I added this into the dev discussion chat as a throw away however been fleshing out the idea in my mind and I think it makes sense to keep the pvx game play lively.
many MMOs give characters an ability to prevent them from being targeted by hostile mobs eg. ffxiv Sneak
Others mobs can and will continue to spawn after you clear the cave while you gather resources eg. New World.
I think a variety of pvx skills should become available to the artisan gatherers as they progress in their field.
Primarily skills based around situational awareness
the example from the dev discussion I used was something akin to a booby-trap alert line/trip wire with bells on it. that get sprung by players coming within range and give you an audio que that players are nearby.
Depending on the time it takes to gather when you get an alert you can decide to take cover, or quickly try to finish up some nodes. or otherwise prep for a potential encounter.
Example there was the ganking question intrepid put out a while ago:
https://twitter.com/AshesofCreation/status/1557410308557156353
Change the scenario, you and the ranger were actually gathering together the rogue unwittingly triggered your alert so your ranger buddy hides behind the rock while you act as bait for a potential attack since the rogue tried to gank you, you both jump the rogue instead.
an alternative could be a "Detect" skill along the lines of "Listen to the wind" you become immobile while using the skill but while using/channeling players and mobs are indicated on your mini map with the range depending on your respective skill.
I do think there should be the opportunity for stealthy characters to bypass these. A rogue or ranger actively using their stealth ability should be able to bypass these while still triggering if they are running or walking normally.
General aside/want, cancelling your gathering attempt mid duration should be responsive and temporarily save your progress for any user. If I interrupt you half way through cutting a tree, we consensually pvp, whoever wins should only need to cut down the other half of the tree.
I've been going back and forth on a "repel" to bypass certain mobs I lean towards
No for general repellants, however I could accept a crafted consumable that instills fear into a single mob, eg a "Boom potion" that can break the aggro off you from a given mob or aoe effect and those hit flee from you and unable to reaggro for a min or two.
So repelling would be less skill more consumable allowing players to make a cost analysis of time lost dealing with mobs vs consumable prices.
Let me know your thoughts on any(if any) utility skills you think gathering should provide to lean into the idea that a woodsman/lumberjack should have high situational awareness when in
their element.
tldr:
I'd like to see Utility skills like Alert-lines, or detect for gatherers to have a sense of those in their surroundings to ensure they are harder to sneak up on.
Potential for single use short term repellant consumables that act on one mob or those hit by it's aoe. ~1-2 min effective time
outside utility skills having nodes track progress to harvest so that if interrupted you only need to finish remaining progress (time to harvest dependent of course)