Maybe is old ting to ask but…
Are we sure that open world is good idea for MMORPG…?
Ok I will be direct:
Is biggest transition of GW1 to GW2 that good?
There is a big wall in front of me. Its called: “No challenge there for me!”
When I play Gw1 dungeons I have always possibility fail on my mind. To many deaths, and you are out. In GW2 there is no such thing. Yes, if you are not good enough you are forced to leave, but again its so individual decision. In GW1 there was possibility to fail, and that your success makes what it is… a success.
Can we get that kind of content now in GW2?
Can we have FoW, UW and similar maps to make us happy when we fail?
Stacks made game just right-weapon-swing fest. Troll at Path 1 of HoTW dungeon at last has its role – to use some brain to beat it.
Fractals are done as spiritual continuation of hardest maps of GW1, like DoA. Arah has that idea, too, but so much content of that dungeon is sksipable.
Also party of 5 is sometimes to small and sometimes to big.
I vote that arena net makes mid size party content, since zergs rules over any content that designers give to us. Few days ago I was witness of a glich or just normal thing when Wurm at Caledon Forest was struck for 75% of his max HP. Yeah, its fun to get rare item on easy mode, once or twice, but after that…? Don’t think so…
At the end:
Is it possible to lure out zerg mentality from some aspects of game?
Can we make play some of content without interference of strangers and people that pass by? (i want to face my challenge on my own or just with my party)
Is it possible to have more instanced content?
Can we stop having events for farming and to have events because of events and fun?
Can we have all events linked in meta events? (no more stand alone events)
Can our background generate more personal events once main story is over?
Can we have puzzles that are not just jumping and that are part of exploring of events that make another story?
Is it possible that Centaurs drive out humans form some area on regular bases?