@Iradicus, just out of curiosity, why are you harvesting low level mats with a higher level character anyway? Are you crafting for others?
On the other hand, I think allowing high level characters to farm low level zones unchallenged could be bad for low level players. To answer the question above, refining raw materials of any level can grant rare improvement materials and lower level ones are easier to farm.
I do like the idea of enemies having an intelligence level that factors into their behavior. But it should be different for each individual type of enemy, rather than their classification. Say, bandits should be a bit more willing to preserve themselves than cultists. I also would think there would be a range set, so not every single enemy of the same type would behave precisely the same way. One bandit more reckless than the others, and so on. A pretty neat concept, I'd say. Probably deserves its own thread.
bertenburnyb16_ESO wrote: »if you completed the quest surrounding that area where the mobs are hostile, they should turn neutral (yellow), this could also solve alot of the whole phasing mess, (now if you complete the quest the mobs are gone for example) I wanted to help out a buddy a while back, but since I completed it already, he dissapeared, if the mobs were neutal to me but hostile to him we would still be able to play together (first and last time I messed with grouping and phasing, what a mess)