People use those words because, often times, they are the best ones to describe the situation.
I fail to see how a system based on the mechanics of real life wouldn't work here. Most of the time, if an animal is chasing you it is due to a flight response or doing so in order to chase you out of its territory or away from its offspring. After a certain point is reached, it gives up and goes back home if it hasn't caught you (with exceptions of course).
Intelligent races don't have the same limitations. A band of thieves or brigands will chase you until they catch you, you fight them, or you get away. I feel the exact same about the undead, but with even less wiggle room. As popularised by centuries of fiction on the subject, the undead should never tire of chasing you because they never tire period. I thought the daylight mechanic in XI was a good balance to this sort of system.
As to your inablitly to see eye to eye with me on how a more dangerous world can create a tighter sense of community, you have proven my point with your comment. Even when someone is walking over your dead corpse and can raise you, but chooses not too, thats still very much a level of interaction. When people did that to me in Xi I had a tendancy to remember who they were. This in turn could change my outlook on a situation said person could then find themself in which would benefit from my help. Snubbing people is still interaction even if its not the kind your looking for. And quiet frankly, I would prefer that sort of system over the one we have now. I'm not looking for the areas outside the cities to be brutal, but there does need to be some sense of chaos and random events that take place to ensure that I don't have 100% control over what happens to my character each and every time I go outside. Thats just plain boring as hell, which (I am told anyway) was a major complaint about this game at launch.

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