This is more of a flavor and immersion request but I am sure this can impact our overall gameplay experience tremendously.
I don't know much about the lore when entities die they turn to ashes and reincarnate metaphorically out of the ashes into the world again.
But to respawn NPCs in a set or random location around their small space where they just idly roam around seems like a waste of potential to me, old and we could improve on that concept.
The complexity of this could be raised step by step over time when the most essential steps to finish the game are done.
It seems like a system that can be built upon an already-established world later.
To add immersion, erase some logic errors, and create interesting stories, about how certain NPCs interacted with you, themselves, and other NPCs in the world.
Maybe you stumble into a big fight between two or more packs of quarreled creatures, a gathering of friendly dancing, singing groups of tribe people, an epic battle of two roaming boss monsters, or a group of clerics sent out by a node to help fight against those filthy undead on a graveyard.
Now one of the greatest games I've played that does that and has a fantastic fluid intuitive combat system too IMHO:
-> "V Rising" <-
Let me show you how this works ingame:
https://www.youtube.com/watch?v=7VRgVmjLzeQ
Of course, there needs to be many rules set in place that these "happenings" are not something uncontrollable and stacked upon. There needs to be a balance of friction in place and internal timers to neutralize them so everything is normal again after some time.
I wouldn't restrict the game to just constructed events where these things can happen. Let the world live and breathe a bit by default not strictly by design.
We would have to apply more logic metadata, animations, sounds, emotes, and behavior patterns to every NPC, about what, how, and when they do specific things:- Territory-size, -boarders, where they roam around on specific paths in an area or between Points
- Spawning grounds, where the species breeds or more intelligent NPCs live i.e. thickets, holes, caves, nests, houses, etc.
-> When the NPCs spawn in specific places, maybe even have to grow first in 1-3 stages it creates a more believable environment, where...
...a few parents roam the spawning grounds, which could be elites, bosses, or normal mobs depending on the lore and NPC.
...many freshly born and/or juveniles follow their parents around
... matured NPCs go out in the wild and have big roaming paths to not gather too much in one place, spread out like we are used to in most other games.
(There doesn't have to be a too complex system in place, just some natural flavor if it makes sense in the environment or situation and lore of the NPCs. Magic beings and summonings still can spawn out of thin air, but creatures of the wild and humanoid NPCs shouldn't just appear again when they get killed. Humans could just have to walk out of a house near their death zone, out of a room players can't go in.)
- (1)Friends/(2)neutral/(3)foes categorization, different for 3 levels of intelligence...
...
lowly intelligent: wild creatures, beastlike, natural
(1)-> tame behavior, friendly approach, communicating via contact and sound, following around for a bit
(2)-> neutral behavior, curious but timid approach or ignoring, fleeing/warning pack by target approach
(3)-> aggressive behavior, attack on sight or threatening stance before attacking, gathering in packs before attacking, fleeing and warning pack
(there is a big dynamic between the same or different creature species and that's what makes it interesting)
...
mediocre intelligent: self-aware but primal tribe organization and simple communication
(1)-> happy behavior, friendly approach, communicating via body language and sound, positive emotes
(2)-> neutral behavior, curious but timid approach or ignoring, fleeing to group /warning group by target approach, questioning/warding emotes
(3)-> aggressive behavior, attack on sight or threatening stance before attacking, gathering in groups around the target before attacking, fleeing, and warning group to gather around the target
...highly intelligent: communicative, able to plan and speak)
(1)-> cheering behavior, friendly approach, communicating via gestic, facial expressions, language, speech, sounds, and positive emotes, commenting friendly and contextual on target approach
(2)-> neutral behavior, curious but defensive approach or ignoring, fleeing to group /warning group by target approach, questioning/warding emotes, commenting neutral and contextual on targets approach
(3)-> aggressive behavior, attack on sight or threatening stance before attacking, gathering in groups around the target before attacking, fleeing, and warning group to gather around the target, commenting hostile and contextual on target approach
(targets are not only players, but any NPC roaming around, like guards and wardens in the wild and other creatures against their natural enemy or hunting prey, etc... these are just examples but for each NPC group species, category, faction can be a different kind of behavior to a degree that makes sense and is not too costly on the development side)