Intense PvP action also forces players to work together.
I don’t think you’re accounting enough for how much more powerful groups can be than individuals. Sure you can get 1v5’s and come out on top, but if all you’re ever doing is fighting groups of 5 to 10 as a solo player, you’re going to lose more than you win pretty quickly.
Take for example, EVE online. The PvE is meaningless, boring, and most players avoid it as best they can by taking as efficient of a route as they can to make isk (money).
Yet the PvP content has created allegiances of MASSIVE numbers of players. Some players do group together to PvE, but the vast majority of players group together because of PvP. Not just to PvP with a larger group, but also to get protection from a larger group to even be able to PvE.
The metagame is still in its very early stages. Clans are forming but they’re very loose as of yet. I’m not sure that a clan mechanic will (or should) ever be added to the main servers, but it exists on some modded servers. It’s quite interesting to watch the metagame evolve, to be honest.
I think what you’re trying to say is that you want a new type of creature put into the game which is more dangerous than say a wolf, not as dangerous as current bears, and not worth killing for resources, correct? And the purpose of which is to provide a more challenging PvE environment, in hopes this will decrease PvP content?
The way I see it, the difficulty for a single entity in the game currently goes thusly: Helicopter > Bear(if you aren’t using bolty/semi auto rifle) > player > wolf. Players in groups are of course more dangerous on average than an individual.
Helicopters do provide a PvE challenge which makes players come together for the most part. But I think, as the others have said, that it’ll force the players into playing a certain way. Instead of the sandbox game we have, which has players trying to PvE and players trying to PvP, it’s pretty much just “Defend against Radanimals.” The point was to force players to cooperate against these entities.
I like the idea of new entities the way you described them. I don’t like the idea of them being so numerous as to change the gameplay style drastically. A few of them would be awesome, too many would be gamebreaking.