Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
NadiusMaximus wrote: »This just rewards people that roll maximum Alts. Points should be character bound not account bound.
If this game becomes the same as swtor became, roll Alts to be more powerful, then f it I out.
Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
What you are describing is a bell curve. It is commonly used to keep the majority of any target market within touching distance of each other.
Call it what you like
You do appear to be on the wrong games forums though. All your metrics are for WoW.
??? Tan 85 = 11.43
Your also applying it to leveling, here it will only be used at max level, as a further means of progress. It will work well.
You can use it for leveling. You also use it for adding points to passives to get diminishing returns....or invest points in an alternative passive with the same system.
Rune_Relic wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
What you are describing is a bell curve. It is commonly used to keep the majority of any target market within touching distance of each other.
Call it what you like
You do appear to be on the wrong games forums though. All your metrics are for WoW.
??? Tan 85 = 11.43
Your also applying it to leveling, here it will only be used at max level, as a further means of progress. It will work well.
You can use it for leveling. You also use it for adding points to passives to get diminishing returns....or invest points in an alternative passive with the same system.
I'm really excited to be honest. Should be bloody awesome.
Rune_Relic wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
What you are describing is a bell curve. It is commonly used to keep the majority of any target market within touching distance of each other.
Call it what you like
You do appear to be on the wrong games forums though. All your metrics are for WoW.
??? Tan 85 = 11.43
Your also applying it to leveling, here it will only be used at max level, as a further means of progress. It will work well.
You can use it for leveling. You also use it for adding points to passives to get diminishing returns....or invest points in an alternative passive with the same system.
I'm really excited to be honest. Should be bloody awesome.
Was just funning with you.
Definately much better than VR system, people can join in end game from level 50, without having to grind out 14 VR levels.
I'm just rather bored of waiting for it. Should have been all they worked on from the second they decided to change direction, the delay has no doubt cost them thousands more subs.
ExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
A Champion Point is earned after a still-to-be-determined amount of XP has been received by the player. That Champion Point can then be placed into the Champion System constellations, but there are some rules as to how they get placed.
The points on your account can be spent on ALL characters you have, and they are NOT shared. So if you have 100 points, then you have 100 points to spend on character A, and 100 points to spend on B, and 100 points to spend on C. Using the points on one character does not reduce the pool that can be spent on the others.
Bad move if you ask me and I am not in favor of this - I am going to hope that is incorrect.
Care to give some reasoning why it's a bad move?
To me it means I can take my NB or Templar to a trial/dungeon and it won't matter to my overall progression in the champ system, I can take what is needed not the one that needs advancement, to me this gives flexibility, to those that put the effort in to level alts to max level.
This game is already great for alts, as I can and do share gear via the shared bank. Say a place drops an item I really want for my NB, but the guild badly needs healers (assuming I preferr to heal on my Temp), I can take my Temp, if the item I wanted drops I can give it to my NB.
This works well with the champ points per account rather than character. It leets you have characters for different things, without being penalised for playing your other characters.
Hlaren_shortsheath wrote: »will we be able to see the entire tree and all of the posibilites available? or will the tree options per skill only be able to be seen as per unlock?
i sure as hell hope we will be able to see the entire tree and where we wish to lead ourselves in the certain tree we wish to progress because i do not want to spend months on end researching every single option to find what build or skills i want and what fits my play style better. and having to respec and rebuild every few days just because i could not see what the actual path led me to in skills.
i want to be able to know what im puting points into and why im doing it.
Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player (5%). No one can hit 90 anyway.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
NadiusMaximus wrote: »Because the more complex and complicated it is, the less people will see that it is just a death grasp to try and hold onto a meager straw horse of an end game idea.
I hate keep coming off negative, I think that the New areas will be awesome, but not if you absolutely have to be in a four man freakin group just to walk around in it. New level system is welcomed, for this big of an overhaul we need more definition of what's going to happen, which we have gotten in small parts, up until lately.
This will either make or break the game for many many people, so guys I beg, I plead, I pray you get it right at launch, cause if it's buggy, twitchy, exploitable, lagging, it's not gonna go well.
