANY of the blog post about the trait changes and are on the forums asking questions that were answered in the blog post and complaining about stuff that is incorrect.
Why not wait until you know ALL of the details of the feature pack before jumping to conclusions and inducing mass panic?
Said it before and I’ll say it again – “why not ask the devs to not release all of the info instead of just some of it in bits and pieces?” Cause and effect at work.
It’s the impatience of so many people on the forums that is the cause of all the panic not the fact that ANet has decided to release the info in chunks. If they released it all at once, then the vast majority of you people wouldn’t read the entire blog post from top to bottom anyway. At least this way everybody is more likely to read the entire blog post every day so that they have as much info as possible. We already have enough people who didn’t read ANY of the blog post about the trait changes and are on the forums asking questions that were answered in the blog post and complaining about stuff that is incorrect.
Ok wait, so you are saying people will read all the information because it’s separated over many days rather than because it’s all there on one page on one day? Sorry I just don’t see that. Either way we will have those people who you speak of posting without having all the information because you are right, some people are too lazy to even read any of it.
PS I am speaking mainly of the information relating only to the trait changes and anything else connected to that such as this post/ lowering the levels of mobs because of it. Would it had seriously been so much to not post all the information at once on one page regarding all of this? I am not referring to every change to every system that is coming at all. Prevention is better than the cure, of course only giving some of the information will cause people to speculate, question and possibly some to “panic”, btw I am not panicking at all.
More 80s and other higher level characters will be travelling around to accomplish tasks that are supposed to be fun for scaled players. (I’m referring mostly to the new trait hunt) They will do these “challenges” with impunity and get bored. If a max level player can just steamroll the content that he is forced to play, the game will get boring for all concerned.
The exact opposite for me. I still can’t make myself finish the leftover 30-40% of the map because doing hearts is boring. Being able to steamroll low-level maps with my ascended geared lvl 80 will actually make it more “fun” for me, because I can move back to the my definition of “fun” things faster.
The original map completion also served the purpose of learning your and opponents’ skills and tailoring builds, but since the game “failed” in it when it offered far more rewarding ways of leveling and learning to “quick-witted” players, getting map completion once the learning is done is actually boring.
(edited by Lishtenbird.2814)
I want to preface for those questioning the validity of this thread with two points:
1) This thread allows the players to throw around ideas, some of which may be implemented into the game.
2) It gives the Devs a clear idea of how players are interpreting their statements, allowing them to better structure their interactions with the playerbase.
I have to agree that map completion is a drag, I’ve yet to complete it in the 6 months I’ve been playing this game. But adding interesting ideas to enrich the lower level zones, as its a big part of the end-game, is good for everyone. The trait challenges they are adding is supposed to do just that. But if it turns from interesting mechanic at lvl 38 to stand still and press 1 for 5 minutes at 80, I will be disappointed.
I agree that most of the world should feel easier when max-level, but there should still always be challenges available to the players and exiting rewards for doing their map completion, or simply exploring a few zones. Now, we have jumping puzzles, a few fun events, the rare fun heart, and that’s it. I would not be opposed if the upcoming trait challenges were yes, located in the world, but instanced so they can give you a truly personalized and fun experience. (when I say personalized, I simply mean properly calibrated in difficulty)
Nice copy paste.
How do you suggest making exploration more “fun”?
I finished my 100% world more than a year ago and I have never gone back to most zones again. There’s no point, nothing to do, events are boring. You can’t farm.
Nice copy paste.
How do you suggest making exploration more “fun”?
I finished my 100% world more than a year ago and I have never gone back to most zones again. There’s no point, nothing to do, events are boring. You can’t farm.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
So, if someone finds world exploration boring after 100% world, he should just quit? Nice.
More 80s and other higher level characters will be travelling around to accomplish tasks that are supposed to be fun for scaled players. (I’m referring mostly to the new trait hunt) They will do these “challenges” with impunity and get bored. If a max level player can just steamroll the content that he is forced to play, the game will get boring for all concerned.
The exact opposite for me. I still can’t make myself finish the leftover 30-40% of the map because doing hearts is boring. Being able to steamroll low-level maps with my ascended geared lvl 80 will actually make it more “fun” for me, because I can move back to the my definition of “fun” things faster.
The original map completion also served the purpose of learning your and opponents’ skills and tailoring builds, but since the game “failed” in it when it offered far more rewarding ways of leveling and learning to “quick-witted” players, getting map completion once the learning is done is actually boring.
I’m the same. I would just want to rush through things as quickly as possible to get it “out the way” and then get on with the things I do find fun.
Start a new character or find something else to do that the game already offers that you haven’t tried before. Just don’t come to these forums and blast the game and the devs because they aren’t catering to you.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Ok. Or you could just find a new audio system. Much like if people can’t find anything to enjoy in GW2, they should find a new game.
More 80s and other higher level characters will be travelling around to accomplish tasks that are supposed to be fun for scaled players. (I’m referring mostly to the new trait hunt) They will do these “challenges” with impunity and get bored. If a max level player can just steamroll the content that he is forced to play, the game will get boring for all concerned.
The exact opposite for me. I still can’t make myself finish the leftover 30-40% of the map because doing hearts is boring. Being able to steamroll low-level maps with my ascended geared lvl 80 will actually make it more “fun” for me, because I can move back to the my definition of “fun” things faster.
The highest i have on my 11 80s is 73% .. i lost all interest in further exploring when i heared that i need the PvP Maps for 100%. After that each char did less .. my last 80s have even only 21% and 19% .. and i also really can’t bring myself to make more .. and yes for me it would be more fun if i could really steamroll it all like others always claim, however i my opinion the midlevel maps often are not really that much easier than Frostgorge as a lvl 80 map.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Why should you care if you’re enjoying the game so much?
