Before any mentions it already exists. Ik lol(to an extent it does)
We current have this with a few zones, undermine i think is pretty ok but i was thinking something deeper and more tied to the New Player Experience with a end-game farming aspect(To have more end game players around to help new ones).
Maybe a zone focused around early-game and end-game resource density, So new players can opt into learning progressions to make their own gear/items(optional) or End game players can have a hub to kill high respawn rare elites/world bosses and farm xpac specific currency for cosmetics. Maybe even tie it to daily quests, The reason i mention no fly mounts is because dive bombing quests ruins immersion and i think makes the zone feel more dead(which contradicts the idea completely) ofc every zone shouldnt be like this, its best to keeo maybe just 1 zone like this each xpac, this can be the area trial players go and get a taste of the expansion while still leveling(which imo would make them more likely to buy it) instead of just throwing them in exiles reach with noone to guide them or tossing them in a dead elwynn forest where they kill wolves and humans and then eventually just get bored and dip
This tbh would prob be best as the first zone in an xpac and then later branches out into fly zones(the areas locked behind purchasing the xpac)
To summarize the goals of it would be
•Immersion-Higher player density/Feeling smaller in a big world due to no flying
•Farming-Teaching new players professions(optional) and giving endgame players a fun zone to farm in without all the dive farming in fly zones
•Learning fight mechanics with New Rare/Elites Worldbosses with high respawn rate(Helps farming currency and learning faster for new players)
And daily quests would be fun too, especially if its catered around helping others
(Forgot to mention the whole zone should be affected by scaling and involve tutorial/exile reach type of quests for newbs)