Guild Wars 2 does reuse some of the older maps for "Living World" events but these events are way too short and take too long to put out. Everything in HoT is frustration, the travel and rewards for the sake of doing them once is enough to stop people returning. I stopped going back into Heart of Thorns maps after gaining the achievements and loot I wanted because I fuq-ing hated navigating through those stupid jungle maps. A-Net made simple travel a jumping puzzle in itself, and the loot from gold chest were nerfed, why the hell would I want to go back into that garbage jungle?
ITs amazing how many people don't understand the basic concepts that cause problems. The problem with the NEW gw2 content is it was way to hard for small numbers of people, and then it was gated behind very stupid travel mechanics. Finally FF14 learned its lesson and gave you a way past the gating.
Never thought I'd see the thread when people complained that GW2 was too hard. ROFL I guess all that solo content in HOT was just too strenuous for some..
There's a grand canyon sized difference between strenuous, tedious and monotonous. HoT fits into the last two perfectly.
I never thought I'd say this but they should follow ESOs lead. ESOs, DLC expands on the game in unique ways while staying true to the original content. Thief, black hand, Orc, and the other DLCs and expansion do a good job of adding new questing zones as well as active and passive skills lines. Of course Zeni don't really have to create DLC out of thin air, all they have to do is look at Skyrim and the rest of the series and pick what they want to add next. I've found ESOs difficulty level to be very good.
i disagree. for me the GW2 maps have much more replayability. after i finished the ESO Story there was almost nothing to do on the DLC maps.
and GW2 Season 3 maps are also adding new "skills" trough the mastery system.
Most games tend to let the old stuff rot. I do remember a letter from YoshiP from Square Enix talking about the challenges of trying to find ways to keep old zones relevant.
This comment, to me, is very telling about a major problem of Yoshida. He repeatedly talks about the "difficulty" of things, of how things are "too difficult" or "not possible" to do in FFXIV, or "might stress the players too much"... meanwhile they exist, and have existed, in other MMOs, for over a decade in some cases.
It demonstrates his tendency to design in a bubble (well, outside of "what WoW does"), and how he either doesn't bother to look at what other MMOs have done and/or are doing. It's not that it's difficult to keep old zones relevant, it's that he refuses to entertain or implement any means to do so.
This very thing that he calls "a challenge" was tackled by another MMORPG of theirs - FFXI - back in 2003. They had content in all zones that spanned many levels. You could have a dungeon in a lower level/starting zone that started as low as level 5, but went up to level 75+ when you got to the deeper sections of it, and there was content that was always relevant to player progress, or to the story, etc. There were quests that would require you to go back to those old areas, even well into the elder game, keeping those places relevant.
I remember so many times being in a level ~12 party in the Dunes, or even in Shakrami Maze, and seeing much higher level players running by on their way to somewhere deeper inside the place.
There were activities that could influence the world on a larger scale (campaign, nation control, outposts, etc) that kept going to those areas relevant if you wanted/needed your nation to be in control for a reason, etc. There are many ways to keep older areas relevant... he just refuses to implement any of them, and instead keeps trotting out this cop-out of "how it's very challenging", or "not possible" or "too difficult".
The problem is how Yoshida has chosen to design FFXIV's zones... it's a standard themepark approach of linear progression, with level-specific zones that become obsolete once they're out-leveled. Conversely, FFXI's Vana'diel was designed as a *world*. Yes, zones became overall higher level as you went on, but they each hosted a vast range of levels and content.
The more Yoshida speaks, the more he demonstrates his short-sightedness.
Never thought I'd see the thread when people complained that GW2 was too hard. ROFL I guess all that solo content in HOT was just too strenuous for some..
