Yeah, this paragraph sums up what I was thinking when I read the OP. It seems like the key is to give each zone some value other than what level its mobs are. Whether it's crafting items, or NM's, or a route to get somewhere like was suggested in the OP, if you give each zone something to do other than just killing a certain level mob it will do a good job of filling the zone.
The OP used Valkurm Dunes as an example in XI, and this is a really good example. How many times do you remember leveling your low level characters there looking at all the people camping the Emperor? Or how they put a portal to Lufaise Meadows in the zone. Or like how Elexia said, putting different quest objectives in low level zones. There were reasons for you to keep visiting the low level zones after you leveled past them.



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