I love the PvE aspect of this game, probably much more than I love the PvP aspect. However, I can't help but feel that the game is lacking.. something. It lacks social aspects, and the PvE aspects of the game itself feel quite artificial. I never actually 'roleplayed' when I played in other MMORPG's, because I'm not really into that.. but the gameplay did at least make me feel like I was the character. I enjoyed the occasional /wave to greet others and the /bow after trading transactions.. but with Guild Wars, I feel that I don't know anybody. I've rarely met anyone else that communicates to other uses with their actual characters - I feel that I am communicating with players themselves, which takes away from the fantasy of the game. I have no incentive to actually remember anyone in this game. The people on my friends list eventaully get deleted because I can't even remember who these people are or why I added them in the first place.
The game also lacks fun novelty items and incentives to continue playing the game. Once you've beat the game, all that's left is repeating the UW/FoW quests, some PvP, re-playing with another character, or just waiting until the next fun updates (like the Observer Mode and new areas arriving this summer). I also feel that this game lacks the kind of rewards that keeps players playing.
Forgive me if I get a little side-tracked, since I was talking to a friend about this earlier, and it's 2:00am that I am writing this out.

Following, I will be discussing a number of suggestions that, down to the basics, promotes incentives and rewards for those that play the game a lot, without giving players a 'super elite' advantage over others.
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Questable Armors
Currently, there are Collector's Sets of armor. These are wonderful rewards for those that take the time to do the 'quests' and find the items required. They look different from other armors you can buy, setting you apart from the masses, without having 'super elite' stronger armor.
Also available are the infamous 15K Armor and FoW Armor Sets. Now, there is a problem in attaining these, especially with the FoW sets which currently cost an arm, a leg, and your first born child. Last time I checked (which was about an hour ago), ecto was going for almost 13K a piece, bringing the total for just that material well over 100K if you were to buy these. Of course, you could farm them, but I'll say now, with my many trips to FoW/UW, I have never seen ecto drop for me. Not once. But is farming really an option? Well, it's not supposed to be, according to ArenaNet. ANet wants players to enjoy their time as they play this game. They don't want players to feel obliged to 'farm' for money or items in order to get what they want out of the game. This isn't about me complaining because I can't obtain the armor -- personally, I'm actually quite happy with my regular 1.5K Droknar's Aeromancer Set, because the stats are exactly the same as on the other available armors, and I actually like the look of the outfit. The armor costs 15K a piece, for a total of 60-75k, plus materials. It is nearly impossible to attain this kind of money without farming. Unless monsters drop piles of platinum when killed, I can't attain these armors through 'normal gameplay'.
So - with that said, why should the cosmetic armors be available for large sums of money? My suggestion, is to make these kinds of armors questable. The quests should be challenging, with fun monsters/bosses to kill. Maybe with a difficulty level slightly higher than that of a mission, so that in order to complete the quest, you would need to strategize and cooperate with your group. That's what GW is about, right? Strategy. This is not a game about having money.
Armor Quests would be something players could look forward to, after completing all the game has to offer (missions, quests, ascension, etc.). They could invest their time into challening but fun quests, with the reward of receiving a single piece of armor. A total of five quests would then reward you with the complete set. Each quest should be different, or in different locations, so that there is more diversity in the game, and so that players won't feel like they are repeating the same thing over and over. Additionally, because the stats are the exact same as the 1.5K Droknar's Sets, players won't have to feel 'forced to grind' because these Armor Quests are completely OPTIONAL. Players who have fnished the game can look forward to fun extra side-quests such as these Armor Quests, being rewarded for the time they placed into the game, without becoming super elite or better than another player.
As of right now, people dedicate hours into farming for the money & materials needed for the armor. Because of its cosmetic value, it is definitely something that should be worked for.. however, since farming is 'boring and repetitive' and shunned on by ANet, we should instead dedicate our hours into something positive for the game, which would be these Armor Quests.
These quests should also help add to the social aspects, as people can agree to work together for a common goal: attaining a new piece of armor from the Armor Quests. And once you are wearing them, you will receive the benefit of comments from other players, "Oh great job! I see you finished the Armor Quests and got them! That's a lot of hard work, it looks great." Yes, players who dedicate more time into the game because they choose to will be rewarded, and no they will not have an advantage over those that choose not to do these quests.