I don't think of it as too hard as I did it on all my class characters to get the elite skills, I don't mini-max either. It just was not enjoyable. I didn't get a feeling of accomplishment when I was done, I was just glad it was over and have little desire to return. But I did the same thing with the seasonal stories. A few I really loved and did them with every class. Some I didn't like and never touched them.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I never thought I'd say this but they should follow ESOs lead. ESOs, DLC expands on the game in unique ways while staying true to the original content. Thief, black hand, Orc, and the other DLCs and expansion do a good job of adding new questing zones as well as active and passive skills lines. Of course Zeni don't really have to create DLC out of thin air, all they have to do is look at Skyrim and the rest of the series and pick what they want to add next. I've found ESOs difficulty level to be very good.
i disagree. for me the GW2 maps have much more replayability. after i finished the ESO Story there was almost nothing to do on the DLC maps.
and GW2 Season 3 maps are also adding new "skills" trough the mastery system.
That's interesting. I have at least one of every class in ESO I play. Finished a Warden and now working on finishing the thief and Sin DLC on a Nightblade. Will probably do the Warden quest lines with a Sorcerer and Nightblade after that. I don't craft, just use drops and quest rewards.
I must admit I do play GW2 nearly everyday also.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
The article talks about maps becoming deserted over time in the years that follow. How is this an issue in just GW2? Wouldn't this be an issue for most other games as well? With ESO, its a huge problem for me at least as I feel no desire to replay anything and the new stuff is just meh. At least with GW2, I feel the desire to create some alts and play content again. I have the same experiences both ways mentioned above with the other games I have played as well. The ones I can create an alt and want to experience again are the ones I come back to over time.
Specifically with GW2, I will say HOT left me feeling I would not want to do that again. Most of the seasons are pretty good and I do replay some of the content with my alts. I also enjoy the fact that I can complete most group activities on any map because there are enough people playing the game. This is one of the reasons why I struggled with the original Secret World over time when I came back. I hope SWL continues to do things well and makes changes which will keep people in game and playing.
Most games tend to let the old stuff rot. I do remember a letter from YoshiP from Square Enix talking about the challenges of trying to find ways to keep old zones relevant.
This very thing that he calls "a challenge" was tackled by another MMORPG of theirs - FFXI - back in 2003. They had content in all zones that spanned many levels. You could have a dungeon in a lower level/starting zone that started as low as level 5, but went up to level 75+ when you got to the deeper sections of it, and there was content that was always relevant to player progress, or to the story, etc. There were quests that would require you to go back to those old areas, even well into the elder game, keeping those places relevant.
I remember so many times being in a level ~12 party in the Dunes, or even in Shakrami Maze, and seeing much higher level players running by on their way to somewhere deeper inside the place.
There were activities that could influence the world on a larger scale (campaign, nation control, outposts, etc) that kept going to those areas relevant if you wanted/needed your nation to be in control for a reason, etc. There are many ways to keep older areas relevant... he just refuses to implement any of them, and instead keeps trotting out this cop-out of "how it's very challenging", or "not possible" or "too difficult".
The problem is how Yoshida has chosen to design FFXIV's zones... it's a standard themepark approach of linear progression, with level-specific zones that become obsolete once they're out-leveled. Conversely, FFXI's Vana'diel was designed as a *world*. Yes, zones became overall higher level as you went on, but they each hosted a vast range of levels and content.
1st Paragraph:
FFXIV has all of this as well. I'm not sure what you mean. There are zones that span from 30-45 with several dungeons located therein. Coerthas Western Highlands, Sea of Clouds, Gyr Abania, East Shroud (15-50), etc. to name a few. They also have the "deep dungeon" which spans from level one to max level, with you going higher in level with floor until max. In addition to each floor being randomized, having different mobs and traps and locations, etc. You also consistantly go back to old areas for story -- my friends and I were just talking about how often they make us do such. Too often, we felt. The most recent (I have yet to play through much SB so I can't say with regards to that) is Heavensward's initial main story. It keeps on taking you back to old locations that are redesigned or used for story instances. They also redesign entire dungeons for hard mode, and level sync you back. In addition to having system that want you to go back, such as the more recent Wondrous tails and the old school relics. Then there's also leveling alts, fates, hunts, world hunts, side quests (a good deal of which have their own story, such as Hildebrand), and so on and so forth (not to mention leves, job quests, crafting quests, gathering and gathering quests... I could probably go on for another paragraph, as they try to have you go back to old areas as much as possible). It also occurred in 3.0's patches quite often. Same with 2.0's and even during some of 2.0. In fact, the game is focused entirely around using the whole world, all the time. Even new systems find old ways to do such. Might I inquire if you've actually played the game past the trial?
