The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.
On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
First, I think we need to establish the biggest problem with the event reward structure, so that we know exactly what problems we are solving.
From my perspective, the biggest problem with the event reward structure is that it inherently works against the intended gameplay. We all collectively want a system that encourages people to do events all around the world, including those that are harder, more involved, more out of the way or off the beaten path, and including those in zones of all levels. However, the current events system rewards higher completion payouts in higher level zones.
Equally importantly, many players are motivated to do open world content by item loot. Some open world content is very generous with this, which is why we end up with huge champion and karma trains running around places like Orr and Frostgorge, while other events don’t reward this as much.
I think the core problem is that the current event reward system doesn’t give you any real incentive to do anything other than what is the most farmable, and it’s not really going to be possible to equalise the loot and rewards of every single event within the current structure. If people are going to get bucketloads of champion boxes, loot bags and crafting materials from slaughtering Risen spawns en masse at the most farmable Orr events, it’s no surprise that people aren’t gravitating to places like the Harathi Hinterlands as much as they should.
What we need, and I am honestly not sure how best to achieve this, is a reward structure that inherently rewards people more for playing the widest variety of events throughout the game, and for playing them as intended (ie not intentionally failing the events for more champion spawns or whatever).
The first idea that comes to mind is something similar to what you did with hearts and map completion or what a lot of other MMOs do with quests and loremaster-esque achievements: An achievement with some meaningful reward (likely a title) for completing events in a particular zone. What if there was an achievement for completing every event in Queensdale that gave you the title “Queen’s Protector” or an achievement for completing every event in Brisban Wildlands that gave you the title “Tamer of the Wildlands”? Something like that I imagine would encourage people to do those events – even if it only works once, which is why we’d need some sort of more comprehensive reward structure overhaul for the long term.