
Originally Posted by
Centaur
No it isn't! And actually, when the game went live it was a problem, as having everyone in the same few zones resulted in having way too many people in all the starter zones, so that every single event turned into a huge zerg-fest. The starter zones were overflowing, multiple overflow servers were operational, and most of those were overflowing as well.
There are thousands of players on each server, and there's only 25 zones. So if ArenaNet made all zones equally relevant, it should be easy enough to constantly have a few hundred players (as opposed to a dozen or so) in every zone. Instead, what they are doing is funneling all the thousands of players into a few specific areas/zones. So sure, during events like this one there will be thousands of players in some specific zones again (more zerg-fests), to the extent where you have multiple overflow servers kicking in again. And the other zones will be even emptier than usual.
What ArenaNet originally told us was that at level cap, all the zones would be relevant. That simply isn't true. There is absolutely no reason why anyone at level cap would want to revisit the lower level zones unless they need to farm crafting materials there. That is what they should be addressing.
All content should be available to everyone, but not all rewards have to be. I wouldn't have a problem with legendaries becoming more rare and harder to obtain, and there being an intermediate type of gear (ascended) as mid-term 'achievement' goal for those who want it, if those sets of gear had the exact same stats as exotic gear, and thus were completely optional. Rare and unique gear doesn't have to differ in stats and was never supposed to. Its looks (the 'visual representation', as Greyfeld called it) are much more important for recognizing the achievement, than the stats associated with it. Ruse, I and many others wouldn't have a problem with gear that is rare, visually unique and requires a lot of grinding, but is entirely optional and is no different in stats than anything else in the game. But as soon as you start giving these items higher stats, it means the majority of players will want that gear (that's just human nature), and they will want them now. And if you then even start introducing endgame content that requires that gear, then you've introduced tiered content and a required gear grind.