I would like to see events happening for a certain period of time and then “disappear” for a longer time. In the mean time, its place will be occupied by another events.
Expl. In Queensdale, in Eda’s Orchard the spiders and Queen Spider event will happen as normal for 3 days than "it is supposed we got rid of the spiders, right? " and another events can come in and take the place for another 3 days:
- bandits attacking the farm,
- grubs infesting the aria,
- watering the trees because of the drought
- taking the weeds out from the ground.
etc.
For the Heart Quest happening the that orchard, the spiders will be replaced in the heart completion with the grubs. bandits, etc.
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I am talking about yhe yellow/purple bar for the levels on the bottom of the screen interface. Why do we need such a long bar for showing up our levels?
My suggestion is to move it under the “health orb” in the middle of the skill bar similar to the yellow dodge bar above it.
This time the level bar color for PvE will addapt accordingly to the character profession: green for necros,, blue for guardians, orange for warriors, etc so it will not get confused with the dodge bar.
For PvP, it will be the same dark purple color as it is now.
To the left and right of this level bar you will put the level number and in the middle of it, in a round circle the percentage (%) of gained experience.
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Many threads in here have talked about the night time being too light compared to the day time. I agree with that and they really need to make the night-day difference more visible.
Also, there should be some changes in the world too because of the night time.
1 ) there should be light pillars in the towns and on more circulated roads but no light pillars in forests, lands, mountains, etc
The landscape visibility in places without light pillars should be really tighten up to very close so you will not be able to see the horizon. Let’s say you could only see at a distance as long as in the zoomed in mini-map is at smallest square.
Also, the mini-map colors should change during the night time from green and brown to light blue to dark blue and the player’s torch radius shown in day time colors (see below at no 3)
2) there should be a lot less NPCs moving around in towns during the night time and possibly different looking NPCs as vendors in towns and explorable
If they want to keep the same NPCs they can put them in a sleep emote and when you click them they would say something like: “Hmm, (yawn) what do you want? Take what you want and leave the money here, I will go back to sleep (snore)”
3) players should carry a light torch tool that will auto-light up during night time to make the close zone around them brighter Also, there can be more types of torches for which the brightening zone will vary.
Torches will have minutes remaining instead of consuming the tool. The merchants will sell “oil” “lamp oil” “batteries” for refilling the torch light time
Refilling the torch will not be mandatory like having the gathering tools is not required either, but they will make the night brighter for those who want it.
(to give a better idea of this, imagine the HoM rewards “flaming sword” and “flaming gloves” which give a light zone around characters)
NOTE: the torch will not be a visible item on the character, but it will just give a brighten up zone around the character. Also, the consuming the time of a torch will stop during the daytime, and the minimum buy-able time for the torch will be at least 75% of the whole night time – if the in-game night has 45 min, the minimum time bought for the torch will be 30 min.
4) events should vary depending on night / day cycle more on the foes that are involved in the event than the event mechanic itself
Expl:
In Eds’s orchanrd in Queensdale, in the day time we have
“kill spiders”, “Kill Spider Queen” and “pick up the apples”
but in the night time we could have
“kill the bats”, “kill the Bat Queen” and “protect the orchard from the bandits stealing apples”
EDIT:
5) foes in the explorable could change in two ways: totally new foes that can be seen only during night time or the same ones but in a sleeping animation
It is night so all wild animals / foes are sleeping. during night time, and they can be gathered into more close distances as they would be in a pack leaving wider spaces in-between these packs
Aggro-ing one foe / animal will wake up the whole pack, making the night experience either more dangerous, either more avoidable depending on the players approach
Ezpl related to Queensdale:
During night time, there should be more wolves, bears, raptors, bats, harpies and very few deers, stags, moas and NO cows in the Bar Curtis Ranch (cows are not roaming in the fields in the night, right?)
The spiders, will be in the trees not on the ground during the night time.
The moas will all sleep together in one spot
All stone elementals will be piles of rocks not roaming around around the Dam
etc
If you have other ideas of making the night different from the day, please add here but do not focus only on the night darkness issue which is already implied as requested by many players already.