2) Okay? Happens all the time in FFXIV, too? What you experienced wasn't people partaking in area, but rather running passed it. Spending likely 20-50 minutes trying to get to their location after spending 1-5 hours trying to find a party. No teleportation beyond white mages, and even then they were out in the middle of no where. FFXIV has legitimate reasons to go back to places and not just run past someone on their way to a different area to stand still and hit the same mob for hours.
3) I've been saying for a long time that I want a area control system similar to FFXI. With you maybe getting more credit for your nation by doing fates or leves in an area. This is another way to add to a need and want to go back to new areas -- which they already pushed quite hard. I've not worked with their engine or game, so I don't know what constitutes hard or what might break the game. Though I don't think someone likes saying "we can't right now" or "it would be difficult". They just allow the question to be asked, answer simply or honestly and it gets published. A lot of developers don't even do that.
"Yes, zones became overall higher level as you went on, but they each hosted a vast range of levels and content."
So does FFXIV? In fact, the only real content old FFXI had (I'm still 75 and haven't done anything beyond CoP besides explore WotG areas) was "go here to stand still". That's what you call "area content". They had other systems like dynamis and such, but that isn't what I'd call "world content". The only reason I could see anyone calling FFXI a "*world*" is because they had less teleporting and you had to spend 5-10 minutes waiting for airships to docks and then spend 5-10 minutes traveling on the ship. Those were actually my favorite times playing FFXI, as strange as it sounds. Even sky fishing. Running from San D'oria to Mhaura to pick up some material that only got sold at 1AM game time or something, then selling it on the auction house because nobody else wanted to do that.
Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing). German and French were always easier for me despite my family being U.S. citizens for over a century. Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now). I only debate in English to help me work with it (and limit things). In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while. If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.
Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this. If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own. Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis. Allow me to thank you sincerely for your time.
The article talks about maps becoming deserted over time in the years that follow. How is this an issue in just GW2? Wouldn't this be an issue for most other games as well? With ESO, its a huge problem for me at least as I feel no desire to replay anything and the new stuff is just meh. At least with GW2, I feel the desire to create some alts and play content again. I have the same experiences both ways mentioned above with the other games I have played as well. The ones I can create an alt and want to experience again are the ones I come back to over time.
Specifically with GW2, I will say HOT left me feeling I would not want to do that again. Most of the seasons are pretty good and I do replay some of the content with my alts. I also enjoy the fact that I can complete most group activities on any map because there are enough people playing the game. This is one of the reasons why I struggled with the original Secret World over time when I came back. I hope SWL continues to do things well and makes changes which will keep people in game and playing.
How is this a problem in ESO? In ESO you can actually go to "previous zones", have them be relevant for xp and rewards. That's because there "previous zones" aren't a thing any longer. Every zone is challenging and relevant.
How is it an issue in GW2? Because previous zone hold no relevance at all unless you're trying to complete fluff achievements. No one goes to early zones in GW2 unless they are playing through an alt. People go to different zones all the time in ESO because they want to fight the bosses, or get a specific set piece.
That highly depends. I go back to old areas all the time for a bunch of different reasons, and not just replaying for alts. Almost all of the maps have different resources/events/ vendors you won't get anywhere else making them obviously unique.
A few examples would be: World bosses, map currencies, guild missions, and legendary collections just to name a few.
Yaevindusk said: ...
(removed original post, as it was getting insanely long)
Your 1st Paragraph: I provided a few basic examples of how it was in FFXI, to make a point. I can write a novel outlining all the various other ways, if you'd like. But I don't think you, or most anyone else, is going to spend the time reading it. Probably will just skim over it, pick a few things that stand out and act as though they're the entire crux of my arguement, 'cause... you know... gaming forums.
