When MMO is compared to Skyrim or Oblivion then difference is:
- in MMO there are zones/areas filled with mobs on same level
- in TES it is not so exactly defined, even if the mobs stay in same area they are randomly distributed. In Oblivion there was a difference because moble leveled with you or were spawned in harder versions
I more like TES version, do we know how it will be done in ESO?
Some idea (being probably too late and after all not big chance someone will take care, but just wanted to say) is to split area into more logical leveled zones:
A. Close to cities, roads from city to near farms: rats, crabs, levels 1-5, all without aggro (escape only when close model, crabs might bite)
B. Near farm areas, heavily used roads (with 30 meter around road): foxes, rabbits, boars, deers, levels 6-10 usually no aggro
C. Area close to B in 50 meters: travelling wild, wolfs, bears levels 11-20, hostile, but attacks only when get too close
D. Wilderness: every wild nature levels 21-30, attacks when not on far distance
E. Wild Nests: Trolls, some other creatures levels 31-50, attacks on sight, have some defined area to live
Now not to make it too boring all creatures have pseudo random paths that might sometimes go to lower areas, means Troll might sometimes hunt in regular area (kills bears and humans), wolfs might travel close to humans areas and roads (will cause NPC to attack it on sight).
In this way you still have areas that creature level is expected, but not defined exactly (like having in other MMOs area with bats level 19) and have some chance to meet with creature that forces you to escape.
The base for my proposal is the visibility of mobs, in TES where you have a lot of trees and bushes, so it was always a surprise what I will see, in Skyrim tundra it would be difficult to make such surprise.
But if it would be possible then discovery of territory would be another challenge.