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If you could let us copy the chat text and then use Google translate it will be a big step forward and easier to implement then the in-game translator
For those of you whining about this… do you have any idea how much it costs to keep servers synced between continents? No you dont its readily apperant from your posting. You also dont seem to realise its not simply a matter of sending the data from one data center to the other, not do you seem to realise the issues with global routing, peering of tier 3 networks, BGP and several other issues that crop up when you try to do this globally. Ya all sound like spoiled kids. wha wha I could do this in GW1.. well GW1 isnt GW2 you assume they work the same network wise but they dont.
The question is: WHY did they choose to make 2 different databases instead of one while Australia and Philippines are at similar distances from US as Europe is and they can play in US without major problems? Why did the Europeans need a different database?
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Are there any plans for re-doing the whole current storyline in order to make it feel more different for each race / character?
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Will the costumes be buy-able from an NPC Costume Maker like in GW1 so they will not fill up inventory space?
An utopia idea would be if all players from one region / data center will transfer to the other region / data center so they all will benefit from the guesting free with no more needed transfer fees.
I love it!
Let’s do that!
I suggest that all from EU servers move to NA. The reasons behind this:
- US have more lags in EU then EU is NA
- In EU there are about 20 countries while in NA are the rest of the world so more people to play with in NA
- The time line spreading across NA servers is far larger then the EUs: from Japan, Australia and Philippines up to Americas North and South plus Africa.
- if you are European, you can still play with your European friends at your own hours having the advantage of the random presence of people from other parts of the world
:)
We have now underwater combat and ground combat.
Are there any plans for aerial combat and mounted combat?
An utopia idea would be if all players from one region / data center will transfer to the other region / data center so they all will benefit from the guesting free with no more needed transfer fees.
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Yes, on your home server.
Let me give you an example of what I mean.
Say, I want to make my home server Anvil Rock for WvW, but my main guild is on Gate of Madness. So, I WvW on Anvil Rock, then when I want to PvE with my guild I guest to Gate of Madness. Only problem is that as I do events and such I will be gaining influence for my guild on Anvil Rock. My guild does not play on Anvil Rock, so I might as well not be gaining influence for my guild.
Am I interpreting his post incorrectly? Because when I read it, it sure sounds like that is what is going to happen.
Yes, you are right. You will gain influence for your guild in Anvil Rock, but they will not benefit from it on Gate of Madness.
I am not sure if the boons applied in Gate of Madness will effect you on Anvil Rock, but most surely some of them will
Please change the names of the regions from Europe and America into something generic like Zolean and Golean. Make players choose one of these at the beginning and after that put them to choose between the home worlds. In this way you will eliminate the stubborn mentality of joining the region you live in and players will join one of the two regions based on their names and game performance rather then their pride.
In this way the guesting will be totally appreciated
“Change Home server” and “Guest” are just words placed on two buttons. What stops you to have the same " datacenter transferring procedure" behind both of them, one with a fee and one free with the “no WvW” condition?
If possible, it’d be absolutely awesome to right click and guest straight from the friends list.
One of the cool feature of this guesting is the “NO Friends needed” for guesting. What you suggest restricts players even worse then the NA/ EU restriction
i don’t see whats the deal with NA/EU guesting. i don’t wanna play when everybody else is sleeping anyway…
at noon time in EU servers there is virtually nobody, while in NA servers are the Oceanic and US late night players.
In the meantime, before the patch comes out that introduces this, you could always move your account to a different data center so that this is no longer an issue. They recently increased server population limits to ease world transferring in these last days when it is free.
So, if you PAY you can fully transfer to another home server in another region , but if you DONT PAY – aka guestsing – you can’t. Woow, really big “technically” issues here called “money” LOL.
Why couldn’t you just have ONE SINGLE PVE server divided in multiple channels (overfow servers, districts, you name it) which could be “joined” at anytime no matter what region they are in??
Why did you ruin the gameplay of PVEers for some stupid WvW pride?
Do you think a PvE player cares if his/her Home Server is winning or loosing in WvW? I think not.
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Here is the suggestion I made a few days ago
https://forum-en.gw2archive.eu/forum/game/suggestions/Classic-Arcade-Mini-games/first#post1206827
if you open map (M) and you hover the mouse over the zone’s name it will pop up a mini-window showing the things you have completed for that zone.
As of this moment, only Southern Cove is not showing it or it show it wrongly.
Rangers might get a crossbow in the future, but surely no guns of any type.
