Overall, you're onto something, it's a good general idea to get players out in the world helping each other with soft incentives. Conversely, you could be a lowbie minding your own business and then there's a huge fight with 50 max level characters in your way, so you have to steer clear of the entire zone for a bit. I think it'd be interesting for the lowbie, because they have to avoid being collateral damage, while trying to quest. Again as long as they're not the target I don't see a problem with that. Agreed. Don't think of it as a "crutch" think of it as an "edge." I think it would be required before raiding for bleeding edge raiders, and they would simply save this before the raid every time. This means the entire spawn pool of the lowbie zones would periodically get decimated, as the kill rate would greatly increase, due to a large, above average group of players clearing the entire zone. It'd be hilarious to watch though. Mmm... not so sure here... If you get help on what's supposed to be an epic fight because some high level wanted their buff before raiding, you may not have noticed you just killed some very interesting mob. With how Wildstar implements quests on the fly you may actually miss out on neat experiences doing it with not a higher level person. I think it would be better for the lowbie to initiate asking for help, and if a higher level character comes to aid, they get some sort of buff. This way lowbies learn at their own pace, but when it's too difficult they can get some aid, which also rewards the higher level character. Hmm... I like that, don't know how it would work out in actuality. Also, a casual will likely not be more willing to bind somewhere that isn't closer to their content, as they are limited by time. Other players may though, and the general idea is worth testing. (In other words I think I agree and would love to see it tested) I think the binding bit isn't necessary, as it's likely to just be used for a quicker path to content or resources. This is how everyone will use them, as the buff is not enough to make/break a team. On the other hand, if you put necessary resource nodes all over the place, it's more likely to attract players of all types. I think resource nodes are a much better way for wPvP to break out, as it's the way that world pvp works in the real world. (That and religion or politics but please don't get into a religion or politics argument...) So, in the end, overall an interesting idea, though I don't think the binding would actually work out like it should. A system should be put in place to help lowbies though. If necessary resource nodes are spread across lowbie zones, and lowbies are able to ask for help for a buff, then the high level players will help them. I think it could be a buff to resource gathering and pvp buff, to both help the higher level characters gain in the end, and be able to and more likely to start PvP combat. Basically the reward for helping a lower player should outweigh just skipping by and collecting more nodes.