The fact that there aren’t map-wide consequences for failing or ignoring fates bothers me. We’re approaching level 100, y’all can make it more punishing. If we’re snoozing why aren’t we losing?

Oh a monster is overpopulated and I ignored it? Make the area the fate happened so saturated with mobs that it’s hard to solo (could be a good thing if you’re hunting pelts). No more food all the bugs ate the crops.

Oh no they’re attacking a bridge or something and I ignored it? Gotta go the long way now. Oops gotta evacuate the town, too many enemies. Whoopsie, the necromancer popped off and now it’s everyone’s problem for the next hour you have to kill everything twice.

What I’d love to see is exclusive gathering points locked behind combat fates. Or a crafting section that repairs defensive structures that assist in combat. There’s no reason that DoH or DoL classes have to be separate from DoW experience. This provides end game crafters the chance to play an active role in getting to play with players on the overworld map. It rewards them with consequential benefits and brings random players together via collective responsibility.