It looks like you're new here. If you want to get involved, click one of these buttons!
First of all I want to make excuses for my English. English is not my native language.
Secondly, I understand that my suggestion can't be implemented in foreseeable future because it strikes game's program architecture and a game's conception. But while it's not realized thousands of players will abandon Guild Wars at the beginning of playing or in 1-3 months.
What for 'hardcore (in PvP sense) Guild Wars players' spend hundreds of hours in, for example, Heroes' Ascent? They want to get rank. But what will hardcore players do when they get rank twelve of thirteen? They will abandon or sell their Guild Wars accounts.
What for 'hardcore (in PvE sense) Guild Wars players' spend hundreds of hours in end-game dungeons? They want to get the best armor, weapon etc. But what will they do when they get it? They will abandon their accounts.
Yes, GW promotes choosing individual goal and achieving it. But the game is over when player achieves his goals.
There is NO LIFE in Guild Wars world. GW's community is only "GLF, LFG, WTS, WTB".
GW needs a 'permanent battery' that will keep up players' interest. The decision is simple, but it is beyond the game conception.
Guild Wars needs a Metagame, that will bring LIFE in GW's world.
I suggest creating "Uninstanced Continent". Common for all campaigns. With no instances and districts. Without any teleportation between towns. And seed the life there. Wars (not matches, but Wars, continuing 24/7), conflicts (not 'stfu, noob', but Conflicts), alliances (not just united chat, but Alliances) and Politics. And free PvP (not sport, but a way to solve conflicts, PvP filled with emotions) among hostile players/guilds/alliances/factions.
Players wish to express their temper, nature, disposition, not only PvP-skill and expensive armor. But there are no ways for this type of community in Guild Wars. But this type of community is a foregoing 'permanent battery'.
How to insert this Uninstanced Continent into a current game structure?
(players should be able to get this Continent only with their RolePlaying characters)
If player wants to get new skills for his RolePlaying character, this player can travel to one of the instanced continents, complete some quests there, earn required amount of skill points to buy skills or Signet Of Capture, hunt bosses to capture elite skills.
If player wants to renew or improve his armor or weapon, he can go to one of the instanced continents, farm required resources, craft armor, buy dyes, buy upgrades etc.
If player wants to earn some PvP-title, to get rank emote, player can travel to Battle Isles (by his RolePlaying or PvP Only Character) and compete in sporting PvP at Random Arenas, Team Arenas, Heroes' Ascent etc.
But when everything is done, or player wants to feel a life, to find some 'real' adventures or conflicts, he can travel to Uninstanced Continent.
(Character can be customized at every town of the continent, but this town won't be an instance. So players will customize their chatacters and form groups at the "territory of the towns")
Certainly, player should have some benefit of playing at uninstanced continent, but there will be no monsters, no quests (intanced continents shouldn't lose their relevance) - only in-game society and community, World War. Game developers can think out values, that would make players/guilds/alliances (on the one hand) wage war with other players and (on the other hand) cooperate with other players/guilds/alliances for months or even years (this War shouldn't become a free-for-all deathmatch).
There are many ways to make this continent popular and filled with players. One of the goal of this continent creation - it will throw together PvP's and PvE's values.
Death from PvP at Uninstanced Continent may cause something like lasting a long time death penalty. For example, this death penalty could be removed only by completing missions at instanced continents.
Life + War + Politics + Epos = "Permanent battery"