I turn off these circles. I don’t like to see cartoonish, unrealistic graphics. They just break the immersion. Also, I have turned off enemies names, NPC names, players names…. and everything else that fills up the view. Ctrl and Alt are good for use from time to time but very rarely. There was another thread here with a sensitive UI. I am all for it, so everything on the screen is hidden unless purposely revealed
How about introducing in the game the old fashion games like solitaire, backgammon, battleship, etc but with a GW2 Tyrian style twist?
There are a lot of NPC in major cities that could offer some coins for the challenge
The matches can be done versus the NPC or some other players, randomly chosen from all servers. A sort of old fashion traditional PvP
If there are no players available for the challenge, then the NPC takes the role for that. Whenever a player is selecting the challenge it will be matched up with others.
Here is a list of classic games that could be adapted for GW2
http://en.wikipedia.org/wiki/List_of_board_games
I just play PvE so a lot of these suggestions are irrelavant to me. The personal storyline could be dumped completely as far as I’m concerned, as it is low quality material.
I’d like to second the following though:
" Remove the nickel-and-dime mentality from the game
We’re charged for virtually everything. There are gold sinks in the Trading Post, for using waypoints, for changing traits, for repairing armor that was broken due to the cheap shot mechanics of unbalanced dungeons (as I complained about above), and the list goes on. We don’t need this many gold sinks. Don’t nickel-and-dime your players for every little thing, it limits their overall freedom and doesn’t encourage players to go jumping around the world to chill with their friends when it costs them a lot of money to do so."
Seems we are expected to make gold by endless microtransactions or selling materials in bulk, for which he have no storage space unless we pay for it.
I don’t like the Trading Post and the whole para-economy, it just encourages people who are there to make money or for other reasons that don’t contribute to a fun game.
I don’t like soulbound items that I can’t give to my alt character, and junk items.
I have the feeling that GW2 is your first and only MMO. if not, you really have no clue how a company works. Anyway, you should give a try to TERA or AION and then think if the economy in GW2 is so bad.
@Ronah I don’t care for the tone of your reply , but here goes: The difference between personal story and the rest is that you can do the rest with other people.
See you later.
You can do storyline quests “with other people” but as long as people don’t bother doing them, of course you don’t know that
It is A-Nets fault. They should have put the story missions mandatory like in GW1: You couldn’t unlock another zone if you didn’t finish the story mission leading to that zone. Period.
Everything went fine in the storyline, up until you joined the factions and the Sylvari commander showed up. They should have put completely different storyline to each race which will never meet until the last battle. That would have been awesome.
The Factions requests should just be auxiliary quests not in the main story. They could be something like the stiry mode in dungeons are – an expansion to the actual story.
Finishing the personal story must be a requirement for advance in the future expansions. In GW1 you couldn’t access different things unless you finished the story. I want this feature for GW2 too.
No, unless the personal story is worth playing. It just isn’t for many of us.
Do you do heart quests? I bet you do, So why is is such a bore for you guys playing the storyline? Its is just a chain of quests – because you can skip all the cutscenes.
What give the hearts better and more than the story?
Oh, its is the name “story” that bothers you? Fine, change it to “Primary Events” or Primary Quests" to be more familiar from GW1
So, you run the whole huge map and run dungeons but you get so “borred and frustrated” with the primary quests?
They are just quests, traditional quests that takes you go from one place to another, they are in ALL MMOs. Why are you so “against” it all the time.
Level 80 exotic gear has the same weight in stats (different distribution) no matter if it comes from Karma (which can be earned thru PvE), dungeons, or badges from WvW.
Unless I missed something, that means that dungeon gear is no better than doing regular PvE events and earning Karma to get your gear.
There is no place in normal PvE to get Ascended gear yet. So, as i see them focusing a lot on these Fractal dungeons, there are less to none chances to be added in PvE anytime soon. I know, its not needed in PvE atm, but still it is restricting players from having the same new stats.
Why do you guys add more and more dungeons to this game? Wasn’t it supposed to be a MMO-RPG not a CO-OP RPG?
Why are there 5 member team based instances while you could add 12+ party instanced mini zones with random join like it was in Toypocalipse? Aren’t we all heroes after all?
Why do you segregate the players between dungeons, dungeon modes, and dungeon level modes? Is this a sort of Dungeon Raiders game?
Why do you add better gear only in dungeons and not in normal PVE? Has the “ad-hock grouping” mentality faded away slowly and has been replaced by the “LFG” mentality?
Why are dungeons a part of PVE anyway while they have a totally opposite mechanic?
