Quote Originally Posted by KisaiTenshi View Post
Yes, and a truely seamless map experience requires abandoning the concepts of zones
What's your point? My post had no confusion about what SE might have to do to improve their zones - only my opinion on what I prefer and examples of games that managed zones differently. GW2 is a perfect example of exploiting the benefits of instanced zones to its fullest. You can walk around the entirety of Divinity's Reach, for example, up and down alleys, through markets, winding in and around multi-leveled neighborhoods and parks - and go inside a huge chunk of the buildings. Compare that to a city like Ul'dah or even our more recent Kugane and it's obvious how restricted things are.