This post got inspired by
this comment.
What would yall think if, when a node was about to level up and lock out its neighbors from leveling up, it would instead open a contest for that lock out. Send out a challenge to any potential rival nodes surrounding it.
The time period of this challenge would depend on the stage of the node that's about to level up, so, say, the challenge for lvl1 upgrade would last just 1-2h, lvl2 could be smth like 10h and lvl3 could be a day or two (and anything higher obviously longer).
Players in the contesting node (if there is one at the time of the challenge) would get a notification of "neighboring node is about to lock this one out. Do this and this if you wanna try and prevent that". And it'd be up to players in those node to decide on the spot if they wanna help the potentially locked out node.
At lvls < 3 it could just be about direct node XP, so the suggested actions would include smth like "do quests" (cause they maybe give the most node xp), while after lvl3 the contest could depend on the type of nodes that are fighting for the lvl up and player actions would require them to do something related to the type of their node.
Imo this would be a much better system than just "well, this node simply had more people in it, so your node got fucked over".
Especially because I believe that mobs will be spawning in the same locations on every server. And those mobs will have the same loot across all servers. This then means that groups (namely guilds, especially hardcore ones) that are trying to play optimally would grind those mobs/bosses (gatherable mats) in the same spots on all servers, which then means that the nodes that house those mobs/gatherables would be the ones getting the most xp, which would lead to them being the ones that lvl up the fastest. And this could inevitably lead to samey-looking servers, which kinda goes against the plan of "each server will look diferently cause different nodes will grow at different paces on different servers".
And yes, I know, the classic "let's test this before suggesting changes" always applies, but I doubt we'll see the true picture of how nodes will grow during A2. We miiiight see that in betas, but those are years out and putting untested changes into the NODE system seems like a bad idea that close to release.
All the while, testing my suggestion would be fairly simple. Intrepid delevel a bunch of nodes in a location > tp people there (during a predetermined test time) > say "choose a node you want and play like you'd play normally" > and then see how well the challenge thing does, if at all well.
So, what do yall think?