Here is the suggestion for you:
Make a Dungeon Raider mode to the game similar to sPvP with a lobby and a dungeon games list,… and take them away from the PvE. Who wants dungeons, let them be in there in the dungeon lobby and not fill up the Cities or zones with “AFK” players looking for parties.
I called them AFK because one of the A-Net staff said that they kick / ban you out of the game while AFK because “you are not actively playing”
You could call this lobby: “Garden of Eternity” or “Hall of Heroes”
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What are we supposed to do in this game honestly?
Having fun with people you know and forget about the big carrots at the end of everything you do.
Hearts are quests. Instead of seeing them in a Quest log and after taking the reward they disappear, we have them transformed into NPC merchants.
Events are repeatable quests with a timer.
I don’t think they will make the heart quests repeatable too, but they could add a daily email from the Faction with the request to help different NPCs which will be the heart quests reloaded
The mail will be like this:
“Hello Hero.
There are some citizens having trouble in Queensdale, Sparkfly Fen and Kessex Hills
Please can, you help NPC1, NPC2, NPC3, … NPC 10? Your help will be rewarded, of course!
Reward:
Helping 5 NPCs = 1 hero token
Heliping 10 NPC = 3 hero tokens
Hero tokens will be used to purchase a special armor called “heroic armor”
The zones will be spread across all levels because the mails will start to appear immediately after the character has joined a faction.
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As they have put the pact weapons for finishing the story, they could’ve put some armor too. In GW1 Factions, you could access some elite armors only after beating the final mission. They can call it Pact armor.
I think the guilds will be re-worked in the future updates. Its a lot of things to do with them so they just kept it hidden for now
All someone has to do is create 4+ alts not touch the game for just under 2 months (210 days / 4 = 52 days) and bam. Insta-level 80 number 2.
Its only 1 experience jar / 24h offline time / account. I didn’t mention “per character” I said similar with the dailies karma jars. You can use that Experience jar on a lvl 80 character or on any other character, but its only 1 jar / 24 h.
so the number of alts will not affect the amounts of jars earned.
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Finishing the personal story must be a requirement for advance in the future expansions. In GW1 you couldn’t access different things unless you finished the story. I want this feature for GW2 too.
….and annoy those who have to deal with them being where they don’t belong.
In other words, the scenario is :
“kitten off you noobs, you don’t belong here in our game and we don’t want you to play the kittening game unless you are kittening prepared accordingly to our kittening standards, capsici?”
and the required answer would be
“Sorry, we’ve bothered you. Please forgive us. We will leave and let you enjoy your small world of elitists. We are sorry we were not born ready to play this game with you. Have a peaceful life without us.. Arrivederci!
/facepalm
And maybe instead of reading, I’ll just keep moving my bookmark ahead a few pages every night until it gets to the end.
You didn’t choose a very good comparison, I am afraid. You can move the bookmark ahead and not read and in the end you don’t know anything about the book, because it is finished, while the game starts at lvl 80.
You can do all personal story quests in a row without the grinding breaks between the level requirements.
You can equip any type of armor and weapons – if you afford them, which means your other lvl 80 has done a good job saving –
You can enjoy the game without the frustration you are outleved by the zone
Remember, you have already beat the game once – so to speak – you don’t need to grind it all again to learn the new profession.
Besides, every player, even those who play long time in a day will get offline hours accumulated slowly – if they ever go offline ofc – so there is a small thing for them too.
you get lots of people who can quickly max level an alt and haven’t got the clue how to play their class which is a grief to people trying to do dungeons.
Did you actually use the basic math to calculate how “quickly” this offline leveling would be or you are just assuming it? I can tell you: It will take at least 210 days (~7 months) if the offline hours will be accumulated consecutively
Does this seem to you very quickly? I have played like 1h each day and a bit more in weekends and I got to lvl 80 in 3 months.
So leveling is quick only for those who think of the game as a work.
There were players saying in her eon the forum they get to max lvl in a week or even shorter time. Do you think they KNOW how to play their class? I doubt that.
GW2 is such an easy game that you can even beat it just using weapons skills so i don’t think it matter how people play their class.
Oh, and one more thing. This forum is saturated with people talking about “dungeons”. Dungeons are not the ONLY part of this game, because otherwise they would have called it “Dungeon Raiders”
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One question.
Why?
Why not?
