This is just a post to highlight some of the problems or balance issues that the current game-play results in for the casual gamer. Before anything else I want to state that I do not want to see GW2 turn into WOW, but I might use it as an example or counter point to hopefully make things a bit more clear. WOW does do some things well.
A lot of these things are actually interrelated, so I won’t really push the relationships between the ideas much, but I’ll probably at least make mention of them.
This is all partly personal observation and opinion being a somewhat casual player, but also reflects forum posts and in game conversation and chatter. If you have further or alternate suggestions or new things that might need addressed, feel free to add. I already had to break it up into multiple posts.
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1 Solo vs. Group
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There is no question about it at all, playing with a group is much easier and vastly more efficient than playing solo. In many games there is a trade off made if you want to group. Faster group kills means sharing loot and maybe experience. In GW2 this is obviously not the case, which is a good thing. I hope it doesn’t change.
The problem is that there is no adjustment or balance involved. A lot of casual players will play solo or be in casual guilds that tend to group a lot less often. The result is that not only do casual players have a more drawn out game experience that feels more grindy, but the more hardcore players can get an experience that feels laughably trivial and easy (just watch some videos to see large groups steam roll areas with 0 challenge or slow down). This is bad in both cases.
One possible solution would be "tag" adjustments. At its simplest this would be adjusting mob stats according the number of players that have it tagged. The result would be solo players capable of a playing at a brisker pace because they are given a bit of a break and don’t need to contend with even trash mobs that can take a not insignificant amount of work to take down. And larger groups would get a more balanced and challenging experience because the mobs get more difficult for each person that tags it.
There could be limits put in place, and exceptions made to keep things from resulting in always feeling exactly the same. For example some mobs might have a limited range of (2-7) tag scaling, so soloing will still feel slightly tougher, but not as bad as now, and large groups can still feel more powerful, but not as overpowered as now. I think the result would be improved game-play overall and a slightly more consistent difficulty for any given mob. Other exception would be things like big event bosses or whatever that either have their own scaling or simply don’t scale at all.
I am not entirely sure how mobs are balanced, but this would be a help even to normal players that are in the "middle zones" (or at odd hours) where players are a lot more scarce and just coming across other players and making ad hoc teams to kill mobs is much much less likely to happen than in the beginning or end zones.