I don't know if there is a better term for it. I heard it from
a video essay about The Forever Winter, a game that takes place on a battlefield where you, as the protagonist of the story, aren't very significant to the battlefield. A combat pocket, in a game design aspect, is a localized area of engaged hostility. It's an emergent consequence of who, when, and where colliding in just the right way. Combat pockets of course will exist in the game in terms of PVP. Intrepid is building a whole system around player-driven war. Player vs NPC combat pockets, even moreso, should go without say. I may not have played many MMORPGs, but I have seen a number of attempts at NPC-run combat pockets. The majority of them are used more as set dressing than anything else. If it's possible to do well, I wonder if it has any place in Ashes of Creation, with its systems being far more robust than the likes of, say, SWTOR.
The first example of an NPC-run combat pocket that comes to mind is the Khazard-Gnome war in Runescape. The God-Wars dungeon is another prime example. In Runescape, these literally-never-ending wars take place in clearly-defined bounds, and you as a player can take part however you see fit.

Here in Khazard, two groups of NPCs create a combat pocket on the map, which add to the feeling that the world is lively, and things exist and move and transpire outside of your executive control. However, the sobered eye might grow disillusioned with its lack of nuance. This battlefield exists forever. You can join the fight, but your fight will end nothing but your attention span. It's is a shame, because while the battlefield is grand and spectacular, it means you're meant to pass it up and stop thinking about it, like a rest stop to a town that uses frivolous monuments to get you to stop by. It's meant to exist for literally every player to witness, and that makes this battlefield feel more like a zoo exhibit where you can step inside and go hunting.
Will intrepid be taking a crack at NPC-run combat pockets in Verra? How emergent, dynamic, or fluid would Intrepid aim to make them? How much could they even? It's possible to make a game with good NPC-run combat pockets, and it's possible to put NPC-run combat pockets in your game. Do you believe it has a place in
this game, though?
I think it would be really neat if, say, the goblins fought the minotaurs at random in the Riverlands because their patrol paths overlapped or something, or if a wandering elite monster decided to rampage against a band of highwaymen. Not super often would it happen, but enough that you'd see one mob fight another mob every once in a while. It makes the world outside of the ordered sttlements feel 'messier,' which I really like. Not every cluster of enemies deserve to sit around until a player comes. I think some of them should be killed by other, stronger NPCs. Let the little goblin dude see some action before players pop out and knock the living daylights out of em!