I think adding story would not work very well with the existing heart structure. First, there is no need to talk to anyone to complete a heart, and no reason for players to think they should bother this one time unlike in the dozens of other hearts. Second, there is no way to ensure players do hearts in any particular order. Level is no guarantee even without downscaling and is meaningless to level 40s in a 25-35 zone.
I do think hearts should be reworked somehow, or at any rate some kind of open world activity besides events should be introduced. However, this should not be a revamp of old zones but rather part of new zones. The expansion seems to be nothing more than a few level 80 “What if Cursed Shore and Silverwastes had a baby?” areas. This is baffling to me. The best thing about the Silverwastes is that people are always doing the Silverwastes. If there are 4-6 zones that are all similar, will that still be true? How many people are still in Dry Top, anyway? That’s with just two of the new style zones.
Does the game really need several more of those? Does it need more level 80 zones period? Not only is there a new profession coming, and not only do many players delight more in making alts (and buying slots) than doing level cap content, but also the downscaling system means lower level zones are still usable by 80s. Creating new (and better, one hopes) leveling zones can be far more effective than piling on event-only cap zones.
As it is, hearts seem to be unloved by players and developers, judging by their abandonment. Some of the problems are:
- While across all hearts there is a variety of activities, each heart feels repetitive.
- While across all hearts there are many and varied rewards, a given heart probably offers nothing to the person doing it (who gives up even checking before long).
- Each heart has its own NPCs with their own text, but the sheer number of them soon discourages players from talking to them or paying attention to the story behind the heart.
- Hearts theoretically guide players to events, but there are only so many events and many of them are far away from hearts (often too far to show up on the minimap).
- Heart completion bonuses discourage players from participating in events that take them away from the hearts even though those events are designed to move them around the zone in an organic, fun way.
My own suggestion is simple: Mega Hearts. Many of these problems can be ameliorated by heart consolidation. A new zone has 2-5 hearts rather than 10-20. Each heart covers a large part of the zone. All events taking place within its area are visible to all players within it, and mobile events go to locations within the heart, which for a given heart includes different sorts of areas (such as field, forest, town, etc.) Each heart can be filled by methods taken from multiple of the old hearts. Each heart has a full set of rewards: Rather than offering a bad amulet, two cooking ingredients, a soup recipe, and a pistol, one heart in the zone might have all the ingredients and recipes for level 100-200 tradeskills while another has complete armor and weapon sets for levels 15-25. The rewards are themed for the locations they cover, so there could be a bazaar heart that offers toys and consumables while a fort in the same zone has armor.
In order to keep players interested but not overwhelmed, Mega Hearts have multiple completion levels. For example, filling it once gives white and green gear, twice blue gear with upgrades installed, thrice higher level gear, etc. At higher completion ranks, the NPCs have different text and allow players to start different events. Eventually these changes cap out, but the hearts can still be refilled and give some kind of bonus for each completion, much like PvP reward tracks.
The idea is to offer players more condensed content and rewards which encourage them to pay attention to where they are and what they are doing rather than bouncing from heart to heart (or event to event) for xp and karma while complaining when one takes a little longer than usual. People would still do that, of course, including me, but the objective here is to maximize happiness, not minimize unhappiness. Ideally, players would develop some fondness for hearts they spent a lot of time in and from which they took many rewards they liked, and even revisit them and hang out with other players while doing events. and such.
That’s my little idea, but in any case I am convinced level 80 events alone are not a good way to expand the game and that the main problem with hearts is the amount of them.