The problem with FFXIV's content is everything is designed around rapid obsolescence. A few missions have you go back to an old area... and once you've completed those, there's never reason to go back again. It's entirely "task specific". It's not the same thing. In FFXI, areas existed as actual locations in a world that remain relevant continuously, over many visits, for many reasons, across many jobs and levels. In FFXIV, they're recycled for quick one-off quests or tasks, and then fall into irrelevance again.
Revisiting an instance to complete a single quest/task, and then never being able to go back again, is not the same as what FFXI's area design. Not even close.
Suffice to say, there was never an issue with old zones becoming obsolete or abandoned in FFXI, they way they do in FFXIV - or most any themepark MMO, to be fair. You saw people of varying level ranges engaging in a variety of content through all of them.
And yes, while the snarkiness of your question is noted, I did play "past the trial" of FFXIV. I played through 1.0 (Legacy Member), into 2.0 and nearly to the end of 3.0 before I got bored with the direction it was taking (the ridiculous rate of content obsolescence being one of the reasons) and moved on. I've played it quite a lot.
Your 2nd Paragraph:
That's some incredibly dishonest spin you're attempting there. People were running past us in a dungeon *on their way to higher level content located further in*. High level players running past level 6 players in King Ranperre's Tomb were not just "passing by on the way to somewhere else", they were heading deeper into the area to deal with far higher level mobs, or to take on Vrtra. They were running past level ~40 characters in Crawlers' Nest to go after level ~70 Notorious Monsters, or to complete a step of their AF armor in their 50s, all located *further in the zone*. The list of such examples goes on. So, the point isn't merely "they were passing by on their way to somewhere else". The point is.. they were on their way to do content 50+ levels above ours, further into the same exact zone.
Talking about how long it took to get a group and all that is completely irrelevant here... so.. nice attempt at a deflection, I guess?
But you know what, I'll entertain that one, 'cause it's a BS argument that comes up way too often, and deserves being beaten down (yet again).
Claims of these ungodly time-frames to create a group ignore a number of factors that affect FFXIV every bit as much as FFXI.
Put simply, if people aren't available or interested in doing the content you're looking to do at a given time, there's nothing the game can do for that. Duty Finder can only pull from a pool of people who are available to do content at a given time. It can't magically make them appear. It's just a system to automate what people would otherwise have to do themselves - contact and assemble a group of players, and then whisk you away to the content location, so you don't have to travel there yourself.
Duty Finder is not some cure-all panacea for waiting times. I've spent over an hour waiting in queue for a dungeon a number of times in FFXIV, only to have it go nowhere, or to have the run end before it began, 'cause someone wasn't happy with the roulette they got, or some other reason, putting me back to the beginning of the queue. I've gone entire evenings not being able to get content done that I wanted to, simply because not enough other people were available to do that same content at that time.
There's *plenty* of waiting and delays in FFXIV's system as well. There are plenty of situations of folks waiting extended amounts of time in queue, have one pop, and then reset 'cause someone dropped out or didn't click in time... requiring the wait to start all over. Folks will wait in queue for a long time, get into the dungeon only to have other members dropping out 'cause they didn't get the dungeon they wanted. Folks in FFXIV will queue into a dungeon with first-timers only to have people drop out because - heaven forbid - mistakes are made or someone didn't memorize a Mr. Happy Video before entering.
Point is: For any criticism you can throw at FFXI about "wait times", there's several more examples pointing right back at FFXIV for the same kind of crap. In fact, I've dealt with the above *far* more often in FFXIV than I ever did in FFXI. FFXI had something better resembling a community of people whom - for the most part - didn't use their anonymity as a license to be an insufferable douchebag. And those who might have would avoid doing so because it could negatively affect their reputation on their server, hindering their ability to get anything done - seen that happen with a few people on my server in XI.
As for your final remarks, you're not doing that thing where people assume their - alleged - experience somehow represents that of most, or even many others, are you? You're not leveling criticisms about a game, while completely ignoring the context of those things in the framework of the time, and design of the game they existed in, are you? 'cause, you know.. it'd be pretty dishonest if you were doing that.