But to give you a proper answer:
- to give casual players more freedom for leveling alts without the usual daily mandatory grind
- because not everyone can spend 15h in the game daily
- for not feeling left behind completely if you couldn’t play for 1 week
- for matching up with other MMOs
- for giving you a reason to long in the game from time to time
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It will be interesting to have an “offline experience system” in which an account can earn experience while offline.
Condition:
The offline experience system is unlocked only after the account has 1 level 80 character
Mechanic
The game will calculate the time in which the account has been offline and for every 24 hours accumulated of this time, the account will receive an “experience jar” which will be account bound (similar to the karma jar for doing dailies)
The amount of experience gained will be equal with the medium experience gained for doing the dailies *gathering, events, mob kills, variety kills)
Its is not a game breaker, but it gives a better feeling for the players who need to stay away from the game for a few days. It is not offering the karma or mystic coins or any other rewards, so there shouldn’t be any problem with implementing it
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I like the idea of dragons dropping tokens. I mean, why award good looking armors and weapons for 5 players teams in instanced dungeons? Why not give the open world explorers the same rewards too? Why is A-net so focused on “developing the dungeons” instead of improving the explorable? It is a MMO, dungeons should be an auxiliary game mode for organized groups: friends, guildies, families, mates, etc
From the start the dungeons are excluding a vast number of players.
+1.
Always want to have more UI customization.
Please give us scaling of UI (custom, not 4 presets) and round map like in Beta too with it.
I don’t agree with the round mini-map. its not fitting the interface.
You’re effin’ right! Who on earth would actually use this for their regular transportation? It could be a nice novelty once or twice for a short trip, but it will take forever to get to any distant location. For example, to get from Lion’s Arch to Blazeridge Steppes, you’ll have to fly across six whole zones, and face a loading screen for each one! And since so many zones are bordered by mountains or other obstacles, you’ll have to either detour to find the traditional map gate or just flying extra high over barren rock and not see much of anything.
the answer was in the post
“For teleporting from one zone to another, the “transporter” will take your character really up in the sky above the clouds that you will basically see the full zoomed out map of Tyria and them pan over the new zone where the destination WP is and close up until you see the land and reach the WP.”
It wont take longer than a teleporting inside a zone
I bet you guys even skip watching the vistas too, right? The WP systems has been made not for your convenience, but because it is in GW1. They did it because those players were not used to walking around.
Why the characters fly? Did you guys notice the helicopters and flying ships? I bet they are not invented to walk on the ground
I haven’t ever played WoW. I didn’t even know this system is there. But I played more MMOs which have the same system implemented either by land or aerial auto travel and , yes, it is more enjoyable to see a flying sequence and rotate the camera while doing it, then seeing a loading screen picture. There are way to many loading screens in the No1 MOO of 2012 .
If you knew how many things GW2 copied from other games you will be amazed to realizes it is a mutant instead of just a clone.
Yes, it is toggle off by default because the suggestion fits the cosmetic description not a game-play mechanic. it is just an implementation of a vista flying camera with a mount on your screen. What’s so hard to implement?
The current WP system is very convenient for traveling but it has the most game-breaker mechanic called “the loading screens” In a persistent world with races of advanced technologies, its is really non-appealing to see a loading screen when teleporting to a WP.
How can this system be made more enjoyable without altering the core mechanic?
I will suggest the Transporters
Transporters = a sort of device/machine/mount/etc. that will “fly” your character to the WP you selected from anywhere in the world, just like the WP system.
Instead of having a loading screen, we can enjoy and automatic flight to the selected WP on a route calculated and generated by the game so it will be the shortest one.
Every character will have a basic “transporter” equipped from the starter level as the underwater breather is and it will activate only when the WP system is used.
I posted a clip below from AION, but the difference I suggest for GW2 will be that you can “fly” from your current location – anywhere in the world – to a selected WP.
For teleporting from one zone to another, the “transporter” will take your character really up in the sky above the clouds that you will basically see the full zoomed out map of Tyria and them pan over the new zone where the destination WP is and close up until you see the land and reach the WP.
As the WP system works now, characters just pop up in WPs, but with this “transporter” system you will “SEE” players coming and from what direction they come
Once they land, the “transporter” will disappear
There can be different skins for them and people may even call them “automated flying mounts” even they will go underwater too.