I mean, only small insignificant minority of the player base post here and devs shoudld just ignore everyone. In fact, why have forums? It should be removed too.
Wait, what’s that? I hear Cow event starting in QD, better hurry up.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Ok. Or you could just find a new audio system. Much like if people can’t find anything to enjoy in GW2, they should find a new game.
You’re succeeding and failing to see the point of the analogy at the same time O_o
If a large portion of customers is providing complaints on the audiosystem for several years and discussing ideas on how to improve it, then probably they like most other parts of the car and do not want to swap to another car because they actually care enough to deliver this feedback to manufacturers who are able to improve it.
Exploration IS fun for me. If you don’t like it, if you’re bored, find another game to play.
Next time I don’t like the sound of audiosystem in my car, I’ll change my car.
Ok. Or you could just find a new audio system. Much like if people can’t find anything to enjoy in GW2, they should find a new game.
You’re succeeding and failing to see the point of the analogy at the same time O_o
If a large portion of customers is providing complaints on the audiosystem for several years and discussing ideas on how to improve it, then probably they like most other parts of the car and do not want to swap to another car because they actually care enough to deliver this feedback to manufacturers who are able to improve it.
Then find a way to deliver your feedback so that it sounds like you enjoy most of the game but want a small part of it changed rather than coming to the forums and having absolutely nothing good to say and sounding like someone is holding a gun to your head and making you play a game that you hate. Make suggestions in a positive way rather than criticize the entire game because you want some small part of it changed. So many people come to these forums and list off a dozen things that they hate about this game and leave no part of the game untouched. If they hate all of those things, then why are they playing it? To use your analogy, it’s like people going to the manufacturer and complaining about every part of the car that they bought, from the audio system, to the suspension, to the size of the engine, when they could have bought a different car that met all or most of their needs in the first place. The manufacturer isn’t going to care about the idiots who bought their car when they actually hated the car before they drove it off the lot. That’s on the consumer, not the manufacturer.
Low level zones should not be designed around level 80s. Instead, level 80 zones should be made worthwhile for 80s to explore.
Please try to stay on topic and avoid talking about other posters. Everyone has a right to their opinion, and those posting on these boards must care in some way about the quality of the game, and they must enjoy it on some level.
The point of this thread is to hear what various players, even if just a small portion of the playerbase feel about the current and future content labelled as “exploration” for 80s. As well as help give feedback to the DEVs, who gave us this information with the expectation that we would give them feedback.
I’ll type some of the general ideas I’ve seen so far on this thread and the few others cropping up on this topic.
1) Players enjoy feeling more powerful at max level. If the majority of the player base didn’t enjoy having low level content easier at 80, the game wouldn’t be as popular as it is.
2) Many players are looking for good reasons to explore the world, which as many have pointed out, mostly exist on your first play through.
3) Once you’ve hit max level, many players will spend their time where they enjoy themselves most, regardless of exploration.
4) An increased ease at doing low-end content doesn’t scare as many players as I thought it would.
5) Random challenges scattered throughout the world, that offer some difficulty help build the community by giving bragging rights, and a feeling of cooperation when accomplishing them as a group.
Here is another suggestion that I’ve been thinking of that I’ve seen in other games that I’ve personally enjoyed, but is mostly lacking in this game; I find it helps build a sense of adventure.
Suggestion: Have a few creatures, a lot like Champions, that require challenge to beat. A level of difficulty that all but a handful of scaled players can beat. These challenges are meant to give 80s something to strive for in the world. They should not be simple HP cushions, but have mechanics that will 1 shot low levels, and nearly kill 80s. The goal is to have lower levels encounter these creatures, when exploring off the general scope (aka not planted right in a heart quest), and find them impossible to beat, and look forward to hitting max, come back and teach that creature a lesson. The rewards should be interesting and focused on the specific event in question. (I think skins are the most obvious reward that will lure many players without forcing it into a daily grind)
Example: When roaming the wayfarer foothills, you notice what looks like bunny ears sticking out of the ground next to a tree. Upon approaching you are given the option to pull the ears. When you do, a giant bunny blasts out of the ground, and promptly kills the unprepared explorer. The location of the bunny changes each time he is pulled. And if he is not pulled for a certain amount of time, will come out of the ground himself, with small baby bunnies, if you kill the babies while he’s moving dens, he gets a powerful buff, and turns red. This changes the reward table for the giant bunny. One day, when trying for world completion, (now maxed) the player stumbles upon this bunny again. A low level passer-by had seen the ears, and was eagerly awaiting help. Together, they manage to stump the bunny, and earn a unique costume brawl outfit.
The bunny’s attacks are focused on similar mechanics found in fractals. Often dodge-able swings, charges, or attacks that auto-kill you if you don’t get to higher ground (allowing the fight to be different depending on the bunny’s location), etc.
With NPC’s hidden around that move and offer great challenges, located in all zones, players can look towards an increased sense of adventure when setting out to explore the world. The interactive start, means very few players will be punished by this event unwillingly, aside from the first time he encounters it, or bad timing (furthering his desire to seek revenge). A handful of these events in every zone could liven up the exploration. Some can even reward relevant traits, like vigor or dodge based traits for an event that focuses on dodgeing, or movement speed traits for ones that focus on movement, etc.
I love how alive guild wars 2 feels compared to most other mmos, but most zones can use some help for bringing players back. (to catch all the witty banter between npcs, and fun events that occur randomly) And this can help by increasing rewards, while making sure the rewards aren’t grindable. (you only need 1 of a specific trait or one costume, etc.)