
Originally Posted by
Avatre
The reason for the colour scheme is it's a war torn landscape. Devastated by bombardments, explosions, unchecked fires...there wouldn't be much except shades of brown/black/grey.
Wartorn landscapes can still look a whole lot more varied than that.

Originally Posted by
Supersnow845
What would it take for you to like field content?
Above all else, a higher floor on combat engagement. The highs of Bozja's combat are alright, even if nothing great, but the less interesting FATEs, and simple mob grinds, are truly mindnumbing -- and I suspect it wouldn't take that many more resources to give them some additional interest.
A close second to that, though it'd likely be a far, far more expensive endeavor, is that sort of "Living World" take on Expedition Missions:
I'd love to see progressive instances, for example, so long as the rewards scaling didn't on either end entice people to instance-hop constantly to get a more developed map or to want to start from scratch and play the full instance length. Let the more threatening parts of the map be truly threatening until the players collectively progress through generating advantages. Include some randomization.
Let Gathering and Crafting have a place. Build up forward bases. Build specialized "armor" and "tools" (buffs, not actual items so they'd have to be replaced after the run, but which replace armor appearance) that offer, say, elemental advantages and additional actions (Dive/Slowfall on a Ravenscloak, a ranged physical attack with a follow-up oGCD to-target teleport on a Blink Dagger, etc.).
As for the other aspects of "Living World" design, let's see migratory herds, occasional skirmishes between mobs, have rares as actual units already out there from the start but who would be nigh suicide to attempt to reach without sufficient stealth. Have occasional mobs waves that would try to destroy your bases. Etc., etc.