Advantages:
- the WP system is not taken out but it is redesigned visually to make it more enjoyable
- the content is not skipped in a worse way than it already is using the current WP system, at contrary, it will offer a different perspective of the world.
- the transporters can be considered by many a non-intrusive mount system
- the WP costs will find a reason in itself being able to “see” how to travel"
- the visuals of the game will be improved seeing characters “flying around in the sky” showing that the zone is actually full.
- the flight will be done at different altitudes depending on the equipped “transporter” so different transporters will offer different views: there can be land transporters too
Disadvantages
- the flight time can vary depending on the distance and on the equipped “transporter”
To solve this issue, the slot where the “transporter” is equipped in Hero window, will have a check box like those for “helmet” and “shoulders” which will allow players to have the option to use or not to use this “flying system” if they prefer “the loading screens systems”
The box will be unchecked by default
NOTE:
The WPs will have a radius zone of 150 m and if a player will choose to teleport to the WP from this close range, the “transporter” will transform from a “flying machine” into a “land machine” which will “run” to the WP instead of flying
-
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I would keep the WP as many as they are, but instead of a loading screen for traveling to WPs, I’d rather use a sort of flying transport which will take the character to the next WP
Every character could have a equip-able slot for a “WP transporter” and it will be used whenever you want to teleport to a WP.
We can call these “automated flying mounts” which will not ruin the WP system, but will make it more enjoyable than some loading screens because it will NOT skip the land but it will give a new aerial feeling of the zone.
- Humans will have some sort of delta plans kite
- Asuras will have a mini flying saucer
- Charrs will call for a war chopper
- Norns will call for a griffon
- Sylvari will call for dragonfly
These transporters
- could vary so they can make these some collectables
- they take the character through an automated generated route from the character location to the WP within the same zone
- teleporting from one zone to another zone will fly the character high in the sky and then back to the WP similar to the zoom out / in the map.
- teleporting to an underwater WP will change the transporter appearance
- teleporting from within caves, dungeons, rooms, etc will use a “beam me up” mechanic or could keep the current loading screens
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UI fading for out of combat + UI transparency sensitive on enemy approach + UI re-appear on combat hit or on mouse hover or click is a must for a more immerse adventure
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especially that leveling is way too easy. What’s the point rushing through the game content? Getting to lv 80 should be a challenge!
For hard core grinders let it be fast, it is their own choice but for casual players it is long enough. I got to lvl 80 in 3 months because i don’t have so much time to play. What you saying is I should get to lvl 80 in 6-8 months? Are you crazy? If i could get lvl 80 in month that will make me happier and I wont mind if people would get lvl 80 in 1h.
NO following system. It promotes laziness plus it will make GW2 just another Asian MMO. Soon after that you will ask to follow NPCs and enemies and the ultimate lazy-guy feature: auto route on the map by clicking a location.
No thank you. You either play or stay, as simple as that.
NO trading system. You want to give someone something, give it free or if not sell it in TP. I cant laugh more of those complaining about the fees. You sell one item like 10x more than the vendor price and you are bothered by a 3% fee? Man, you are really greedy, you know that?
Dueling system will be added, so no need to say anything about it.
Mounts, probably if the new zones will require them: different planet, different continent, etc.
It was annoying in other MMOs to have to manage a quest log, dump old quests because your list was full or because you “out-leveled” them, and fill your bags with quest items. It was also a giant waste of time to travel back across the map to “hand in” a quest.
If they follow the system used in GW1, then the quest log will never be full and the quests will never be outdated. As the game scaling works now, you will never “out-level” a quest. The rewards of these quests could vary from cash shop items to in-game unique items or even better: karma.
To make the quest log more dynamic, the quests could have a timer for completion which can vary from 1 day to 1 week. After that it disappears. In this way, it is supposed that “the NPC got help from somebody else”
All the quests will happen in the explorable.
For example, an NPC wants you to go to the wolf cave in Queensdale to get an item from the chest for him. While you are under the quest you get that item from the chest plus the other loot, while other players who don’t have the quest will get just the loot.
In this way, people who have “a reason” to go there will vary from simple explorers to chest hunters and item fetchers.
Adding these “traditional quests” only after lvl 80 will not ruin the current game mechanic because to go to a quest location will automatically put you in front of events that you need to do to advance.
I am sure that If A-Net wants to add these “traditional quests” in the game, they will do it in an innovative way so it will fit the world’s concepts.
Let’s do that!