Last, one of the things I truly lament from the PvE side (because let's face it, PvP is just a nightmare in this game) is the ability to have challenging solo farming. And, I don't think that can be fixed in a game where playing solo is the dominant way of playing - and not the exception.
And why exactly should a massively-multiplayer
game encourage people to play alone
Sure, when you start out leveling, solo-play is possible. And openly encouraged. This is to alleviate any frustrations while leveling, and allows you to play and explore at your own pace. But the game is ultimately designed to be played with friends, or with the idea in mind of making friends while leveling. And in dungeons and fractals, at Tequatl, in WvW, you're expected to cooperate with other players to complete content.
Solo-play is a very small focus of the game, and, if anything, is a less-than-optimal way to play the game at 80, done out of a heightened sense of challenge like soloing Lupicus in Arah. As an MMO, it doesn't really much make sense to create content that splinters the community. The only instance in my recollection where they encouraged solo play was the Queen's Gauntlet. But that was a show of individual player ability, and was still done in a way that promoted communal cooperation. Players learned from each other and revived them when they failed. So while you went at Liadri on your own, you had the support of those around you, which fostered a really fantastic experience that I recall fondly.
And while I don't think that Frostgorge, Queensdale, and Southsun Cove are really the best way to craft community-based farming content, I think they're more on the mark than having players compete for elemental spawns for cores and lodestones at the Promenade of the Gods in Cursed Shore or the Cathedral of Eternal Radiance in Malchor's Leap.
Exactly, the gameplay is reward driven. At least for me.. wvw is not fun enough, it's just zergfest boring shit. I don't feel motivated enough to play it. It feels like everything you do - at least in wvw - has no depth or meaning behind it. You don't feel like a part of something greater. This is the problem of the game. Why the ♥♥♥♥ do I care to be better than some other server? Don't care at all. It's boring. The scale needs to be toned down a bit.
If they would've stuck to the name - Guild Wars 2 - and implemented GvG in WvW instead of world vs world. Everything would be the same just guild vs guilds, not world vs worlds. Guilds conquering keeps, guild halls, forts, and so on. This would've stayed true to the name and would've been fun and exciting at the same time.
I don't think that World vs. World was meant to replace Guild Battles.
If I had to compare it to anything from GW1, it's a replacement of Alliance Battles and Competitive Missions (i.e., Fort Aspenwood). I think that's still a poor comparison, given it's PvP versus RvR-type content. The scale is large because it was intended to cater to a different playstyle for a different game. Similar to El Duderino's complaints above about GW2 not catering to solo play, the game didn't launch with GvG as it existed in GW1 probably because it wasn't in their interest to create an environment that fostered rivalries between guilds but instead create an environment that fostered rivalries between servers due to the larger scale nature of an MMO versus an instance-based online RPG.
GW1 was a different game. If we're going to draw comparisons to it, it should be taken under the consideration that GW2 was designed with different objectives and goals in mind. I'm sure GW1-esque GvG will at some point be added to sPvP, but I think it's pretty clear their priorities are currently elsewhere.
Edited by Phineas Poe, 12 February 2014 - 08:19 AM.