Right now the PvE world is so instances that it still feels empty. I think the changes to Caldwell's silver and gold paves the way to shrink the instances to help increase player interaction.
I'm not taking credit for all of these as I think these have been suggested at different times.
1) make all non base game zones (excluding craglorn) dynamically level down and no cp so that the xp is still good in the zones, high levels can play equally with low levels, and there is a challenge while also giving a source of low level resources without respec.
2) I know the devs don't want to do any work on craglorn but craglorn needs to dynamically level up to v16, quests added to the activity finder, and loot sets maxed to player level.
3) while we are at it all zones that dynamically level to v16 (dungeons, suggested change to craglorn) should drop sets to player actual level.
4) resource nodes should work like leather on dead animals: group lootable. This would encourage grouping when farming. Just make there be a dead plant carcass form once picked by someone in the group and de spawn when the resource red pawns or is looted. I am fine with lower out put while in the group as the lowered competition will probably work out to be the same.
5) make ally skills only work in group. If I'm solo I hate healing ward going to non grouped people. On the other hand, if they only worked in a group it might encourage people to group at world bosses or group dungeons. This might be a stretch but it could happen. Probably will help lag too.
I think most of all this exists in the game but would involve changing things from zone specific mechanics to global variables and mechanics. The great thing is that this overhaul will make most everything in the zones similarly coded which will make future tweaks easier to update and fix.
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Hybrid, All-Role NB