Indeed. The game needs some dangerous environment.

But not necessarily having the whole map linked and requiring a full party to even venture into the zone. What people have been talking about, are patrols and wandering mobs. 2.x zones consist of maps of statically linked weaklings that pose no threat unless you're under-leveled. What it should have been is that we should be able to take down mobs one-on-one, but stand a serious chance of dying when one-on-two. Then have dynamically linked packs that gets linked and unlinked depending on the position of part of the pack, or have multiple patrols that criss-cross through the zone.

Make it so that a very careful and able adventurer can still venture into these zones solo. Make it so that a party that ventures into the zone would be fighting packs comparable to dungeon encounters (obviously tune it so that role constitution doesn't matter so much).

Above all, make the mobs leash much, much longer. So we aren't all just riding to quest objectives ignoring everything on the way. I actually quite liked the concept of training, but that is too open to abuse so some kind of leashing is required.

In any case, adventure means danger of dying. Especially when the only penalty is repair money and travel time.

Quote Originally Posted by Crescent_Dusk View Post
I'll just switch to my lv60 ninja and stealth through it all if they make it such a hassle.

Besides, this tale of danger is moot once you obtain your flying mount as you'll be able to trivialize it all.
Which is perfectly fine because you've been through it all and have the means to trivialize it. The 2.x content open world content were trivialized right from the get-go.

Just like there's no problems over-gearing dungeons and face-rolling them, there's also no problems over-gearing or flight-mounting open world content and face-rolling them. But before you get to that stage, the element of adventure exists.