Anyway, I'll leave it there, as this is about GW2, and not FFXI or FFXIV.
Never had a problem with "dead maps" in GW2.I recently returned to Dry Top because I replayed the season 2 story with a alt,and the map was fairly populated even during off peak time hours.
HoT metas are still being done daily even late at night.
If anything,of all the MMOs I've played GW2 has by far the most populated "old maps".
If you want to see what a dead zone really looks like,play old content in WoW or Rift.
I really loved the way season 1 worked as well,with the world changing according to the events that took place,but that could only work in the context of non recurring story and world events.
You can see the problems this creates when,after the complaints of the majority of players about not being able to replay old content,they went for a more traditional repayable episodic type of story telling.
Now you have the case of playing in a world where the effects of "future" events you haven't yet played though,are visible to you.
So for instance you play the personal story in Concordia and it's filled with vines from MMs attack,but that attack hasn't yet happened according to the story's time line.
In order for this to properly work you have to phase both map assets and players.
GW2 uses some small scale phasing,for gathering nodes mainly,but nothing of that magnitude.
As for the difficulty of the new content and the complexity of the HoT maps layout,to each their own.
I never had a problem soloing the story instances, in a scale of 1 to 10 I'd rate the season 3 stuff as a 4 in terms of difficulty, and as for the HoT maps to me they are the best end game open world PvE maps I've ever played.
The problem with HoT was that it tried to condense the more casual and harder content in the same maps,and thus alienated a large portion of it's casual player base.
But as the end game maps of a full expansion,that HoT was not,I'd rate them with a 9 out of 10.
The main problem with Guild Wars 2 isn't the features they could add that re-used old zones, but rather the reward such feature could give...? Correct me if I'm wrong, as I haven't played Guild Wars 2 in a while, but from what I remember, Guild Wars 2's itemization, it being a trinity-free game, wasn't very interesting. They also didn't care one bit about dungeon relevancy. They just made them, and they had cool looking sets you could use to change other gear's looks... That's about it. Guild Wars 2 just doesn't have the designs made for such feature to be interesting. Let's break it down:
It could give xp boosts for leveling? No, not really, the game doesn't need that. If you clear whole maps, then you've more than enough content to out level everything. Anyway, even after the expansion, leveling stops at 80, so it's really not a boon to have an XP boost.
It could give legendary mats? Sure, I guess, but the point of the legendary is for the grind to be of legend. Making it shorter is fun, but you can also just dump some cash on the game and do that already.
It could reward relevant gear? Again, this isn't something the game lacks. If you add too many features that aren't inter-connected, to gear up, you're making something new and interesting that might make the previous feature redundant.
They need to go further than that, or rather take a step back? Redesign some things, add new things, core features. Then you can use "featurettes" to help the development of these new things. I say "things" a lot, but what I mean is stuff like: Currencies, all kinds, for fun rewards. Develop your crafting and add features to make the grind easier, more fun, more relevant, etc...
I look at FFXIV, and they've re-used the old world, both open-world AND dungeons/raids brilliantly. Wondrous Tails, Relic Weapon Upgrades, Duty Roulettes. These all work because the game has a very strong set of core features for character development that's progression can be expanded upon. Guild Wars 2 just doesn't have that.
Comments
There's a grand canyon sized difference between strenuous, tedious and monotonous. HoT fits into the last two perfectly.
i disagree. for me the GW2 maps have much more replayability. after i finished the ESO Story there was almost nothing to do on the DLC maps.
and GW2 Season 3 maps are also adding new "skills" trough the mastery system.
This comment, to me, is very telling about a major problem of Yoshida. He repeatedly talks about the "difficulty" of things, of how things are "too difficult" or "not possible" to do in FFXIV, or "might stress the players too much"... meanwhile they exist, and have existed, in other MMOs, for over a decade in some cases.
It demonstrates his tendency to design in a bubble (well, outside of "what WoW does"), and how he either doesn't bother to look at what other MMOs have done and/or are doing. It's not that it's difficult to keep old zones relevant, it's that he refuses to entertain or implement any means to do so.
