Forenote: I'm not whining. I'm just sharing some ideas I thought of, it's not gospel and neither are any bodies opinion in this forum even if they think it is.
It's my wish people can understand what a discussion is and how they can use it for something positive or creative >.>.
-A lot less quest but far more meaningful and rewarding ones. Quest are reserved for important story lines. This is done to cut out "go fetch me this" quest and try to make it look self important. Quest will be overhauled to be more investigative and more difficult. But the experience and gold rewards would be 10 times more.
-Training system that lets you practice abilities and rotations for experience. These tutorials give players tips on how to utilize their abilities in certain situations and also explain why some abilities would be beneficial to use in specific orders. They are available from class trainers.
-More things grant experience, such as Crafting, world objectives, and roles playing.
-Daily quest is replaced with Jobs System. Jobs are objectives in the world you can get assigned to, such as holding a hill, guarding a building, or scouting a route out there in the world. The enemy faction could having an opposing job. You can get pay for how much of the job you do. You can have 5 job assignments at a time. You can move on to more jobs after you decide to move on from your current ones.
-Role Playing system: Let the player develop self interest and build a sense of belonging in the world. As the player explore the world the player will discover interest, such as killing wolves, collecting elf ears, or buffing npc's. Players can explore these interest for title's and transmog's and also grants experience.
Basically interest are like personal quest with it's own progression. Like I want to buff NPC's. That will come with like its own goals like an achievement list. Like buff every race, give every type of buff your class has, buff 100 people, just examples developers can get as creative as they want with the goals. But for every one you accomplish you earn experience.
-Less profession levels to reduce time needed to progress a profession so its easier to catch up to the players level. You can upgrade your profession schematics the more you make the item, allowing your dedication to your profession to give you distinction.
-Players can make player made contents such as guides and short stories that can be sold in the auction house or be handed out to guild members as strategies and guidelines.
-Community centered features such as leaderboards and bounty hunting players of the enemy faction.
-Staying in towns and cities for 10 minutes can get you res xp + rest bonus of 3%+ stats. There will be mini games in cities that can increase the rest bonus up to 5%.
-Smarter A.I. Enemies have more health and abilities also. But give far more rewarding experience. You can gain experience from NPC's, players, and monster of a 40 level range. The higher the level of a monster the more abilities and AI they might have. Killing a monster at level 20 could award 1 experience bar. Leveling doesn't take as long as people think. But getting to a higher level just assure that you know how to play the game.
-Less stat gaps between items and level. Stats only increases to about 1% every level. Combat is more about use of ability than stats and items. The higher your level the more strategies you have access to. The stat squish reduces the distance a each players have in order to play with each other, also it makes older content less worthless and the possibilities of remaining relevant. Content could also be more spread out around the world since each zones are not so far apart.
-There are 100 levels players can acquire. The first 80 levels can be acquired through normal means. The next 20 level are paragon levels. Used for end game progression. Experience for paragon can only be achieved through difficult means such as raids, challenge dungeons, arena, rated battlegrounds. It becomes increasingly more difficult to level the higher the paragon.
To have a long and less expendable content, a lot of old raids are upgraded into a higher level and are gated into paragon levels allowing guilds to have 20 raids to progress through which may make it longer for players to have a drought.
-There is a cooldown for flying mounts. To encourage it to be used only for long distance travels and not for skipping content.
-Expansions will be less about making 80% of previous content unintentionally irrelevant which leads can lead to drought, but more about the development of new features and entirely new adventures which will only elongate the games life.