Mixed level area (suggestion)
I’ve seen your first suggestion in Xenoblade X. It was interesting there, however, I’m failing to see how either suggestion would be beneficial to a wider community in an open play MMO like this.
What purpose would such a zone serve in terms of connecting it to the story/world and how would it maintain a populated/sustainable presence?
Nice enough idea I guess but most likely such an area would need to have good enough loot to hold interest of any players, and even then it would most likely only be max level toons as ppl would get frustrated by encountering stuff they could not kill and would instakill them(if you have not seen how lvl80 mobs react to lvl 30 or so toons, run such a char to sw or something and youll see why it is far from fun.).
i dont see any benifit in killing lvl 10 creatures with a lvl 80 character. or getting one shotted by a lvl 84 creature when your lvl 30. or having a lvl 80 character aggro a lvl 80+monster to a low lvl area and trolling all the low level players. having an area like this will divide up the players by lvl and make it less fun to play in group events. what good is it if a lvl 80 kills a lvl 30 champ and takes the loot before you the lvl 30 cant even attack it and then gain no experience or loot.
one of the core values in this game is that playing together doesn’t harm any of your experience or rewards which makes playing this game and killing monsters together so much fun. why take that all away in an area where segregation is the main motive of the area? It will turn into wildstar’s empty zones where u have to fight to get kills and hope another better player doesn’t take your kills from you.
if you want the challenge of fighting higher level creatures then the creatures of your level by all means go to higher level areas u will be 30 in a lvl 40 area. you can still kill things but it will be much harder and longer to level. u can even attempt to solo champs on your own before anyone else comes by.
Level is used to determine more than stats.
The higher the level of the enemy, the higher the chances to get glancing blows, and the higher their resistance to your conditions, until they become immune to them. This is rather steep. If you see an enemy’s level as purple, you’ll barely be able to damage them, and they’ll definitely one-shot you. And they will likely drop nothing even if you manage to defeat them.
So levels are not a good way to increase difficulty through stats.
You’d have to use the tool GW2 has for this: Scaling.
Scaling does increase the levels of enemies in events, but little. It increases more their health, toughness and overall stats.
to add more uncertainty but maybe in practice it might be more problematic than needs to be.