Expand the Node functionality towards PvE hubs, and include more Risk vs Reward towards PvE.
1. When joining a fresh server, the life on the server should be established within the node system. *1
2. When dying from an NPC, we should risk the same as within PvP. Item loot and reagents/mats are dropped and put in the loot-table for that NPC. *2
3. Monster Coin events are linked to this.
1*. At the start of a server, the game should utilize the excellent and exciting node system to also include NPC's and general life on the server.
The nodes should already florsh with life, but designed in a way that makes sense per location. In the mountains the unlocking of a "node" can be as easy as a creature that have to be defeated to force it to let go of the node. In the forests, the system can be a group of NPC's that have established their own camp already. A group of herbivores that lives off of plants, nuts and berries - et cetera. and is a group that will fight back if their resources are taken by us.
All creatures linked to nodes outside of normal wildlife has a certain amount of IQ, wits, and are able to think. Typical mobs would be human like creatures, and the system would function the same way the node system works for us, where we evolve it up and down in levels. If we starve a creature of its plants or barries near its node, it evolves to fight back harder - trying to cooperate with other NPC's next week if the node it self is not shut down.They evolve to use more skills/abilities, they send harder NPC's to defend its habitat, and the node it self spawns more NPC's.
Lv0 Wilderness Node:
The same as todays system. Not much requirements needed to take it over, and logging trees, picking plants etc gives XP to it to get it over to "our side" and lv1 node.
Lv1 NPC Expedition Node:
The node is unlocked after an area is cleared of trees, rocks, bushes and NPC's.
Lv2 Camp Node:
An already established camp of NPC's have to be defeated. Its node have an area of effect for aggro from this campment if players try to harvest its area. NPC's don't tolerate that we come in and take their livelihood.
Lv3 Village Node:
An already established village of NPC's have to be defeated. Its node have an even bigger area of effect for aggro if players try to intervene and/or harvest its area, and we may expect NPC's to have established guards to travel around the village to keep it safe.
Lv4 Town, Lv5 City or Lv6 Metropolis:
They follow the same logic, but no node is at this stage this early in a new servers life, but if NPC's are left alone, they will grow bigger and bigger into Towns, Cities and even its own versions of Metropolises. Raids and sieges are needed to burn it to the ground and force the native away.
2*: Here is the kicker: NPC's that are big enough to feed on players have an ability to get their loot-tables increased based on players killed by them. Thus PvE comes with the same Risk vs Reward PvP currently has. If you die to an NPC, you may have died to a monster that likes to drag the corpse into its cave before it feasts on you. Thus items, gear, materials etc may be residing in its stomach, or at the location inside the cave. If a player kills this monster, there is a chance some of the items and materials is still left, thus killing random NPC's come with the potential added excitement that it has killed previous players. But its risk is also greater.
The bigger and badder the NPC is, up towards world bosses, the bigger the loot-table may become, and this alone can be linked to procedural quests put to the closest Player Controlled Node. At a certain point a trigger gets released making a quest to track it down, find it and kill it. Example: A sea monster dragged down a ship and killed its entire 8*3=24 player raid which triggers the procedural quest system, where romours starts to spread in the neighbouring nodes. "There is a rumor of a sea monster that sunk an entire ship, and killed its crew of 24 at X location. Go track it down".
This monsters loot-table consists of reagents from its hide, bones, teeth, but also the contents of the stomach. Items from a total of 24 players lies inside it, and Items may be hardened from its acid thus weapons and armor may be better than what they were once they were lost.
With added risk towards PvE, raids in dungeons also becomes more exciting. As previous raids may have tried to go too deep. Increasing the loot contents and its loot-table from previous players. Raids being controlled by gear lost at death, means that raids would need to bring caravans with them to prolong the raid with several tries. If they get killed, they have to re-gear up with the stash from the caravan, which again gets linked to bigger risk vs PvP.
(I'm not saying full loot risk, but copy whatever is used for PvP)
3*: Monster coint events would suddenly make sense. Nodes that we have stolen from them is the reason they try to fight back, and if successful they start over with their own node progression system, just like we do if we kill and burn down a player ran node. Too big of a NPC node, hinders the neighbouring nodes progress, thus players have bigger reasons to try and cooperate for those events before they turn on eachother again. With the NPC nodes being dynamic, we shift endgame content per server even more. NPC's being unattained to grow, gives big areas with end game content for farming, and a focused zone(s) towards all players.
Big Data is more and more used to finetune MMORPG's, and this can and should be utilized to further expand on the node system. I'm not asking to have it at launch, but announcing something alongside it for a future expansion/DLC would be huge! Getting the feeling that AI is at work here too, and not only in other games. Server data can be analyzed to alter mobs dynamically, just lik the node system analyses the data from its neighbouring area to get XP.