Vanquishing is an activity in GW1 where you turn on hard mode and attempt to kill every single enemy in a zone. It worked in GW1 because zones were instances, and enemies did not respawn until you left the instance. For this reason, it is assumed that vanquishing simply can not exist in GW2 because uses a persistent environment.
I am here to challenge that notion! * slams hands down *
I have several methods of implementation to suggest. Hopefully at least one of them will sound appealing to Anet.
Guild Vanquish
This is a type of guild mission where a guild leader, officer, or whoever has access can walk up to a gold icon thingie (like that of a guild puzzle) and start the vanquish. It will teleport him in to an instance of that zone, and guild members can join his party to ferry themselves in. The zone can hold as many guildies as a normal open-world zone, but it’s detached from the megaserver so that randoms are not placed on the map, only people joining through parties.
The vanquish itself is a timed event. Your guild has 1 hour to clear the zone of enemies (the time can be more or less depending on the zone). The enemies won’t respawn in this map instance, but they will scale much like dynamic event bosses. So if your guild zergs, even a lowly veteran will scale up and become tough to kill. If your zerg is super strong, this might work or it might not. You can also try spreading out into small groups. The idea is to make it so that a guild group of 10 can complete it if they are good, but allow for up to 100+ to participate with a scaling that keeps it challenging.
Personal Vanquish
This is a vanquish activity that you or a party up to 5 can start by talking to a certain NPC in each zone. It will give you a special buff/debuff which adjusts your stats to make the enemies more challenging; sort of like gambits in the queens gauntlet. You might get a speed buff but also take more damage. The metrics for completing the vanquish are a little more complex in this version because it still happens in the open world. One objective is that you have to find and kill a certain number of a type of enemy, like ogres or flame legion or devourers. Next you have to locate and defeat a certain number of mini-boss-like foes which only become hostile during the vanquish; sort of like guild bounty.
The differences for this version is that it is not a guild activity, and it is confined to the zone in which you activate it. It does not necessarily have to have a time limit, but that’s not off the table. Instead of guild commendations, you earn points toward a reward track similar to the pvp reward tracks. Vanquish 3 zones and you earn a rare chest. Vanquish 12 and you earn a random exotic. Vanquish all zones in the game and you get a title. Previously vanquished zones may be vanquished again for other rewards.
Dungeon Vanquish
Last but not least! This is a new type of dungeon path. Rather than skip trash mobs and speed run to the end, the goal of this activity is (you guessed it) to kill every single enemy in the dungeon. For this unique path, all routes through a dungeon are opened, and the main bosses are not spawned. Instead its all trash mobs and mini-bosses (like the troll in AC). This type of vanquish is designed specifically for 5 players, and can be done for a daily reward at the end, much like any other dungeon path. The difference is that there is a timer for gold, silver, and bronze reward levels. Gold may be 30 minutes, silver 60 minutes, bronze after that. You can keep going back and trying to get gold as much as you like. There’s also a title for vanquishing all dungeon paths on gold.
Let me know what you guys think!