6. Alternate progression. This is one aspect that most games tend to fall flat on. While fine for single-player games (and to an extent limited multi-player games), players should not be shoehorned into one path of progression. Guild Wars 2 suffers from this mindset. One of the hardest things to do in MMO games is how to marry the “casual” and “hardcore” crowds without alienating one or the other. I do understand that. However, I find that most developers over think the solution and end up causing a bigger rift between them and the player-base, and between the two player-bases themselves.
There is nothing wrong with hardcore commitment and casual play being mutually exclusive to themselves. There is also nothing wrong with having both player-bases having access to similar, rewards. Note that I used the term similar, and not same. Let’s take the previous point to base this example on. The dungeon in question can be attempted by every (max level) player in the game. Upon completion of each path, the players earn tokens/relics just like they would any other dungeon. These tokens can be redeemed for lesser versions of some of the items available in later paths. These lesser versions should have enough variation that they are distinctly different than the ones obtained in the dungeon further on. This could be as simple as certain weapon skins not having a particle effect to armor skins looking dull, matted or unfinished (even fewer dying options). Again, I’m warning you, no spikes. Just don’t even think about spikes.
7. The game needs to be objective, not reactive. This is mostly in regards to WvWvW but can be applies to normal PvE and some PvP content as well. One of the major problems in WvWvW is that it is extremely reactive in what is accomplished. It is more focused on being about clearing a point and moving on, rather than building on an overall objective to progress the match. Zerging each point and moving on to zerg the next point and then falling back to a previous point is all reactive game design. To stop this there needs to be varied objectives in matches that can change the outcome and to counter-balance the entire reactive style of play. The breakout events are a great example of the start of objective content. But even this can be further refined.
For start, players have no tangible benefits to certain points. One keep does not do something another keep doesn’t do. If Keep A and Keep B offer nothing, or the same thing, there is no point in maintaining a strategic hold on those points. By offering each point a tactical advantage of some type, these points become actual objectives. This can be seen in the weather temples in the borderlands (while they are a great start, the are ultimately not needed). Imagine if Keep A provided constant waves of (temporary) NPC enemies that would go and attack certain points. Or if Keep B provided temporary held bundles that gave new weapon abilities (or bombs!). This changes the format of WvWvW to being about maintaining your objectives rather than merely reacting to zerg tactics.
This can be further streamlined by implementing sub-objectives in each of the main objectives as maintenance. A farm supply camp has an event where players need to gather food to fill a supply gauge to increase the rate of supply provided to Keep A. One mine supply camp needs materials gathered and brought to create supply crates that the players can carry to Keep B to spawn more weapons or bombs. These players would be vulnerable to enemies unless escorted by other players.
By creating objectives like these in WvWvW, you move from the current static environment into a more dynamic and competitive environment. All without a focus on zerging.