Quote Originally Posted by James1213 View Post
I agree that fates should have a degree of scaling with players either tougher mobs more things to turn in and the such. I also think fates should have a consequence for them if you don't do this fate then this will happen all leading to loss of player control of a zone ...
This would be a great way to add some 'life' to some of the FATEs and regions, a bit more interactivity and a 'reason' to be there 'working' to defend the realm. Bonuses to xp/gil gains for combat when a region is fully controlled and the like as rewards for maintaining control.

Quote Originally Posted by Chauve View Post
... Although I can't think of how they would include crafting professions...(perhaps have some sort of gathering event. like a set of nodes where you're hunting for specific items to turn into a NPC? like the combat ones, just with gathering.) Not sure on that one.
As for gatherer/crafters having a role in this: Having turn ins for items/gear in the camps around the region to aide in the supply of the npc defensive forces. Those npc defenders need to eat and have new/functional gear to wear and weapons to use after all. Not unlike the turn ins for GC's only that it would help to maintain the player control over the region rather than simply providing xp/seals.