Posted here, because it contains more than simply suggestions.
An alternative Guild Wars design
Foreword and definition
I intend to lay forward a different design for Guild Wars than the one there currently is. I choose the vague word design, because I want to change a lot of things and I could not find a word that would cover all the changes besides such a vague word as 'design'.
I'm a PvP'er and a firm opposer of grinding. I also play PvE sometimes, so I know of both worlds. I have a large interest in philosophy, so this might contain some philosophical elements. This essay was written while I was making it up, so sometimes I will write about something that I have not explained yet, just read on.
I want to eliminate grinding totally. Grinding is defined as repeated non-stimulating actions. This IS a subjective definition. It is that because of the subjective nature of 'stimulation'. Stimulation is whatever the player enjoys doing, thus non-stimulating is that which the player does not enjoy doing.
The player is the average player. The player might grind in order to get something else, for instance, money. But it is not the grinding per se that makes him happy, it is the reward received. In this way, farming quickly becomes grinding, because it is monotone and boring to do.
PvE and PvP character distinction removed
One thing I would change, is the way PvE works. I want to add an optional possibility for creating max level PvE characters, complete with non-visual stimulating items, but nonetheless max items. This is to enable greater variety in PvE play and eliminate some problems. This change opens for highly customized PvE without the grinding needed. Do you want to try beating a mission with 8 monks? No problem. With all rangers? Fine. Note the optional, you can still create level 1 characters if you wish. Add a restriction that you cannot create a max level character of that profession before you have leveled it up once. This fits the lore, as the spirit has to learn to use the profession. More information about the spirit later on.
This effectively removes the difference between PvP and PvE characters, so we can just scrap the distinction all together. This might offend the lore-interested player, but that I have a solution for. Let's say that the player is a spirit that can enter different bodies. So, when I enter a warrior, my spirit just combines with the warrior for the time being. Account based titles are thus spirit titles, they function over all characters. There are no longer any character specific titles, but there are profession based titles. One example could be beat the game in monk parties only. This title would stick to the account, so even if you delete your monk character, then you can just create it later and the title will be there.
This fixes problems like:
I am unhappy with the character name
I am unhappy with how the character looks
The next thing to change is unlocks. Everything is unlocked per default. There is no longer any grinding for unlocking.
But what are players supposed to do, when they don't grind?
Players don't spend time gathering max level items. But they still gather prestige items, like the current design. To add more stuff to do, I want to focus a lot more on challenges and fun.
The game ought to contain a lot of challenges in form of achievements. I mentioned one before, but they come in the form “accomplish x without y”, like healing. There is still hard mode.
Running mode
I wish to reintroduce running as an actual gameplay element. Then I want to add spirit-based map travel--once the spirit has been there once it can go there with any character. This eliminates the current reason for running--laziness. However, I want to add quests for running and even missions. Running quests come of the form “get to x in y time, the faster you get there, the more money you make” and more advanced ones like “Get to x, in y time, with item z., earn more money per less time used.” This way, running remains a way to make money, but in a hopefully more fun way than grinding.
Combating boredom
After a while, running the same routes become boring too, this is why I want to increase the dynamics of quests. The harder and more profitable running quests will receive random elements, like different creatures on the map and different maps all randomly generated. Running is to become a team effort, but there ought to be some solo-runs that are also profitable for players who wish to play solo.
Escape mode
Another gameplay that ought to be added is escape-mode. You might know this from Warcraft 3 custom maps. It seems good suited for Guild Wars. Basically, it's like running although only an x amount of players need to make it--the more the more money. It will feature highly interactive areas with traps and what not. Dynamic elements is also added to this gamemode. The main difference between running and escape mode is that in escape mode fighting is a more viable tactic.
These two gamemodes are not exhaustive for achievements, there are many possible ways to create interesting achievements:
Can you beat the game on hard mode with only four skills?
Can you beat the game on hard time in five hours? Effectively introducing speedrun as a gamemode.
Continuous content
Instead of a monthly fee that most or perhaps just many players prefer not to have. I want to lay an extra focus on small content update sale. There needs to be a better in-game store, this is absolutely necessary. Then, I propose that they make small areas with new quests etc. and sell them. The good thing about this model versus monthly fee model is that if you don't like the content, if you don't have to buy it. The new areas could introduce new skills, so that PvP'ers could not play a lot cheaper than PvE'ers, because they had to buy some new content to get new skills.
Global PvE skills removed
They remove creativity. By global I mean Ursan-ish skills, Sunspear and other grind-title associated skills.
Titles - back to skill>time
Titles are appearance only.
In-game voice support
Yes and remember to add a feature to mute players, to prevent lamers from destroying the game for others.
NPCs in PvP
Is a contradiction in terms. PvP ought to be less focused on NPCs, Abs and GvGs are too much focused on NPCs. And the game needs better party support. Did you ever try to heal NPCs and non-party friendly targets? It's hard, because they don't show up. Simply add an “allies within radar range”.
More PvP features
Add organized versions of ABs and the A-missions. Imagine playing Fort Aspenwood with all guildies? Also add random version of HA. Make it so, that it groups people in somewhat usable party configurations (1-3 melee, 2-3 healers...). With improved voice support, this ought to be fun.
Comments please.
(I will not respond to all posts, it might be because they are stupid, boring, repeated points or I might be lazy)
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