Is soloability a requirement for a new zone? If so, what would make an Adventure Zone stand out from a normal zone?
Main Quest Solo
Most Side Quests Solo
Most Delves Solo
Some Side Quests and Some Dungeons Group or Group Enhanced
Group Dungeons
Public Dungeons
Trials (scaled to 4, 8 and 12 person ideally)
That is what I think the framework for any PvE zone should be, Adventure or not. The only reason they call them Adventure zones is they can be done at any time, or almost any time without main quest in the game. That is all it really needs to be set apart from the traditional zones. Can content overlap and be in both new and old zones, sure. Hew's Bane is a way to do that.
So, Mash up Hew's Bane and Wrothgar together, throw in some Group Dungeons and Trials on top of everything, have Battle Scaling, Crafting Nodes that level to the character and that to me is a perfect Adventure Zone. Give me a reason to go to the new zone, and give me reasons to go back to the old zones. Winner Winner, Chicken Dinner.
Edited by Nestor on March 22, 2016 7:57PM
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