This very thing that he calls "a challenge" was tackled by another MMORPG of theirs - FFXI - back in 2003. They had content in all zones that spanned many levels. You could have a dungeon in a lower level/starting zone that started as low as level 5, but went up to level 75+ when you got to the deeper sections of it, and there was content that was always relevant to player progress, or to the story, etc. There were quests that would require you to go back to those old areas, even well into the elder game, keeping those places relevant.
I remember so many times being in a level ~12 party in the Dunes, or even in Shakrami Maze, and seeing much higher level players running by on their way to somewhere deeper inside the place.
There were activities that could influence the world on a larger scale (campaign, nation control, outposts, etc) that kept going to those areas relevant if you wanted/needed your nation to be in control for a reason, etc. There are many ways to keep older areas relevant... he just refuses to implement any of them, and instead keeps trotting out this cop-out of "how it's very challenging", or "not possible" or "too difficult".
The problem is how Yoshida has chosen to design FFXIV's zones... it's a standard themepark approach of linear progression, with level-specific zones that become obsolete once they're out-leveled. Conversely, FFXI's Vana'diel was designed as a *world*. Yes, zones became overall higher level as you went on, but they each hosted a vast range of levels and content.
The more Yoshida speaks, the more he demonstrates his short-sightedness.
I don't think of it as too hard as I did it on all my class characters to get the elite skills, I don't mini-max either. It just was not enjoyable. I didn't get a feeling of accomplishment when I was done, I was just glad it was over and have little desire to return. But I did the same thing with the seasonal stories. A few I really loved and did them with every class. Some I didn't like and never touched them.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
That's interesting. I have at least one of every class in ESO I play. Finished a Warden and now working on finishing the thief and Sin DLC on a Nightblade. Will probably do the Warden quest lines with a Sorcerer and Nightblade after that. I don't craft, just use drops and quest rewards.
I must admit I do play GW2 nearly everyday also.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Specifically with GW2, I will say HOT left me feeling I would not want to do that again. Most of the seasons are pretty good and I do replay some of the content with my alts. I also enjoy the fact that I can complete most group activities on any map because there are enough people playing the game. This is one of the reasons why I struggled with the original Secret World over time when I came back. I hope SWL continues to do things well and makes changes which will keep people in game and playing.
1st Paragraph:
FFXIV has all of this as well. I'm not sure what you mean. There are zones that span from 30-45 with several dungeons located therein. Coerthas Western Highlands, Sea of Clouds, Gyr Abania, East Shroud (15-50), etc. to name a few. They also have the "deep dungeon" which spans from level one to max level, with you going higher in level with floor until max. In addition to each floor being randomized, having different mobs and traps and locations, etc. You also consistantly go back to old areas for story -- my friends and I were just talking about how often they make us do such. Too often, we felt. The most recent (I have yet to play through much SB so I can't say with regards to that) is Heavensward's initial main story. It keeps on taking you back to old locations that are redesigned or used for story instances. They also redesign entire dungeons for hard mode, and level sync you back. In addition to having system that want you to go back, such as the more recent Wondrous tails and the old school relics. Then there's also leveling alts, fates, hunts, world hunts, side quests (a good deal of which have their own story, such as Hildebrand), and so on and so forth (not to mention leves, job quests, crafting quests, gathering and gathering quests... I could probably go on for another paragraph, as they try to have you go back to old areas as much as possible). It also occurred in 3.0's patches quite often. Same with 2.0's and even during some of 2.0. In fact, the game is focused entirely around using the whole world, all the time. Even new systems find old ways to do such. Might I inquire if you've actually played the game past the trial?
2) Okay? Happens all the time in FFXIV, too? What you experienced wasn't people partaking in area, but rather running passed it. Spending likely 20-50 minutes trying to get to their location after spending 1-5 hours trying to find a party. No teleportation beyond white mages, and even then they were out in the middle of no where. FFXIV has legitimate reasons to go back to places and not just run past someone on their way to a different area to stand still and hit the same mob for hours.
