I’d like to first start off by saying how fun and polished this game really is. The leveling experience was a fantastic breath of fresh air and many of the fundamental core designs of the game are very strong (such as the combat system, leveling system, zone designs, classes, etc). I’m a strong pvp’er in mmo’s, more open world than anything. That’s endgame in MMO’s for me. I played DAoC, Warhammer, and Aion which all had focuses on open world pvp (DAoC was the only one to truly do it right at least for a while). GW2 has beautiful, sandboxy zones for open world, but for some reason I have no desire to log in to play endgame. Here’s why (in no particular order of importance):
1. After you hit 80, there’s literally no other benchmark to achieve. ALL other pvp mmo’s have a ranking system for pvp (funny enough sPvP in this game does too but not WvW). DAoC had realm ranks, WAR had renown ranks, and Aion had Abyss Points as well. Now I’m NOT saying implement something like DAoC where your RR vastly affected your effectiveness in PvP. Some of the stuff RR’s gave you was utterly ridiculous and imbalanced. However, there needs to be something to work for. Again they’ve already done a rank system for sPvP (although it doesn’t mean much), so why can’t they do it for WvW which arguably needs it more? There needs to be a carrot that doesn’t imbalance the game.
P.S. Like in Aion, I think death should make you lose some points of whatever rank they would put in. Penalties for death are good. They make pvp much more exciting.
2. Open world pvp in this game is INCREDIBLY impersonal. What I mean by that is you cannot see the names of opposing players. This, imo, is a huge oversight. Part of what makes war in these games so much fun is developing competitive relationships with players from the other sides. We call them grudges. Any hardcore pvp’er knows there’s nothing sweeter than beating a player they’ve built a rivalry with.
Now I understand how the switching servers kind of puts a wedge in this, but still. Rivalries do not take long to build and servers frequently get matched up with each other more than once. This is one of the things that makes pvp so much fun in other games with arguably inferior pvp mechanics (like WAR). It’s sad that something this small really holds back a lot of the more amazing aspects of WvW in this game.
3. Loot. Nothing is more anti-climactic than wiping a group of enemies and seeing that one corpse sparkling with shiny lootz, only to walk over and get a gray “chipped tooth” 90% of the time or something so inconsequential. I know the point isn’t to get loot in pvp, but cmon. That’s weaksauce.
4. Badges. The badge system has soooooo much potential that’s being wasted right now. Other than needing 500 for legendary items, you can only use them on one set of gear: invader (at least in my understanding). There’s a ton you can do with this. Very underwhelming.
This was longer than I meant it to be, but for me it’s kind of a tragedy to not be having fun in a game that is so well-made. Open World PvP is what will make an MMO last for a long time in today’s WOW’ified MMO market. Arenanet needs to make it the best and most fun system out there and they, unlike other games, have the foundation to do so.
Peace. (Please keep comments constructive, thanks)