Goal of Proposal
Ensure that rewards properly drive players to engage in challenging and difficult content instead of choosing the easier content because it is more profitable (not simply because it is easier.)
What problem are you trying to solve with your proposal
GW2 has a wonderful combat system that is well utilized in many encounters. Unfortunately, the most easily completed content is often also the most profitable. This provides little drive to the challenging content.
Proposal Functionality
I am sure that this is not intentional. It is unlikely that Anet devs decided “Hey, lets make sure that the hardest game content isn’t as rewarding as easier content.” Instead, I know this is a matter of it being difficult to accurately judge what a proper reward is. After all, players are constantly surprising, and giving a place improper rewards can have disastrous effects on other content.
It’s important to give difficult content unique and tradeable rewards. Prestige items like the fractal weapons are great, and their lack of tradeability causes them to be a testament to one’s devotion. The Twilight Aether weapons are an example of a good reward, though valuable skins unfortunately must be rare enough to maintain value that they often fail as a compelling reward system.
Instead, I propose that you ensure that difficult content provides a frequently liquid item that other players will want, but that many will be unwilling to earn due to the difficulty of the content. If the new content has an item awarded similar to how Fractal Relics are (something which scales with the content) but is desired by the playerbase in a way such as foxfire clusters are (used in large quantities to make an item that most players, specifically those even those who won’t be running the content as well, will want) then balancing the rewards will be much easier as the players themselves will determine as a group what the value of running this content is.
Associated Risks
Many players dislike having to purchase items to create something that they want or feel they “need”. (For example, people who farm for materials to use instead of farm for gold to buy the materials) These players might feel that they are being “forced” to play content they’d rather not do. However, much of the economy of an MMO is entirely based around the idea of paying money to people who perform an action you don’t want to do (for example, farming materials) using gold you earned from actions you do want to do; so I don’t think these complaints are worthy of great concern. As long as they can be earned with gold, everyone should (hypothetically) be pleased.