ExiledKhallisi wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player (5%). No one can hit 90 anyway.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
This new system will end this game. I'm sorry but it will. I find it hard to explain what I see. People are blinded by endless progression and current players are excited for more stuff to do but my point goes unanswered....
If the champion system has been out a few months now...and I just joined the game...it wouldn't take long for me to realize I can never compete with the top. This is a huge problem. Of course kids who have no life and play 12 hrs+ per day deserve to have a little edge. But this edge WilL be leaps and bounds.
ExiledKhallisi wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player (5%). No one can hit 90 anyway.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
This new system will end this game. I'm sorry but it will. I find it hard to explain what I see. People are blinded by endless progression and current players are excited for more stuff to do but my point goes unanswered....
If the champion system has been out a few months now...and I just joined the game...it wouldn't take long for me to realize I can never compete with the top. This is a huge problem. Of course kids who have no life and play 12 hrs+ per day deserve to have a little edge. But this edge WilL be leaps and bounds.
Francescolg wrote: »If the champion System would be "designed for pvp" it would greatly enhance our motivation to do pvp. Therefore connect the champion levels to the pvp-rank (1-50). So much things have been added to pve-content but not for pvp!
Instead, you are adding another pve-lollipop every 6 weeks and just ONE new frontier zone somewhere in the future (pvp "dungeon"). All major upgrades till now were pure pve upgrades and some tweaking..
PvP-progression is not existant while players doing pve are getting buffed from day to day. We already have much better pve-sets (Warlock, AA magic crit-set, etc.) that are not given for pvp but "just" for pve-farming, whilst not enough is beeing done to reward time invested in pvp!
I do not want a "title" as a reward for successful pvp.+
I do not want some money for the pvp rank
I do not want supbar-item sets compared to pve-content.
I do want my pvp rank (not the campain-end position) to be "more relevant" for my char in terms of passive abilities! (see: Dark Age of Camelot realm ranks)
bosmern_ESO wrote: »ExiledKhallisi wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player (5%). No one can hit 90 anyway.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
This new system will end this game. I'm sorry but it will. I find it hard to explain what I see. People are blinded by endless progression and current players are excited for more stuff to do but my point goes unanswered....
If the champion system has been out a few months now...and I just joined the game...it wouldn't take long for me to realize I can never compete with the top. This is a huge problem. Of course kids who have no life and play 12 hrs+ per day deserve to have a little edge. But this edge WilL be leaps and bounds.
The advantage that players who have played for longer, and more seriously will be things like +10% to max magicka. 10% really isn't that much of a difference, and a new/casual player should expect to be beaten by a old/hardcore player.
No one would want to play the game seriously if a brand new player who spends 1-2 hours a day can easily kill someone who spends 10+ hours playing.
bosmern_ESO wrote: »ExiledKhallisi wrote: »Rune_Relic wrote: »Rewarding time played vs skillExiledKhallisi wrote: »Rewarding time played vs skill is a fatal design flaw that will kill the longevity for the game in regards to newer players.
What will happen with the champion system is only the current players will continue playing a ridiculous grind and all new players the come after will quickly realize there's no point in trying to catch up. This is what happened to WoW and the way they corrected the issue was each expansion dumbs the game down even more. Nov 17th will see the death of wow with the game becoming fully moron proof and accessible by anyone at any age.
ZOS think deeper into this idea....why would a new player want to play your game or take part in PvP with players leagues above them in stats/gear
Actually the whole point of the champion system is to balance that problem.
1. There are the hardcore players that devote all their time to the game and feel they should be rewarded for such. The problem is this creates a bigger and bigger gap between the hardcore player and the casual player (vertical progression if you will).
3. The casual player hates the fact they are penalised because they have a life to lead, cant keep up and simply get dominated by hardcore players that rely on greater power rather than greater skill (horizontal progression if you will).
These two camps are diametrically opposed. The solution is to use a tangent curve instead of linear progression.
