Difficulty of open world PvE is stupidly easy
Open world difficulty is kind of a joke right now. Little to no organization is required to complete events and tasks, particularly when there’s a zerg involved. Sure there are exceptions like Temple of Grenth. There will always be exceptions. But by and large group events are just chaotic events where you try and tag as many things as you can for loot. Where is the difficulty like in the dungeons? Where’s the skill that’s required like in the fractals?
Champions and large group events need to be overhauled to deal with zergs. Any sort of challenge in the open world is lost in the mad grab for loot, and what’s disturbing is that the community seems fine with being placated with new avenues of personal loot instead of challenging new gameplay.
My suggestion
I’m sure many of you are already saying something along the lines of “They say this is coming so just wait”. You know what? I’m sure it is. Arenanet has already been introducing some elements of what I talked about. The living story is a magnificent way to introduce permanent world changes and recently also introduced player interaction on how that changes. Map invasions are a nice addition to open world activities. But these additions have not come together to offer the open world experience that was promised. That’s the frustrating thing about this whole situation: Arenanet has put all the necessary ingredients of a great open world experience in place but has not capitalized on it and brought it all together
Here’s what I would love:
Take the idea of WvW keeps/towers/camps and apply it to a map that is the subject of a living story segment. Holding or capturing these points on the map would constantly generate points towards the living story event. If enough points are accrued, the map changes for the better: maybe a new town is established with new skins or instead of a barren wasteland the land heals and a forest grows with a plethora of new resource nodes. Something that is permanent and map changing. If that point threshold isn’t reached there is a negative consequence both in the story and in the map. Instead of a town, now it’s a den of thieves. Instead of a forest, the wasteland becomes home to dragon minions. This could also be applied to any new map that comes our way. It would be wonderful for the community to get involved in how maps are created and would give purpose to doing things in the open world regardless of personal loot. The key is bringing all three points I mentioned above together. Make events meaningful by creating consequences and rewards that are world changing, and make sure it is challenging enough so that there is always a risk of failure.
All that being said, Arenanet has been consistently improving their game, and I trust they will continue to make the game better and better. They’ve shown a willingness to listen to the community and have given it a lot of the things it’s asked for since launch. For that reason, I wanted to put my opinion out there to be heard. Cheers.
TL;DR – Please make open world activities that are challenging and have consequences and meaning behind them.