What is PvE grinding:
I call all quests that follow this pattern:"kill X mobs, to collect
What is PvE dull:
I call PvE dull groups of mobs with exactly same level standing in the defined areas almost do not moving, that can be approached by player and aggro-ed one by one, after killing they re-spawned after minute.
Those who hoped ESO looks like Skyrim probably do not want both, but the answer is always that we got MMO and there is no choice - this must be done this way.
But I do not understand why it must be this way, it is just some magic excuse to do things easier and in grinding way instead of to put some innovation.
So usually when someone plays MMO then it is not critical to have mobs on exactly defined level. I usually could face up to 5 level stronger mobs (if I meet higher level that I can not handle, I can retreat or use more potions), so it is not a must that mobs must be exactly grouped with same level.
You usually have big number of kills (up to 20) because it is just planned grindy - the mobs are grouped together so making 2/3 kills would be just too easy.
So my idea is:
Plan natural areas that are intuitive for some level to be there.
Near big cities we could have mobs with 1-5 level, rats,crabs and all newbies could train there.
Then when you go more into the forest then there would be chance to meet level 6-10: boars, deers and similar
....
Finally wilderness for level 40-50, biggest area for all that are approaching highest level.
What is the difference?
1. There is no exact grouping of mobs, mobs have large areas to travel in random (or quasi random) paths, there can be some unique species staying in some areas (but still notin tiny small areas) or some common ones (like wolves) that can be found in any place.
2. There is risk and diversity of what mobs are you going to encounter when travelling
3. Because of above the numbers of items to collect could be much smaller
4. To make game more unpredictable (less dull) mobs could sometimes visit lower level areas.
5. AI of mobs could be much more advanced. There are few examples:
- sometimes there could be alpha mobs created that other mobs could join in teams. Such teams could be very deadly for low levels, but killing alpha would bring big benefit (unique food/ingredients). In this way low levels who do some questing could call high level for help and team up with some reason.
- when entering lower level areas (close to major cities) mobs could be less aggressive, so it would be really someone with lack of attention to engage into fight.
- mobs could also attack themselves - this would lead to some interesting biological observations
- mobs would attack lower levels more aggressively
- mobs could bother NPC by attacking cows/sheeps or eating vegetables on fields
6. With each level mobs/characters could gain 1% of run speed. In this way low levels should really pay more attention when entering higher level areas as they will not be able to just escape.
7. Travelling roads - you could have a risk to meet some random mob, still if lucky even level 1 could travel.
There is also easy way to migrate and try - just merge few similar level areas and let mobs with more AI and random paths travel - I'm 100% sure that this will make all players happy to visit this area instead of repeating same pattern, so it is not just some revolutionary idea that can not be tested. And it is good up to level 50 so in deepest forest they could have most dangerous creatures that can be only killed by groups.
And we got perfect game:
3x FUN: PVP, raiding, (new) plains exploration