Y axes = XP (just scale up or down as required)
X axes = Level (angle really....but you can scale level as you like)
It will take an infiite amount of time to hit level 90 allowing people with less time to get to level 85 quickly. There wont be much of a difference between a level 85 and level 90 player (5%). No one can hit 90 anyway.
As you can see progression is reasonably linear through the lower levels (vertical progression). As you reach higher level the curve gets much steeper and requires much more XP to progress (horizontal progression). This stops the runaway condition of vertical progression. This principle can be applied to anything.
So basically the lower level is when you are training and developing your toon (power). As you approach max level that power stabilises and your skills diversify (skill).
This new system will end this game. I'm sorry but it will. I find it hard to explain what I see. People are blinded by endless progression and current players are excited for more stuff to do but my point goes unanswered....
If the champion system has been out a few months now...and I just joined the game...it wouldn't take long for me to realize I can never compete with the top. This is a huge problem. Of course kids who have no life and play 12 hrs+ per day deserve to have a little edge. But this edge WilL be leaps and bounds.
The advantage that players who have played for longer, and more seriously will be things like +10% to max magicka. 10% really isn't that much of a difference, and a new/casual player should expect to be beaten by a old/hardcore player.
No one would want to play the game seriously if a brand new player who spends 1-2 hours a day can easily kill someone who spends 10+ hours playing.
I doubt your 10% are correct but even if they would, do you know what 10% more DPS mean?
It means that if you don't have it you are out from any type of group content because nobody will accept you in his group.
And that 10% are a world in pvp is I think not even necessary an explanation.
The issue however is that its all going to about XP and this means time. This isn't about playing the game and then getting stronger by doing so, its about exploiting the same 1-2 grind spots at Craglorn and this is horrible for an MMO or any game as big as ESO.
Developers make hundreds of mobs, maps, npcs and in the end players wont see all of this as these 1-2 grind spots will matter and nothing else.
Hlaren_shortsheath wrote: »and by the way,
does any one know the answer to this question?
will we be able to see the entire tree and all of the posibilites available? or will the tree options per skill only be able to be seen as per unlock?
i sure as hell hope we will be able to see the entire tree and where we wish to lead ourselves in the certain tree we wish to progress because i do not want to spend months on end researching every single option to find what build or skills i want and what fits my play style better. and having to respec and rebuild every few days just because i could not see what the actual path led me to in skills.
i want to be able to know what im puting points into and why im doing it.
Hlaren_shortsheath wrote: »and by the way,
does any one know the answer to this question?
will we be able to see the entire tree and all of the posibilites available? or will the tree options per skill only be able to be seen as per unlock?
i sure as hell hope we will be able to see the entire tree and where we wish to lead ourselves in the certain tree we wish to progress because i do not want to spend months on end researching every single option to find what build or skills i want and what fits my play style better. and having to respec and rebuild every few days just because i could not see what the actual path led me to in skills.
i want to be able to know what im puting points into and why im doing it.
In the audio they said all stars would be visible (spec'ed would look different naturally) and they would have tooltips at all times.
@audigyGreatfellow wrote: »NadiusMaximus wrote: »Because the more complex and complicated it is, the less people will see that it is just a death grasp to try and hold onto a meager straw horse of an end game idea.
I hate keep coming off negative, I think that the New areas will be awesome, but not if you absolutely have to be in a four man freakin group just to walk around in it. New level system is welcomed, for this big of an overhaul we need more definition of what's going to happen, which we have gotten in small parts, up until lately.
This will either make or break the game for many many people, so guys I beg, I plead, I pray you get it right at launch, cause if it's buggy, twitchy, exploitable, lagging, it's not gonna go well.
You know, regarding that "if you absolutely have to be in a four man group just to walk around in it" comment is what catches me: I really wish they'd make individual instances of those areas, i.e., instances of those areas populated with baddies that a single excellent player could challenge. Just give a lot less exp and loot, I'm good with that.
The plan is to make sure we introduce a large variety of activities and types of content in the future. Players shouldn’t expect every new zone we release to be an Adventure Zone at all.