3) I've been saying for a long time that I want a area control system similar to FFXI. With you maybe getting more credit for your nation by doing fates or leves in an area. This is another way to add to a need and want to go back to new areas -- which they already pushed quite hard. I've not worked with their engine or game, so I don't know what constitutes hard or what might break the game. Though I don't think someone likes saying "we can't right now" or "it would be difficult". They just allow the question to be asked, answer simply or honestly and it gets published. A lot of developers don't even do that.
4) See #1
"Yes, zones became overall higher level as you went on, but they each hosted a vast range of levels and content."
So does FFXIV? In fact, the only real content old FFXI had (I'm still 75 and haven't done anything beyond CoP besides explore WotG areas) was "go here to stand still". That's what you call "area content". They had other systems like dynamis and such, but that isn't what I'd call "world content". The only reason I could see anyone calling FFXI a "*world*" is because they had less teleporting and you had to spend 5-10 minutes waiting for airships to docks and then spend 5-10 minutes traveling on the ship. Those were actually my favorite times playing FFXI, as strange as it sounds. Even sky fishing. Running from San D'oria to Mhaura to pick up some material that only got sold at 1AM game time or something, then selling it on the auction house because nobody else wanted to do that.
That highly depends. I go back to old areas all the time for a bunch of different reasons, and not just replaying for alts. Almost all of the maps have different resources/events/ vendors you won't get anywhere else making them obviously unique.
A few examples would be: World bosses, map currencies, guild missions, and legendary collections just to name a few.
HoT metas are still being done daily even late at night.
If anything,of all the MMOs I've played GW2 has by far the most populated "old maps".
If you want to see what a dead zone really looks like,play old content in WoW or Rift.
I really loved the way season 1 worked as well,with the world changing according to the events that took place,but that could only work in the context of non recurring story and world events.
You can see the problems this creates when,after the complaints of the majority of players about not being able to replay old content,they went for a more traditional repayable episodic type of story telling.
Now you have the case of playing in a world where the effects of "future" events you haven't yet played though,are visible to you.
So for instance you play the personal story in Concordia and it's filled with vines from MMs attack,but that attack hasn't yet happened according to the story's time line.
In order for this to properly work you have to phase both map assets and players.
GW2 uses some small scale phasing,for gathering nodes mainly,but nothing of that magnitude.
As for the difficulty of the new content and the complexity of the HoT maps layout,to each their own.
I never had a problem soloing the story instances, in a scale of 1 to 10 I'd rate the season 3 stuff as a 4 in terms of difficulty, and as for the HoT maps to me they are the best end game open world PvE maps I've ever played.
The problem with HoT was that it tried to condense the more casual and harder content in the same maps,and thus alienated a large portion of it's casual player base.
But as the end game maps of a full expansion,that HoT was not,I'd rate them with a 9 out of 10.
It could give xp boosts for leveling? No, not really, the game doesn't need that. If you clear whole maps, then you've more than enough content to out level everything. Anyway, even after the expansion, leveling stops at 80, so it's really not a boon to have an XP boost.
It could give legendary mats? Sure, I guess, but the point of the legendary is for the grind to be of legend. Making it shorter is fun, but you can also just dump some cash on the game and do that already.
It could reward relevant gear? Again, this isn't something the game lacks. If you add too many features that aren't inter-connected, to gear up, you're making something new and interesting that might make the previous feature redundant.
They need to go further than that, or rather take a step back? Redesign some things, add new things, core features. Then you can use "featurettes" to help the development of these new things. I say "things" a lot, but what I mean is stuff like: Currencies, all kinds, for fun rewards. Develop your crafting and add features to make the grind easier, more fun, more relevant, etc...
I look at FFXIV, and they've re-used the old world, both open-world AND dungeons/raids brilliantly. Wondrous Tails, Relic Weapon Upgrades, Duty Roulettes. These all work because the game has a very strong set of core features for character development that's progression can be expanded upon. Guild Wars 2 just doesn't have that.
New players coming into the game find it difficult to find people to run the old content and end up leaving the game. Long term failure.