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Novelty Items
What this game also needs, basically, is useless, fun novelty items and events.
I never see people sitting around and talking in this game. All the chat in this game is either "LFG LFG LFG" or "WTS WTB WTT", and nothing else. Sometimes, you might want to come onto to the game just to play, by yourself or with friends, but you're not in the mood to fight, or don't have time for an intense PvP match or PvE mission.
I'd like to see community events or items that players can enjoy. Those who have the money for these items, or those that do quests for these items, will have the benefit/reward of using or participating, again without having an advantage over other players.
We need items in this game that are fun to have, that serve no REAL benefit, but that players can work for if they choose to. Many threads have covered these, but I want to reiterate them: furniture & decor for guild halls, town clothing, and extra novelty items -- more varieties of food and drink (such as dwarven ale), fireworks, flowers to be given as gifts (such as the flowers we gave Gwen, however these can be given to other players), etc. As useless as these items may sound, players will invest money and time into them, and this will give players something to do when they're not fighting/questing, or have finished all that the PvE has to offer.
I think the GW community is divided 50/50 over the issue of crafting, and I will state that I am on the side that promotes it. I believe that, as long as any crafting serves no real benefit to other characters, but serves more of a useless but fun purpose, then crafting will be acceptable. When I played the WoW beta for maybe 2 days, I enjoyed that I had chosen the medicine craft -- not because I wanted to be able to heal myself after fighting, but simply because I thought it was kind of funny that I could actually craft bandaids out of some linen or something. Or, in FFXI, I had chosen Cooking as my craft - I could've chosen anything more productive, such as the crafts that were related to the creation of armor and weapons.. but I crafted foods that sometimes weren't even beneficial statswise, just because it was fun to see my character create a Sweet Apple Pie or Orange Juice drink.
What could fit into the GW environment? How about, in your spare time, training in Dwarven cities to become a bartender of some sorts. You could learn to mix various types of Dwarven Ale. These ales could also be available for purchase from merchants, so it wasn't required to become a bartender to mix drinks.. however, I know there are many that wouldn't mind passing the time mixing their own drinks for themselves and/or for their friends.
Other crafts could include the making of furniture for your Guild Hall, making novelty items like fireworks/confetti/party poppers to use when celebrating events (like the leveling up of another character, the completion of a difficult mission, winning a round in Tombs). Some players are non-enthusiastic about these 'joyous' in game-events. Sometimes there's an occasional 'congrats' or 'gg' or group /dance, but that's it, and that's rare.
Even food items in-game would be funny to see. Food should serve no benefit of any kind, no temporary stat/energy/health boosts, no nothing. Sometimes in our Warrior's Isle of our guild hall, a few of us stand at the pirate ship and type /fish just for the heck of it and to laugh over it.. I know, fishing can be boring. Most people don't wanna hit the same button over and over -- but those who did 'fish' or did other time-consuming crafts in other MMORPGS, admit that it was enjoyable because it was something you could do while you socialized with other players. I picked up the fishing craft in FFXI not because it was profitable (because let me tell you, I barely broke even), but because if I had a spare 10 minutes or so, and two of my friends or linkshell members (linkshell is similar to a guild) were /fishing somewhere, I'd travel over there and /fish next to them and we'd talk about, well, whatever. When you go fishing in life, it's not entirely about catching the fish for eating/selling, but it's about the fun you have with your buddies on the boat as you're fishing, and the good talks you have as you're waiting for them to bite.
To prevent these crafts from becoming huge money-makers, etc.. have the fish have a value of 1 gold at merchants, or even unsellable, only destroyable or consumable.. and make sure they serve no real use (not to be used for quests, missions, armor, etc.). Maybe eating the fish raw would make your character hold their tummy and act like they had a tummy-ache for example.
Of course, everything I'm saying is hypothetical, but I'm just trying to stress that, while these additions to the game may seem totally useless, they will keep players interested in the game well after completing the last mission.
And with the addition of very rewarding quests (like Armor Quests), players will spend their time earning the rewards in a way that Arenanet intended them to -- through regular gameplay, rather than through excessive farming.
I'm sure I could have elaborated on this post more, and there is so much room for more suggestions and comments, and I would love to hear what you all have to think. I am about ready to fall asleep now.. -_-;;
