Quote Originally Posted by Resheph View Post
I think that archaic ideas like "you can't go to zone B unless you spend levels 1-45 in zone A." is exactly what Yoshi P and the dev team are trying not to do with this game. Also you are completely disregarding crafter and gatherer classes that need to be able to access certain areas for their content, hand ins, etc. I don't think this is really a problem.

Edit: Also I don't get why people are saying that aggressive mobs that kill on sight and stop you from accessing areas enhances the sense of exploration. Doesn't it cut it off entirely?
If each zone increases in mob lvl by a magnitude of 10, then you are rewarded for getting to lvl 10 by being able to explore a cool new zone. The higher the level of the zone the more challenging, so there is a sense of accomplishment as you increase in level.

I could think of a good metaphor for you... you are given 100 dollars to buy something that you really want, or I make you work for it and you get a sense of accomplishment from earning your keep.