Largely agree with Sirendor, except his conclusion I guess – bit overboard
. But yes, gold should play a minimal role, and particularly serve as a safety net. Also, it should be given not for massacring mobs, but for playing the game.
That is key. Stop making RNG loot the primary mechanism to get the things we work for. DE’s? Let the primary reward be from DE completion – instead of the loot from mobs killed. Make Jumping Puzzles rewarding.
USE the DE system to its full extent. Player needs lodestones? Give him DEs that reward lodestones upon completion (say, for clearing an elemental infestation), instead of mindlessly killing the mobs over and over.
Balance DEs. Is a DE popular? Lower its rewards. Impopular? Raise rewards. This could probably be automated, and should ensure players won’t just try to do the most rewarding DEs.
Make DEs meaningful and impacting the world. Don’t have a dragon minion spawn every 2 hours. Make it a series of event lasting several hours across at least an entire map, culminating in a serious battle. Reward players based on how many events they helped in. Say it’s a series of 10 DEs: the player who does the first 9 before logging, gets a major reward; he who just logs in to slay the dragon, gets little. Afterwards, plenty of DEs in rebuilding the villages that were burned down (/frozen solid/crystallized/undeaded/devoured by Oblivion gat…nvm).
And that’s just basic suggestions. Area gets neglected? Let it be overrun, with only main roads remaining safe (somewhat). Make visuals for players to see what maps need help, and make all rewarding for lvl 80 players.
Another one: fewer mobs. Exploration gets annoying if you’re just battling through mobs and hoping you don’t get respawns in your face. Just compare the landscapes of Skyrim and Tyria… and yes, it’ll mean some zones get almost cleaned out by players. So? That’ll give them some incentive to go somewhere they’re actually needed.
Could also make the map status impact the world. Most maps overrun? With trade routes broken, various costs increase, and DE npc’s can’t pay their saviours as much. As players help in taking back zones and rebuilding the settlements, those rewards will increase again.
Pretty much all of that, seems to me, is extending the DE system. Adding new DEs is a means to that end. Yes it’d take time to do that – how about doing that for monthly updates?
And while at it: make it all in tune with the endgame shinies. Legendaries and ascended gear should NOT be a matter of grinding, nor of doing stuff we don’t like. It should be goals you’re working towards just by playing the game – working for it just means you focus your efforts on something specific. Make it depend on skill, and some persistence. Minimize RNG, it’s cheap and if half the vision of GW2 is true, ANet can do better than that.
That’s enough for now I think. To respond to the topic title: if ANet’s disappointed in its players, it failed to take the lessons of the past. If you make your rewards depend on grind, people will do that, and once a bunch does that, the rest is drawn into that by the economy. Players respond to how the game behaves, and that’s how developers have that power. So make sure the game rewards the behaviour you wish to see; take action against players who’ll break rules in their farming behaviour; make the game interesting. DEs can do all this, and more. That’s why I saw it as vision – something that has yet to materialize. I understand Divity’s Reach wasn’t built in one day, but ANet’s had about a year to work out the child’s diseases and get a basic structure of year-round dynamic content. Now it’s time to start fulfilling the true promise of the game.

