There are a few repetitive issues faced by many consumers: lack of gold faucets outside of motiff farms; lack of a decent way to grind exp/vp outside of main quests; lack of character content other than the main storyline (i.e. busywork); and lack of fulfillment in guild questlines.
A possible solution to some of these, could be radiant quests.
What is a Radiant Quest?
Radiant Quests were a huge talking point in Oblivion and Skyrim. They were quests which would give you a mission to some random locale, to kill a random enemy or steal a random thing or find some random book, and come back for a reward. When they were properly setup, it was an infinite supply of repetitive content.
These quests can be mostly randomized and themed with the guild itself (including future content for Dark Brotherhood and Thieves Guild). They can be accessed from any of the guild headquarters, and generally send players into the surrounding area, leveled for that area's content.
Completion of these quests provides gold rewards, a small amount of experience, a small amount of veteran points, and progression in rank within that guild (independent of a players skill level in that Guild). Also included in the release of these quests are new achievements, costumes, and new titles.
More Than One Type of Quest
For the Fighter's Guild, these could include everything from rat infestations, to taking out an evil sorcerer, etc. Mages guild can focus on relic retrieval, assisting mages in need, or even gathering spell components.
These quests come in three forms, with players getting access to higher level content after progressing within the guild. The first form of radiant quests are solo focused, menial tasks. Not terribly challenging, nor very rewarding. They are by no means limited to only one player, however, but added participants receive no benefits. Only the quest taker gets rewarded.
Later levels can be done by a competent solo player, or with the help of a friend. They are duo quests that will reward a solo player with more, but splits the reward evenly amongst two players. When you turn in the quest, you can choose who to assign the reward to, if more than two players are in a group. These are harder challenges.
The large scale missions are meant for 4 man groups, and can include taking care of dolmens or forays into Oblivion/Coldharbor. These are more rewarding experiences, but more challenging as well, and while they aren't as long or as challenging as veteran dungeons, they are intended to be group affairs.
Quest Hubs = Guild Headquarters
Each quest hub centers on a guild headquarters in that zone, with some zones having more than one 'hub'. The events spawned are randomized, most being as simple as 'go out in country side and kill x animal'. A rare few could include escort quests, or protection quests, though these are less often (due to being completely annoying mechanics to many players).
More Complexity = Story Arcs
About a dozen generated story arcs can be built into each guild. These are more realized plot stages, interchangeable with one another, that the player is then lead on. Like Radiant Quests, they are randomized, but include longer stages and more drawn out encounters, usually culminating in a boss fight, better rewards, and achievements for finishing certain events.
Each of the arcs could be considered a miniature side-story for our characters, with arcs limited to their region. Taking on missions in a new HQ area, from a different giver, will begin new arcs.
More Complexity = Villains
Every so often, a player will either be on a quest, or take a quest, to go after a randomly generated named upon who is uniquely assigned to that player. This opponent becomes that characters 'villain', and finds a means to escape battles, or get saved.
The culmination of the players individual story-arc will often include the capture of that players villain, who might later escape (as the radiant system would theoretically have no end).
Too Long, Didn't Read
Quest hubs, random quests, gold generation and infinite content.
Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.
XBOX NA
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.