I'm sorry, but I really just don't understand what you are saying. Are you suggesting that players who have been playing the game for 5 years and have done everything in PvE 10+ times will stop being bored and will find the game attractive again because they can earn more money? Most of these people already have loads of money and have bought everything that they desire. Granted, some people start collections of the older weapons that don't drop anymore, but if they can get the cash to finish these they have no reason to keep playing. I must misunderstand you, because I don't think anyone could actually believe something that stupid.
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The same people who have been playing since the game's inception still play the Elite areas (or some do, whatever). The reason they stick to these areas, and others like Zaishen missions and such, is because the rewards (ectos, Zaishen coins, etc.) are much more valuable than say, slogging to the far western side of the Maguuma jungle in HM.
But if ANet changes up the reward/drop scale such that you'd get about the same amount of rewards per unit time no matter WHERE you played, then a lot of the game would open up to more players.
Basically it would breathe life back into stale areas. The whole Zaishen mission concept is a microcosm of this idea, increasing the reward potential of "stale" areas, which I thought was somewhat obvious and the basis for my idea.
So I'm not advocating earning MORE money/rewards, just the same no matter where you played. As an example, you could probably kill much faster in Maguuma NM then UW HM. The drop rates for good stuff in Maguuma (after a change, such as a really low drop rate of ectos) is much lower than UW, yet because the average player can kill MUCH faster there, the reward per time ratio could be equivalent, if ANet handled it right.
This kind of idea would also make the game more PUG and noob friendly, beyond being lucky with the Zaishen Mission rotations and having the outpost you're in be populated that day.
I know personally that if I could make the same amount of profit/reward/drops from playing through the Prophecies campaign as I could relentlessly farming the UW, I would absolutely choose to do the campaign again. But as it is now, the reward potential of taking my 2000 hour old lvl 20 through yet another UW run far outstrips the reward potential of taking a lvl 1 character through Prophecies.
And whether people like Yelling wish to believe it or not, people are reward motivated especially in games like GW where the only PvE motivation after beating the game the first time is generally to upgrade the looks of your characters.
Lastly, just to make it clear, when I say reward ratio and drop adjustment, I'm NOT solely advocating allowing "noobs" to have FoW mats by the time they reach Sanctum Cay, as so many seem to focus on in reward discussions, I simply mean that over the course of normal play, one could reliably expect to see nice drops, rather than the "random" drop system now, where it takes thousands of runs and hours for the drop rate to smooth out. A player should NOT be rewarded after a two hour slog through a HM dungeon with a balanced PUG that was frustrating to deal with with a diamond and onyx or two.
But just to be clear, the crux of the idea is to make the WHOLE game rewarding and enticing to play, rather than just the elite areas.