So something occurred to me and it may well have been address somewhere else and if so I apologize for bringing it up again but I don't frequent the forums much. One issue I hear repeated over and over by players is that there is no reason to go back to any specific zone and as such there are a lot of "dead" zones all over the map. Now port actually addressed this one sort of when they created those 3 day buffs but thay only effects a small number of zones and lets be honest, it takes me 30 sec to a min or 2 or 3 to actually complete the puzzle and get the buff. I am literally zooming through the zone so fast I really don't notice it so that kinda sounds to me like it it defeats the purpose of having a reason to go back. I can agree with the over all notion. there are no reasons to go back to the zones. Even if they create quests and such in the zones, I have my doubts if many would go back to them for one major reason. We out level the zones pretty quick and to go back to one means a serious loss of xp earned to the point of earning NO exp. Plus the stuff is not challenging. one swing of the sword and the mobs drop. Many of us have limited time to spend on this game and so we want to maximize our time in game. this has nothing to do with min/maxing. It has to do with getting the most for our hour or 2 or 3 that we can spend in game so to my idea..... What if the mobs and zones scaled to the players current level. Not all mobs. I can understand the argument for having bosses, dragons, and certain mobs and what not retain their high levels but why not have most things scale to the players level. this would have several benefits. 1. a player could literally choose from ALL of the zones to adventure in (including the outskirts) and they would not suffer for that choice. it would give players variety and choice. I would love to adventure in the outskirts with my current toon, doing the quests and what not but of course I don't because the stuff is well below my current level. 2. Older more experience players have more incentive to group up with less experienced players and adventure with them and everyone benefits. the older player is not doing all the work (which is what happens when you take a newb to a high teir zone to level) and the newb actually contributes to the fight. I know of a number of games that do this with great success. The players who play these games have really liked that feature. I am not a developer so I don't know how complicated it would be to switch to something like this but what does everyone think of this idea??? what other benefits do you think would come from a change like this. This is just an idea of something that could be a good thing and I am interested in your feedback. take care.