I'll weigh in even though some are not going to like my opinion. I currently play a level 14 character. My character runs with a group of other 14-16th level PCs. Most of our play takes place on the Mist Camp side of the server. I say Mist Camp side of the server because for me that is exactly how it feels- Vallaki is for low levels, east of the Savalich Pass, is for higher levels.
Most of our play, does not mean all of it. Today as a mater of fact our play took us back to Vallaki, Dvergheim, Degannwy, mount Baratak, and the Road to Berez. The entire trip was for crafting regents, and other craft parts. While there my PC received XP for killing some of the monsters. Apparently that side of the server is not just for low level PCs.
One of those new craftable resources is only located around one of those areas I mentioned. The other areas are the only way to get enough regents of certain types to warrant going back west. It is entirely risk, versus- reward. In this case it was low risk, high reward. Can our group get regents for alchemy in other high level dungeons? Yes. Is it worth the expenditures to get them, in potions, varnishes, and the risk of getting walloped to do so? NO. Will we get the same or more items for the craft in the high level dungeons? NO. There are more regents available in the lower level side of the server. It is entirely how the server has been designed.
On top of that, There is a sever problem with the number of dungeons that take more than 5 minutes to clear, to go play in, and the numbers of players online. Many times our group has gone to a high level dungeon for the crafting parts, only to see that someone else has gone through it recently, and there is no point going through it at all. This problem of design vs current player numbers is being felt in a number of ways. One of the most recent is the heal potion vs. caster debate in the other threads. However your opinion falls on that one, is probably based entirely by how you play and with what group. I will simply repeat what one of the 2 cleric PC players in our group said. "IN the high level Dungeons with a group, one cleric cannot cover everyone with heals. It just isn't going to happen." To support my argument on this, Our group can clear the three hag dungeons in Eastern Barovia, in less time than it takes to run between them. We recently cleared the Lysagga cave in under 3 minutes.
Overall for my group it is about the crafting. The current update may yet help that- however due to the new types of materials that were introduced, I am betting every high level crafter and their friends, will be going through every area of the server to see where the new things are and, what's available. They will even interact with the low level players and AMPCs that Western Barovia is home too. Why should higher levels get less RP XP than anyone else there? Is it to encourage them to move back to the East? A better encouragement would be that it's worth staying on the Eastern side as everything that you need and want is there. That would make sense.
When it comes to attempts to balance play for everyone, you can't. It is impossible. High level PCs are more powerful than low level PCs. Part of the problem that this reduced XP is trying to fix is the old "High levels stay out at night and ruin the atmosphere of Vallaki." That is a true assessment. However did you ever wonder why the high levels do stay out at night? The answer might surprise the Dev team. It's because once a PC leaves Western Barovia, night time becomes no more dangerous for them than daylight. They have gotten use to the idea that they can go where ever and do whatever at any time without any real danger from the module than a DM event. Why is that so? Where are the random nighttime encounters for the high level side of the server? Why is the Village of Barovia the safest place to be outside at night? The answer again is design. Random difficult encounters could spawn in based entirely by the level of the PC's in an area, and de-spawn when no-one is around. This same set up could be done in Vallaki areas. Let a higher level draw in something real difficult that kills them. Imagine how the lower levels would respond to that in Roleplay. It might actually be worth seeing. It would certainly re-enforce the stay inside at night warning.
I am sure that what I have posted here will spawn a number of comments. Some who think everything is fine with how it is will probably be the most dismissive on what I have stated. I honestly hope what I have posted is taken as constructive to making things better for everyone, not just the ones who play certain ways. The server has taken some questionable directions lately, and has developed a rather bad stability problem since the last hak update. It has also increased in popularity to the point that it is common now for there to be 130 players on peak times. Perhaps we have reached the limit on what the game can handle. Lag has been a systemic issue, at the best of times. During DM events it has made playing impossible. That is the simple way it is. Most of us are not involved in DM event when it is going on. All of us get to enjoy the lag from it.
If the Devs want to keep 14th level and above out of the lower level areas, I suggest this: Split the server into two. Remove the Action server which has had at most 10 players on it at once, and replace it with the Higher level RP server. Make server 1 Level 2-10. Make server 2, level 11-20. Changing to the higher server takes place on level up to 11, and while riding the Vistani wagon, or while wandering the mist. Keep both servers the same module. That way any update to one, is made to both. Doing this will do the following: First, player counts will drop back to the 50-60 range at peak times- perfectly low enough for there to be a DM event on and not lag everyone else out. Second, you don't have to worry about high levels interacting with low levels. Third, all the server is open to the players and is level appropriate.
Again, my post is given to help make things better.