If there were other features ingame such as bogs or streams and fallen trees or stony terrain people will avoid these because they slow down your journey(or so i hope),
so if these were in real life paths would not be straight but would be going around these types of things like in real life where paths go around marshes.. see where im coming from?
Yes, this also fits very well with another idea I had not long ago:
For developers it is possible already to place items in maps and selectively turn on collision detection. You probably noticed the table and chairs near Harnquist's - that's an example for this feature. In guildhouses all items have automatically collision detection enabled.
This is not only possible for furniture or items but any mesh.
The second thing are the stalactites that apparently have fallen down from the skydome long time ago and now are spread over the landscape.
Now it would be possible to remove the stalactites from the static maps and make them item-meshes with collision detection.
It would be already relatively simple to place them manually in the maps and so forth, but I was thinking a bit ahead:
The starting point would be a blank landscape map, except "special" fallen stalactites. There would be dangerous areas, specified by devs.
In these areas the engine would randomly figure out a point in the map in a more or less random time frame. At a given time, a grey spot appears on the ground, which grows fast and gets more and more black. After a few seconds, the spot disappears and an impact effect comes into play. All entities in a given range are killed and a "fresh fallen stalactite" item is placed, still covered by a dust effect.
After a while the dust disappears and only the stalactite would remain.
Since there's rain etc. the "fresh fallen stalactite" item would be replaced by an "older fallen stalactite", then by a "pile of rocks" and finally vanish completely again.
Making the event of falling stalactites rare enough to not fill the landscape with stones but often enough to freak people out and make them avoid these areas would have similar effects like the one you described.
Edit: Of course this would also imply that specific items don't have labels. It is already strange enough to have table and chairs with labels.
Edit2: And it would require action locations to be stickable to dynamic meshes, too.