With much respect to the devs who have done a fantastic job on WR:
There's kind of a fine line between making a zone inaccessible and a zone so inaccessible no one goes there. If no one goes there, what's the point in making it? (I haven't seen a single soul save myself in all of Faydwer the last 2 days or so)
Please think on this when designing the newer zones. Traveling somewhere once is a lot of fun. Traveling a 2nd or 3rd time is ok. After that travel is just a time sink. Expand the world without expanding travel options and you've just made the sink into a pool.
I'm big on exploring and trying new things out. WR devs definitely encourage this. In EQ though, this is fun but highly dangerous. I die doing this. I die a lot. I've learned a lot in Faydwer in the last couple of days:
don't let the fae drakes sprinkle fairy dust on you - dead
elven skeletons hit way too hard - dead
don't go certain places or you get darkrooted - dead
corrupted tinkerbells hit way too hard - dead
Kaezul corporals hit way harder than the soldiers - dead
don't pull this Kaezul minion or he will chain aggro a 450hp lifetapping minion - dead
and so on.....
My point is that long cr's can actively discourage exploration. If you constantly try new things that you don't know anything about you have a good chance of death. I really don't have much desire to explore and try any more new things out in Faydwer as the travel time if you die is getting old. Say you form a group and travel to go explore Elendal's or try out the Pixie Dark Lady. No one in the group knows anything about it. What's the odd's of someone dieing? Now if you don't have a cleric to rez how long is the travel time for the dead tank to return to the group?
Please consider this in any new zones you design. By all means make a zone hard to get to and dangerous, but once we get there let us bind nearby and be able to recover from death easily. (And yes, I've done the old school cr's where you got your cr armor out of the bank and ran from Freeport to Guk dead side only to find your group decided to camp and call it a night because you were taking too long to get back.) I'm not sure what the WR devs "vision" on death and cr's is, but this one player prefers quick travel and nearby binding, especially near any place one might wish to group. WR's low population count also leads to quick travel and many bind spot locations in my book.
These are just suggestions, thanks for listening, and great job on WR!