Introduction- GW2 is an amazing game with a very dynamic world but something seems to hold it back, make it less “addictive”, and l feel this is because Arenanet has tried so hard to individualize itself and abolish traditional questing and a gear treadmill, this makes me feel once I get the skills I want and get to max level I have no motivation to continue playing, I mean yes I could grind for months for a legendary but that doesn’t sound fun if I still have no motivation to play.
I totally agree with the lack of gear treadmill, it makes it a more rounded experience, BUT some sort of progression system needs to be added and to satisfy this I suggest that when we get more activities like keg brawl, make them based on gear or have some cosmetic/ extra functionality that will have a collect them all approach. Like in polymoc we could collect polymoc battle pets, or in the Trading card game we could collect a strong deck of trading cards.
This brings me to my next suggestion. When we venture out around the world of Tyria we are presented with Dynamic events and Heart quests. While I find both exciting they both keep us in one place doing a repetitive task. What I found really enjoyable is the Halloween quest line with the mystery quest that had no actually quest log but was dependent on our interpretations of interactions between us and a NPC. I also found the whole Pipe organ mystery very fascinating also, it brought the feeling of an adventure leading to a riddle, and the feeling of a quest that wasn’t about fighting but about our thinking. I could see this being a common thing, you could talk to an NPC and they might lead you on a path to solving a mystery, some people might not even realize that the NPC is trying to lead them on to go and find something, like they might say something hinting about something in a graveyard, this could be a tomb stone to interact with but its only intractable after you talked to the first NPC. a NPC along the quest could also give you items to help on the quest or be a part of it. Once the quest is finished you could end up in the next building, in the next city, the next map, or on the other side of the world depending on the complexity of the quest. Once you where finished you could be in a new small area only unlock-able by doing the quest where it could be a jumping puzzle with a rare chest or you might be talking to an NPC where you get your final reward… The rewards could be in the lines of town clothes, mini game gear (mini pets for polymoc, trading cards for the TCG) or it could be weapon/armor skins or gold, low level zones could give you decent weapons or armor and backslot gear.
This would promote exploration and adventure and give us a reason to interact with more NPC and other things like statues. Hell doing this could spawn new dynamic events that only occur when someone triggers the event via mystery quest interaction.