I can try!
I’m no game designer and I actually prefer to give Blizzard a general gameplay direction to pursue rather than specific and detailed suggestions, because I think they should have the freedom to design according to their own ideas. It’s also more exciting for me as a player to get something I haven’t seen or thought of myself, rather than something I already know all about because it’s my creation.
So I do feel that simply saying that I want more solo outdoor world content with a stronger sense of difficulty and character progression alongside an increased emphasis on the journey and adventure of traversing around in a landscape.
That should be enough for Blizzard to work with.
But since you ask for something more specific, I’ll try!
Let’s say you have a fairly big zone. Imagine it’s a bit like Winterspring. You have some easy to kill Furlbogs and Sabers in the north. Then you have some harder to kill Owlbeasts and Yetis in the south. And futher south you have some really tough Ice Giants and Blue Dragons. And beyond that, on the outskirts of the southern end of the zone, you have some terrifying Infernals and Felhounds.
That’s a zone with a natural difficulty progression where different areas present different monsters with different difficulties.
Let’s say there’s also a main hub in this zone with an NPC who will offer you some gear and some upgrades if you complete various quests and gather currency and such in the zone. And let’s say that the initial quests and objectives ask you to kill Furlbogs and Sabers, but over time as you progress your quests start taking you further south. Now you have to kill the harder Ice Giants and Blue Dragons and eventually the terrifying Infernals.
And let’s say you do this for a few months and you end up with item level 233 gear - like in Korthia.
Let’s say you then come across a cave in the zone where there’s an Infernal that you can talk to, and this Infernal explains that the demons aren’t actually evil, they’re just looking for a way to get home and maybe you can help! They’re trying to build a spaceship, but they need help getting the materials they need to build it. So in exchange for you finding all the materials they need for their spaceship they’ll give you some upgrades for your gear. Let’s say upgrading your gear from item level 233 to 242.
Let’s imagine these Infernal tasks involve finding hidden treasures and climbing trees and doing all that secret chest hunting where you have to play a bit of Super Mario. And you’ll need to kill some more monsters as well of course.
Now let’s say that after reaching this point the NPC back in the hub offers you a special quest that gives you access to an area consisting of some floating rocks that you couldn’t access earlier.
On these floating rocks there are some new challenges you can embark on. Let’s say it’s some instanced solo challenges where you face off against waves of enemies or unique bosses - like a mix of Proving Grounds and Brawler’s Guild.
Let’s say that completing these objectives gives a unique currency that you’ll need alongside your normal currency to upgrade your gear beyond item level 242. Let’s say up to item level 253.
So let’s say you do this new gameplay routine for another month.
Now the NPC has a new task for you. It turns out that there’s a Shadow realm in the zone - an alternative reality!
And it’s filled with evil Void creatures. And you’ll need to defeat them. But you don’t have an outpost! So you’ll need to kill the nearby Void-touched Rock Giants and Void-touched Treants to gather materials for your new hub and base of operations.
Imagine this is a place like The Molten Front where you slowly build up your base over time as you complete quests and objectives.
And again the NPC offers you a way of upgrading your gear further, now requiring a mix of normal zone currency, floating rock currency, and void realm currency.
Let’s say this allows you to get item level 265 gear.
And let’s say that in your new base there’s an instance that you can enter only if you have a certain currency that is a rare drop from any of the Void creatures in the zone.
Let’s say this instance is a loot run, like the Shado-Pan one in the Thunder Isles. You get a few minutes to grab as much loot and currency as you can before you’re kicked out.
So if you’re really lucky and very fast you can progress your gear a little bit faster. Otherwise you still got your usual objectives and quests to fall back on.
Now let’s say you’ve finally built your base of operations and you get a new quest and it triggers a phased event where you have to fight a difficult Void Lord that’s different for each class and spec - so it’s a fair challenge for everyone.
Let’s say if you are successful, then the boss escapes and the final phase of the zone begins, which involves some different Void portals that you can enter once a day - each one containing a unique solo scenario. A bit like Horrific Visions in BfA.
Complete these and you get another currency. And along with the other 3 currencies you can upgrade your gear from 265 to 287 over a few months.
So something like that!
Of course the zone would have the usual pile of rare mounts and pets and transmogs to collect, as well as herbs and ore and leather to skin. And Pet Battles and Fishing for those who are into that.
All the usual swag.
And as said, then I’m no game designer, so my creative brain can’t really think of new ideas. I can only work with that which already exists. So if Korthia is a Cheeseburger from McDonald’s, then I’m basically just asking for a Double Cheese with Bacon! So take Korthia and slap it on top of The Molten Front and add some Thunder Isle and sprinkle it with Brawler’s Guild, Proving Grounds and Mage Tower and Voilá! You have a compelling and engaging zone that offers a lot more progression than what players are used to, whilst also presenting challenge and requiring time and effort in order to earn the rewards.
And I’m sure Blizzard can create something that is 10x cooler and more fun than what my mushy brain can think of. That’s not the issue. The issue is the people who are opposed to these ideas, because God forbid someone can progress their character outside a raid instance!
Blizzard have a tendency to be reluctant to do something if they can see that a portion of the playerbase is vehemently against it. They’re conservative in their design. Status quo is preferable to controverse.
But the issue is that it kind of provides the elitist clowns a form of veto where the game is forever locked in this design where every patch is a new PvP and Mythic+ Season, a new Raid, and a new insignificant zone with an optional grind.
And whilst the elitist clowns who just want to raid are happy to preserve this status quo, because it means they can just raid and ignore everything else in the game, then it clearly doesn’t work for the larger part of the playerbase.
BECAUSE THEY’RE ALL QUITTING IF THEY HAVEN’T QUIT ALREADY!!
So something has to give or there won’t be much of a playerbase left.
So there you go.