My suggestions are real simple and are based on some very critical User Experience design concepts – to reduce the amount of resistance between your user and their goals.
Let me elaborate.
The goals in this case are the PVE content, and at 80 the only real rewarding ones are:
- DE’s that drop chests (only way you can get gear your level to drop)
- Dungeon runs
The resistance being:
- The cost to navigate the map looking for DE’s to participate in
- The process of finding a relatively capable PuG to complete explorable dungeons with
Ideally, the goal is to connect the user to what they want to do; so the fewer the steps or logical barriers involved in the process, the better.
So what am I arguing against?
1. The cost to navigate the map looking for stuff to do (I actually love repeating these epic battles – they still haven’t gotten old for me). The issue is that most of the good DE’s are on long spawn timers – to the point where people are actually composing their own tools to predict when these events will occur (ie http://gw2dragontimer.webs.com/).
2. The LFG tool just doesn’t cut it. It’s too broad a brush for people, there’s no refinement or focus within it. Even if people know where it is in the UI, it does a terrible job of connecting people to the game. I don’t want to “Look for a group”, I want to “Beat some epic bad guy’s face in”.
So what am I suggesting?
1. There needs to be a way to rally people across the entire map for particular DE’s; I see nothing that can argue against this regarding the user’s experience, only technical arguments over how this can be achieved. Again, sitting around waiting for that epic DE to begin isn’t feasible, and jumping from waypoint to waypoint looking for the next DE to participate in is far too costly.
2. The LFG system needs some major retooling. Ideally, there should never be a “Looking for Group” tool, as it’s not what users really want; rather work toward implementing a system that shows users what is going on across Tyria. Seriously people, invest a little thought into this and you could easily see how greatly this could improve the QoL for players at 80.
“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee